KalevaLaine wrote: »I totally agree with you. However, I also have no idea how to integrate the role check.
Maybe via the stats, or perhaps the gear? I think both would be very difficult.
I know these are just examples, but they show just how unmanageable a system like this is. Major and minor resolve give 9k resistance, there other temporary sources of resistance and also for vet and even a lot of HM content you don't need 33k resistance. So a tank with 15k unbuffed resistances could be fine.KalevaLaine wrote: »I totally agree with you. However, I also have no idea how to integrate the role check.
Maybe via the stats, or perhaps the gear? I think both would be very difficult.
There is already a level and CP check on enetering vet dungeons and DLC dungeons.
You could incorporate a system into the dungeon finder, and also have it scale. 33k res isn't needed for vFG1. If you don't meet the requirements you get told why.
You could base them per role on:
Tank: Resistance and Health (unbuffed ~26k+ res & 32k+ health at the top end)
Healer/DD is the more tricky part because of hybridization and shared stats but there is one stat that isn't shared, so:
DD: Penetration and Weapon/Spell Damage (unbuffed ~3,500 pen & ~3,500 wd/sd at the top end)
Healer: Penetration and Weapon/Spell Damage (unbuffed less than ~2,000 pen & ~3,500 wd/sd at the top end)
It would mean that DLC dungeons would effectively be given "levels", if somewhat through the back door. That would lock some players out depending on where you set those requirements.
Note: Not advocating either way, just giving an example of a system that would do this.
The second issue is the fake role problem. The dungeon finder should set minimum requirements for roles. I know this would be difficult. What requirements should a tank have? Health? Resistances? Heavy armor? What about the healer? Healing staff? Healing skills? And the dps? Maximum attribute points in stamina or magicka? Difficult, there are also very good dps who don't have that. I guess, ZOS needs to come up with something clever for this problem but we really need a solution.
PeacefulAnarchy wrote: »I know these are just examples, but they show just how unmanageable a system like this is. Major and minor resolve give 9k resistance, there other temporary sources of resistance and also for vet and even a lot of HM content you don't need 33k resistance. So a tank with 15k unbuffed resistances could be fine.KalevaLaine wrote: »I totally agree with you. However, I also have no idea how to integrate the role check.
Maybe via the stats, or perhaps the gear? I think both would be very difficult.
There is already a level and CP check on enetering vet dungeons and DLC dungeons.
You could incorporate a system into the dungeon finder, and also have it scale. 33k res isn't needed for vFG1. If you don't meet the requirements you get told why.
You could base them per role on:
Tank: Resistance and Health (unbuffed ~26k+ res & 32k+ health at the top end)
Healer/DD is the more tricky part because of hybridization and shared stats but there is one stat that isn't shared, so:
DD: Penetration and Weapon/Spell Damage (unbuffed ~3,500 pen & ~3,500 wd/sd at the top end)
Healer: Penetration and Weapon/Spell Damage (unbuffed less than ~2,000 pen & ~3,500 wd/sd at the top end)
It would mean that DLC dungeons would effectively be given "levels", if somewhat through the back door. That would lock some players out depending on where you set those requirements.
Note: Not advocating either way, just giving an example of a system that would do this.
Your healer dd split makes even less sense, many dds don't have that much unbuffed pen, though I suppose they should unless running alkosh, but all healers have a lot of pen just from wearing light armor. Healers also need wd/sd and get it just from high mag pool.
Beyond all this, of course, is that it doesn't account for a) fakes who would just queue in different gear and swap in dungeon and b) people who have basic builds that meet the requirements but don't have the experience.
ESO competence relies so much on skill that a stat check would either exclude creative and functional builds for a role or be so broad that it serves no meaningful purpose.
valenwood_vegan wrote: »Advanced and role-specific tutorials beyond the very basic intro (and dummy parsing) would be very welcome.
The game arbitrarily telling me how I have to set up my character would not be welcome
PeacefulAnarchy wrote: »A tank with all heavy purple has 16k resistance with a shield plus 2.4k from heavy armor passives (343 x7)
https://en.m.uesp.net/wiki/Online:Reinforced_(trait)
That's 18.4. swap a medium helm and light shoulder and you're at around 16k.
twisttop138 wrote: »As for the issue, a tutorial would be really good. A shocking number of people don't know that red lines around an enemy mean interrupt and gold lines mean block or roll.
twisttop138 wrote: »As for the issue, a tutorial would be really good. A shocking number of people don't know that red lines around an enemy mean interrupt and gold lines mean block or roll.
And there's another problem: that tutorial exists. All starting quests up to the current reworked Coldharbour, have always included a tutorial on blocking, dodging, and interrupting.
But just as the best way to hide information is to write it into a file called "README_NOW.txt", no one takes tutorials seriously.
Major_Mangle wrote: »The fix: Make your own group with like minded individuals, interact and talk to people and stop expecting randoms to play the way you want......
Necrotech_Master wrote: »normal difficulty IS the dungeon tutorial lol
if people dont understand roles or mechanics, it means people arent paying attention or learning anything while in normal difficulty
i know this problem itself is exacerbated by experienced players doing normal dungeons on near or meta dps builds that burn everything in normal super fast, and a lot of mechanics in normal are almost ignorable because 1-shots on vet are only about 50-80% dmg on normal and thus most ignore it
part of the problem with mechanics could be resolved by making 1 shots 1 shots on normal, this would force people to learn them without the heavily increased dmg from every other mechanic and more signify their importance
fake roles are typically a problem on normal because experienced players generally dont need help in the dungeon and just want it to get done as quick as possible, this has branching consequences of less experienced players not learning anything and then being woefully underprepared when attempting to do veteran difficulty
Necrotech_Master wrote: »normal difficulty IS the dungeon tutorial lol
if people dont understand roles or mechanics, it means people arent paying attention or learning anything while in normal difficulty
i know this problem itself is exacerbated by experienced players doing normal dungeons on near or meta dps builds that burn everything in normal super fast, and a lot of mechanics in normal are almost ignorable because 1-shots on vet are only about 50-80% dmg on normal and thus most ignore it
part of the problem with mechanics could be resolved by making 1 shots 1 shots on normal, this would force people to learn them without the heavily increased dmg from every other mechanic and more signify their importance
fake roles are typically a problem on normal because experienced players generally dont need help in the dungeon and just want it to get done as quick as possible, this has branching consequences of less experienced players not learning anything and then being woefully underprepared when attempting to do veteran difficulty
"Don't understand mechanics"? What mechanics?!
"Fake roles"?! Hum!? Seriously?
You're not talking about Veteran Dungeons, you're talking about DLC Veteran HM dungeons, correct?
Because with all this Arcanist Overpower Beam, it's all anyone needs. Old players, new players, tank, healer, or DPS… everyone just goes beeeaammm!!!
So tell me: what mechanics are you talking about? What fake roles??
All of this is happening because of the power-creep Overpower Beam Arcanist. It’s been a problem for a long time and, as a bonus, Zenimax released Subclassing just to give it even more power!
At this point it feels like Morpheus is standing in front of us, holding out two pills:
- Take the blue pill… keep beaming and pretend roles and mechanics still exist.
- Take the red pill… and fully awaken to the truth: the Beam and Subclassing have completely broken the game.
We don’t need anything else except: nerf the Arcanist, remove Subclassing, bring real roles and class identity back into the game again.
But oh… right. We’re going to get all that in… three years!
Bro… just BEEEEEAMMMMM!!!
twisttop138 wrote: »As for the issue, a tutorial would be really good. A shocking number of people don't know that red lines around an enemy mean interrupt and gold lines mean block or roll.
And there's another problem: that tutorial exists. All starting quests up to the current reworked Coldharbour, have always included a tutorial on blocking, dodging, and interrupting.
But just as the best way to hide information is to write it into a file called "README_NOW.txt", no one takes tutorials seriously.
Necrotech_Master wrote: »normal difficulty IS the dungeon tutorial lol
if people dont understand roles or mechanics, it means people arent paying attention or learning anything while in normal difficulty
..."