Here's my solution:
Everyone who hits the boss, gets loot.
Problem solved.
It wasn't really hyperbole. It was a pointed statement in regards to people thinking their tank, which is a build specifically intended to support players, is needed in these large group boss farming scenarios. It isn't. No one needs your tank to taunt the boss and absorb damage in clearly farmed world boss situations. Just stop. Keep your tank to instanced group scenarios and stop trying to act like it belongs in all content at all times. It doesn't. You know, for a fact, that the boss you are heading to, to farm a lead, is going to have a ton of players. No one needs you to tank the boss.
People are complaining that there tanks cannot compete in situations that are clearly, and have always been clearly, not for tanks. This isn't some random WB you stumble on and help out another player. This is a very intentionally farmed boss that you already know will be swarmed with players. Prepare properly for it. That's all I am saying.
The loot cap is irrelevant here, because it applies to everyone. The least you can do is at least try to hit it, instead of just showing up on a pure tank and expecting to do nothing and get rewarded for it. Your taunt is useless since the boss is going to die fast, your 1 light attack is meaningless to the fight, etc. Nothing a pure tank can bring to a boss farming situation is useful in any meaningful way. Why should they be rewarded for that. Why should anyone be rewarded for minimal contributions to the fight.
And let's be honest, most players who get loot do no more than drop an AOE ult and like 1 ground base AOE. Just Wall of Elements and a destro ult and you are more likely than not going to get loot from the boss. 2 skills. That's not a lot to ask.
Wow. Just... WOW. I cannot begin to even pick apart how many statements you just made that are either wrong or narrow minded.
Instead, I'll just say this:
There are a significant number of people who are new, sub cp200. I routinely tell new players like that, especially those that join my guild, that they should focus on their main character and put off making alts until they at least finish unlocking their Champion Points on their account, so that making alts is easier down the road.
I often tell them to wait even a bit longer, so that the CP gains matches the monster power curves, which occurs around, oh, say, 225-300. This lets those new players focus better, learning their chosen Main's role, as well as encounters, crafting and other basic game mechanics, and even get their feet wet in "easy" Vet runs with the guild, opening them up to Monster Gear.
The point being: even without saying that to them, new players often only have ONE character in the first place anyway. A lot of times, that is a tank, leaving them with only a tank as an option to have fun during an event. They have not had time yet to be able to have twin sets of armor farmed up, or learn two roles, or have all their spells and skills learned and morphed. They are still learning how to tank in the first place.
Then we come to those that simply do not like making alts, at all. They have one Main. They farm achievements, quests, zones, trials, etc, all on that ONE Main. A rather large fraction of players in ESO are like this, many of them tanks, and ONLY tanks. They have absolutely no desire to heal or DPS in any way, and when they approach group content, they do tanky tanky things. The only concession to this they make is crafting writ alts.
Your insistence that these people that enjoy the game, and play it in their own way, ==must change to fit your narrow viewpoint== is truly ludicrous. It's also toxic, unwelcoming, and elitist.
Instead, how about we focus on making the game itself fairer, by updating archaic and outdated mechanics, so that a tank or healer has a chance to get a drop doing the things THEY love to do instead of being forced to do something they aren't very good at, or even hate doing?
Expecting people to make changes when they are attempting to do something that doesn't fit to the playstyle they are currently playing in is no where near ludicrous.
Like, if I enter into cyrodil on my PVE build, I should expect to fail pretty miserably. If I enter into a dungeon not prepared to tank it, in the tank role, I should expect to fail. If I enter anything, unprepared for that situation, I should fail.
Walking into a clear farming situation unprepared, you should expect to fail.
This!spartaxoxo wrote: »It's ludicrous to redefine group content in such a narrow way, to justify bad design.
Look, I am not even saying that something shouldn't change with the way loot is determined. But, I have a problem when people are using tanks as an example for the reason this should happen.
Healers, great, multiple healers can all contribute to a fight.
Tanks, more than one tank is useless in every WB fight as is. So why should they be rewarded for contributing nothing. Reward one tank for taunting the boss or something, but not all of them for a light attack.
Exception: latest content isn't 1.5m per boss. It's 2.5m~3m. Which is around 70k minimum damage you need to do.Necrotech_Master wrote: »3% of 1.5 million hp boss is 45,000 dmg needed to be done (most experienced players could probably do this in 2 attacks)
dragons i think fall under the category of dolmens, and they reward loot as long as you dealt any dmg whatsoever
As a tank you're doing maybe 4k-6k per attack (lucky crits can be more). If a boss dies in 10 seconds, you're out of luck. This release being somewhat of an exception as some world bosses were bugged and wouldn't respawn after dying, so people haven't been farming them as much as they usually do with chapters on release.
Look, I am not even saying that something shouldn't change with the way loot is determined. But, I have a problem when people are using tanks as an example for the reason this should happen.
Healers, great, multiple healers can all contribute to a fight.
Tanks, more than one tank is useless in every WB fight as is. So why should they be rewarded for contributing nothing. Reward one tank for taunting the boss or something, but not all of them for a light attack.
SMH
Do you not realize tanks do more than taunt??
And that they taunt more than just the boss, for that matter???
And that having more than one tank in a group event is a good thing??
Do you know what Intercept means? Interruption? Chain-pulling? Off-Tanking? Bashing? Positioning? Debuffing?
You know, all the things that makes a fight go from being a right proper cluster-****, into a smooth kill???
Stuff that is happening even when it's mass players versus one boss??
Stuff that is NOT being accounted for in terms of contribution to a kill???
But sure, keep thinking and saying that tanks should not be rewarded and see how well that helps the tank shortage, and how well it works out for you when tanks (and healers, and even other DPS) learn of your viewpoint.
Oreyn_Bearclaw wrote: »I have zero empathy for people that refuse to adapt their build to the objective they are trying to accomplish.
But none of that is necessary for a WB fight with crowds of people.
Not a single WB needs an off tank.
But none of that is necessary for a WB fight with crowds of people.
Not a single WB needs an off tank.
Ohhhhhh so now, suddenly, you are changing the parameter from "group content" to ONLY world bosses eh?
Because we never see events, or leads dropping, from anyyyyyyy other group activities besides world bosses right?
RIGHTTTTT??????
Way to move the goalposts!!
We are talking about all group content here. Much of it has bizarre loot right restrictions that don't properly reward ALL player contributions because it's based in DPS, or even sometimes in HPS, when you are in a crowd larger than cap.
I've been at regular, every day, old skewl dolmens, not even the new ones like Harrowstorms or Volcanic Vents, where I only healed, or only tanked (via mostly chain-pulling adds so DPS could AOE nuke), for the entire time, and there was a crowd of 30+, and the final boss dropped in a second flat, and I got nothing for that.
This seem right to you? This seem fair to newcomers that don't know the game and it's weird rules yet? Is this truly worth the toxicity it causes? Is this truly worth making those newcomers that come in during free play events feel like they got short-changed and never buy the game or sub? You know, those very same newcomers that are directed in zone chat to "go do dolmens to level fast!!!"????
dragonlord500 wrote: »Chill people. I don't want to see you guys take a lighter to this thread. I'm still waiting for what the developers are gonna say about this since it's taking a lot of attention from the people.
Oreyn_Bearclaw wrote: »I have zero empathy for people that refuse to adapt their build to the objective they are trying to accomplish.
My, what a welcoming viewpoint towards new players trying to run a shiny new event for their first time on the tank they rolled, because they like to play a tank in a video game, and haven't had time yet to farm new gear for DPS or learn new spells from their skill point shortages!!! So welcoming!!!
I'm very sure that attitude will really help retain new players and lessen the tank shortage with fresh blood!!!
How could it not???
My, what a wholesome viewpoint to take towards those players that have dedicated their entire playing career to being the very best tank they can be, farming and honing their skills for thousands of hours, who don't enjoy being forced to pigeonhole themselves into your narrow viewpoint of complete and utter disdain towards their chosen leisure time, all because of a broken mechanic that is archaic and easily solvable!!! So wholesome!!!
I'm very sure your callous air will endear you to tanks as they rush to group with your delightful "zero empathy" self!!!
How could it not???
Gosh, how silly of me to wish for others to be able to see another gamer's viewpoint!!!
Gosh, all along we have had people like you and jaws to point out how selfish and self-centered and uncaring I should be!!!
Oreyn_Bearclaw wrote: ». Tank is a Group Role.
But none of that is necessary for a WB fight with crowds of people.
Not a single WB needs an off tank.
Ohhhhhh so now, suddenly, you are changing the parameter from "group content" to ONLY world bosses eh?
Because we never see events, or leads dropping, from anyyyyyyy other group activities besides world bosses right?
RIGHTTTTT??????
Way to move the goalposts!!
We are talking about all group content here. Much of it has bizarre loot right restrictions that don't properly reward ALL player contributions because it's based in DPS, or even sometimes in HPS, when you are in a crowd larger than cap.
I've been at regular, every day, old skewl dolmens, not even the new ones like Harrowstorms or Volcanic Vents, where I only healed, or only tanked (via mostly chain-pulling adds so DPS could AOE nuke), for the entire time, and there was a crowd of 30+, and the final boss dropped in a second flat, and I got nothing for that.
This seem right to you? This seem fair to newcomers that don't know the game and it's weird rules yet? Is this truly worth the toxicity it causes? Is this truly worth making those newcomers that come in during free play events feel like they got short-changed and never buy the game or sub? You know, those very same newcomers that are directed in zone chat to "go do dolmens to level fast!!!"????
Every one of my comments was in regards to World Bosses being farmed by masses of players. Which is literally what this entire thread is about, players farming the mythic lead from the stormhaven boss. This 12 player cap argument only ever comes out in regards to World Boss farming. Ever. Because everyone at a dolmen, with even just a light attack, can loot the chest at the end. And the pseudo boss that comes down doesn't even always drop loot anyways, and you get XP from that boss for a light attack.
But also, please tell me why you need more than one tank at a dolmen. Dolmen's, those challenging content pieces that require off tanks.
Loot should be rewarded based on contribution to a fight. Say 21 players show up to a WB. 11 DPS, 10 pure tanks. Those 11 DPS are doing literally all of the work here as the boss dies in a handful of seconds. Only 1 of those tanks are even remotely being useful. So those other 9 tanks, no, I don't think they should be rewarded for doing nothing just because they choose to play an organized group oriented build in a non organized piece of content.
I don't think that is toxic.
One time, I joined a vet dungeon group, and did pretty terribly at it. So I took some time to get better, and then re-entered the content better prepared.
I also once entered PVP, got completely destroyed in the first encounter. Spent the next 6 months preparing for the content and then came back better prepared.
Expecting a player, new or not, to be properly preapred for the contnt they are trying to do, is in no way toxic. Using new players as an excuse to make content rewards handouts for lazy players is far more toxic, and does more harm to the success of those players than expecting them to come back later, better prepared.
spartaxoxo wrote: »Oreyn_Bearclaw wrote: ». Tank is a Group Role.
Group bosses are group content. Full stop.
Oreyn_Bearclaw wrote: »spartaxoxo wrote: »Oreyn_Bearclaw wrote: ». Tank is a Group Role.
Group bosses are group content. Full stop.
"Tanks and Healers are roles that only make sense in organized group content." Second sentence I wrote, and I will stick to it.
In order to get loot and XP credit for killing a mob, you now only need to deal 3% of its maximum health instead of the previous 10%.
World bosses throughout Tamriel have been rebalanced to target groups of four instead of two.
Expecting people to make changes when they are attempting to do something that doesn't fit to the playstyle they are currently playing in is no where near ludicrous.
Like, if I enter into cyrodil on my PVE build, I should expect to fail pretty miserably. If I enter into a dungeon not prepared to tank it, in the tank role, I should expect to fail. If I enter anything, unprepared for that situation, I should fail.
Walking into a clear farming situation unprepared, you should expect to fail.
TinyDragon wrote: »@jaws343"But, world bosses aren't really "group content" in situations like this though. When there are 100 players camping the boss, no one needs your tank. It's wholly unnecessary. Slot a few DPS skills for a handful of minutes and then move on with your day.
Bring your tank to a WB when it is just a few players you are grouped with, or you see a few players on the WB fighting. That is when they are needed.
It's unreasonable to assume people are able to use the armory to change when they see who is there or not.
I don't want to spend 5,000 crowns on it, when I can port to my house before I do content. Once I'm in the world, there's *no* requirements for me to fit a certain role, be it tank, healer or dps. This is your assumption and belief, and you can't force it on others. It also flys in the face of the phrase ZoS loves so much; play as you want.
It also fails to address the point about loot. If I follow your arbitrary rules about when I should or should not bring a tank, I still won't get loot even if you're saying I might be helpful. Even if I slot a "handful of dps skills", I still won't get loot.
Even if I'm a PvP healer in IC, I won't get loot.
Your solution is not a solution at all.
That's not what play as you want means...
Play as you want means you can play any content you want. It doesn't mean that you can be successful at any content without properly preparing for it. It doesn't meant that a tank should be competitive with a dps. It doesn't mean that a group focused build will be, or should be, successful in non group content.
Look, I am not even saying that something shouldn't change with the way loot is determined. But, I have a problem when people are using tanks as an example for the reason this should happen.
Healers, great, multiple healers can all contribute to a fight.
Tanks, more than one tank is useless in every WB fight as is. So why should they be rewarded for contributing nothing. Reward one tank for taunting the boss or something, but not all of them for a light attack.
SMH
Do you not realize tanks do more than taunt??
And that they taunt more than just the boss, for that matter???
And that having more than one tank in a group event is a good thing??
Do you know what Intercept means? Interruption? Chain-pulling? Off-Tanking? Bashing? Positioning? Debuffing?
You know, all the things that makes a fight go from being a right proper cluster-****, into a smooth kill???
Stuff that is happening even when it's mass players versus one boss??
Stuff that is NOT being accounted for in terms of contribution to a kill???
But sure, keep thinking and saying that tanks should not be rewarded and see how well that helps the tank shortage, and how well it works out for you when tanks (and healers, and even other DPS) learn of your viewpoint.
But none of that is necessary for a WB fight with crowds of people.
Just like some trials don't need more than one tank, and some do. Just like 4 man dungeons only need one tank.
Prepare for the content you are planning to play. Not a single WB needs an off tank. And certainly not a world boss that is being farmed by masses of players. They don't need chains, they don't need positioning. They don't need debuffing. Anyone can interrupt. They die in like 6 seconds. At most, 1 tank is needed (which isn't even really true because no tank is needed when a WB is being mass farmed).
I've already made it clear that this isn't an issue specific to tanks. But you've glossed over that multiple times and doubled down on it still being a tank issue.Look, I am not even saying that something shouldn't change with the way loot is determined. But, I have a problem when people are using tanks as an example for the reason this should happen.
If it's not hyperbole then your "pointed statement" fails on a fundamental level.It wasn't really hyperbole. It was a pointed statement in regards to people thinking their tank, which is a build specifically intended to support players, is needed in these large group boss farming scenarios. It isn't. No one needs your tank to taunt the boss and absorb damage in clearly farmed world boss situations. Just stop. Keep your tank to instanced group scenarios and stop trying to act like it belongs in all content at all times. It doesn't. You know, for a fact, that the boss you are heading to, to farm a lead, is going to have a ton of players. No one needs you to tank the boss.
I am pretty sure that it is not how it is currently working (it must have been changed yet again at some point) as I get the exp for the kill & achievement for killing a world bosses, but no loot...In order to get loot and XP credit for killing a mob, you now only need to deal 3% of its maximum health instead of the previous 10%.
Look, I am not even saying that something shouldn't change with the way loot is determined. But, I have a problem when people are using tanks as an example for the reason this should happen.
Healers, great, multiple healers can all contribute to a fight.
Tanks, more than one tank is useless in every WB fight as is. So why should they be rewarded for contributing nothing. Reward one tank for taunting the boss or something, but not all of them for a light attack.
Because players who realize all they have to do to get loot is hit the Mob once and then stand there until its over, WILL do that.
The current motif farm in the Deadlands portals is proof enough of this.
So many people just throwing one light attack on one add then pretty much going afk.
I've explained that 100 tanks doing just 4k DPS would still kill a 2.5m health group boss in 6 seconds. Just in case you missed that bit, that's 6 seconds. You don't need someone to tank it? No one needs you to do DPS. No one needs you to kill it in 0.5 seconds. How meaningful is it to have actual DDs in the fight when it only takes 6 seconds as a bunch of tanks? And if it dies in 6 seconds, you probably won't need healers, either. The fact of the matter is, no role is specfically needed with enough players.