After the rework of classes, do you think there is any hope of ZOS reworking dungeons? With Overland getting different difficulties in the upcoming update, I feel as if Dungeons are also in a dire need of fixing in terms of difficulty.
This is all I want, Dungeons to feel more meaningful while playing with a party. I don't do Trials, never enjoyed Raiding in MMO's, so I will not be making any points about that. I myself only fill the roles of Heals and Tank since i get the most enjoyment out of them, primarily healing.
Firstly, I'll be talking about some points that will need to happen before these two roles even start to feel impactful.
- AoE Taunts. I know this is against ZOS design philosophy, but I think this is crucially needed. Having this could lead to a lot of other changes in terms of how dungeons are played leading up to each boss.
- Make any kind of mitigation difficult to obtain outside of the Tank role
- Unavoidable damage ticks for some mechanics and or enemy attacks
- Regular enemies doing more, quicker, and bigger frontals, cleaves, AoE's, etc. This requires group aggro management from the tank or else your group is at stake. Unless of course the healer can heal the group through this.
- More regular enemies also having some sort of fixate ability, allowing them to ignore an already active taunt and go attack a random group member
Secondly, I'll be talking about the state of Normal Dungeons. At this difficulty, the Tank & Heal roles don't feel impactful considering regular enemies and bosses do not feel dangerous enough. This leads to DD fake queueing into roles that they shouldn't. I understand that it is easy enough in Normal Dungeons to run pretty much all DD and still be fine. However, that is not the role you signed up for and all new players start at this difficulty, which I find fairly important.
Here are some points that I think could help fix
normal dungeons...
- Disable CP
- Change gear drops to Blue and Purple
- CP 150 is the highest gear drop obtainable
- Scale all dungeons to be on par with DLC dungeons and maybe further tune it some more
- Undaunted mail loot should be scaled according to dungeon difficulty
Finally, moving onto Veteran Dungeons. Even on this difficulty besides having to hold aggro on some elite mobs as a tank, I don't feel any more useful than on normal difficulty until I get to the boss on both roles. On top of that, the lack of people even queuing for this difficulty outside of daily pledges really makes it difficult to even queue for it. Outside of getting monster sets, achievements, or just for the challenge alone, there's absolutely no incentive to even bother with this difficulty.
Here are some points that I think could help fix
veteran dungeons...
- Enable CP
- Change gear drops to Blue and Purple
- CP 160 gear becomes obtainable at this difficulty
- Scale base dungeons to be equal to DLC dungeons
- After scaling, further increase health and damage of regular trash packs
- Triple or quadruple the current daily dungeon experience amount if completed on this difficulty in RDF
- Also increase the regular experience gain after completing the daily run in RDF
With the above changes I think it could drastically change the feeling of dungeons. Normal difficulty focusing more on new players or players that don't really enjoy this content. Making the roles you play feel meaningful teaching you the ropes so you can improve yourself so you can eventually move onto veteran difficulty. Veteran now somewhat incentivizes players to queue for it while also increasing the challenge. Maybe all this is a bad take and I'm sure someone has better ideas, but after thinking about it for a while now, normal & veteran dungeons need a rework and not a new difficulty.
I would love to hear everyone's ideas, thoughts, and opinions.
Edit: Striked out normal dungeon point.