taylorwilenskiub17_ESO wrote: »With the increase from 4-man groups to 5-man groups we would be allowed to have an additional role filled in dungeon runs, the support roll.
As it stands, there are many great looking / sounding support abilities but many players will opt to not choose them because tanks want all their skills to be tank oriented, DPS want their skills to be dps oriented, and healers are worried about keeping their team mates alive.
I would love to roll a support based character, granting my allies shield, damage, and speed buffs. I think this would add another extremely fun and interactive layer to the game.
I know it won't be implemented anytime soon, but if ZOS could get back to me on their thoughts as to if they are considering this for the future?
I think many players could get behind this!
Support roll ftw!
Subsequent posts are correct when they say all classes have utility that function outside of their chosen role. But that isn't good enough. Because the player will still be expected to make their primary focus a priority - where as if a support role was available a player could create a build that would be free to prioritize this sort of play-style.
Catflinger wrote: »Subsequent posts are correct when they say all classes have utility that function outside of their chosen role. But that isn't good enough. Because the player will still be expected to make their primary focus a priority - where as if a support role was available a player could create a build that would be free to prioritize this sort of play-style.
What you're indirectly asking is for the game designers to create actual enforced group roles, just like in traditional MMOs; in other words, for them to give up on the idea of "play how you want" and on tuning dungeons around this idea.
I, for one, am really against this idea. Every other MMO out there is already like this. And when each and every one of us already has the tools at our disposal to play support as much as we want in group settings, I think it's really not the slightest bit necessary to even consider.
everyone has a bit of support in their builds and I have been on lots of pugs where they were using those skills. Its not needed to add another slot in the pug finder for it and all that would happen is people would get another person in for dps. I just ran a dungeon with ease with only 3 players due to one dropping out, first time for all of us on level. adding another person would only make it even more boring and easy
There was a time when a Crowd Controller, a bard, a buff(bot ; )er, a tank and a healer where mandatory in standard groups. You could maybe do without one of the 5, but it was far from optimal. This design is considered unfun since, because of i dont know the reason...
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
I've found getting a decent healer is a bigger problem than getting a decent tank...
taylorwilenskiub17_ESO wrote: »With the increase from 4-man groups to 5-man groups we would be allowed to have an additional role filled in dungeon runs, the support roll.
As it stands, there are many great looking / sounding support abilities but many players will opt to not choose them because tanks want all their skills to be tank oriented, DPS want their skills to be dps oriented, and healers are worried about keeping their team mates alive.
I would love to roll a support based character, granting my allies shield, damage, and speed buffs. I think this would add another extremely fun and interactive layer to the game.
I know it won't be implemented anytime soon, but if ZOS could get back to me on their thoughts as to if they are considering this for the future?
I think many players could get behind this!
Support roll ftw!
A 5th spot will only bring another dps. 100% the case. So if you have 3 sorcs and a dk, you honesty think they bring a temp or NB just to be nice?
There was a time when a Crowd Controller, a bard, a buff(bot ; )er, a tank and a healer where mandatory in standard groups. You could maybe do without one of the 5, but it was far from optimal. This design is considered unfun since, because of i dont know the reason...
Because of the hassle it caused when forming groups. Having a population in the game with a nice even balance is very rare. That is why we got the trinity now, and that is why ESO has altered the trinity to a form where players can cover more than one part of it.
There was a time when a Crowd Controller, a bard, a buff(bot ; )er, a tank and a healer where mandatory in standard groups. You could maybe do without one of the 5, but it was far from optimal. This design is considered unfun since, because of i dont know the reason...
Because of the hassle it caused when forming groups. Having a population in the game with a nice even balance is very rare. That is why we got the trinity now, and that is why ESO has altered the trinity to a form where players can cover more than one part of it.
ruze84b14_ESO wrote: »On the surface, I'd say that adding a 5th man to the group would do more to make players bring a 5th dps to kill mobs quicker.
A trend I see heavy in MMO's is that DPS is king. Outright damage is more powerful than strategic play. There are many reasons for this, including adds, boss HP, simplified AI, etc.
ruze84b14_ESO wrote: »On the surface, I'd say that adding a 5th man to the group would do more to make players bring a 5th dps to kill mobs quicker.
A trend I see heavy in MMO's is that DPS is king. Outright damage is more powerful than strategic play. There are many reasons for this, including adds, boss HP, simplified AI, etc.
True. It's been the trend now for years to fashion gameplay around DPS. In the old days support abilities like crowd control for example were very important to the gameplay. And it wasn't at all unusual to see classes who excelled at such abilities as immobilization and restoring magic. Now it's mostly been watered down to the point it's just kill it before it kills you. Which quickly becomes boring and tedious.
And based on my experiences with other games, I would say the primary reason for this trend is a weakened enemy offense. This allows players to rack them all up and then burn them down without dying in the process. They call it speed runs. I call it stupid.
I first encountered this phenomenon on World of Warcraft and it's been spreading like a cancer through-out the genre ever since.
ruze84b14_ESO wrote: »On the surface, I'd say that adding a 5th man to the group would do more to make players bring a 5th dps to kill mobs quicker.
A trend I see heavy in MMO's is that DPS is king. Outright damage is more powerful than strategic play. There are many reasons for this, including adds, boss HP, simplified AI, etc.
True. It's been the trend now for years to fashion gameplay around DPS. In the old days support abilities like crowd control for example were very important to the gameplay. And it wasn't at all unusual to see classes who excelled at such abilities as immobilization and restoring magic. Now it's mostly been watered down to the point it's just kill it before it kills you. Which quickly becomes boring and tedious.
And based on my experiences with other games, I would say the primary reason for this trend is a weakened enemy offense. This allows players to rack them all up and then burn them down without dying in the process. They call it speed runs. I call it stupid.
I first encountered this phenomenon on World of Warcraft and it's been spreading like a cancer through-out the genre ever since.
It is also due to shorter fights, one prime reason for e.g. bards in caster heavy groups was mana regeneration of some sort.
AE Farm groups exist for very long before WoW, but they needed special strategy and setup.
Untrue. People seem to have this simplified mindset ignoring the fact how much they could benefit from a support char (but since they usually don't see big damage / heal counters coming from such a char....). Besides the fact support chars can be a lot of fun to play.Games that have support roles in dungeons typically lead to the support switching to dps because support is typically not needed(makes it slower vs having another dps)