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Any dungeon rework plans?

BlockNewt
BlockNewt
Soul Shriven
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.
  1. 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.
  2. Make any kind of mitigation difficult to obtain outside of the Tank role
  3. Unavoidable damage ticks for some mechanics and or enemy attacks
  4. 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.
  5. 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.
Edited by BlockNewt on 6 May 2026 15:43
  • Soarora
    Soarora
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    BlockNewt wrote: »
    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.

    AoE taunting really is not necessary ever. You don’t need to taunt every enemy in a fight. And that’s coming from someone who can only hold up to ~3 enemies at a time without losing taunt. That said, I would like to see tormentor changed back to allowing aoe taunting. Because people deserve to have fun and sometimes I am lazy… like it’d be nice for banished cells hard mode with all the daedroths.
    BlockNewt wrote: »
    Make any kind of mitigation difficult to obtain outside of the Tank role

    This wouldn’t make tanks more necessary, it’d lead to more people dying to mechanics.
    BlockNewt wrote: »
    Unavoidable damage ticks for some mechanics and or enemy attacks

    This already happens in the form of group DoTs.
    BlockNewt wrote: »
    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.

    This is a thing in some dungeons, like moon hunter keep, oathsworn pit, & bedlam veil. I don’t notice any difference between having the cones and not having them.
    BlockNewt wrote: »
    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

    Please no, it’s already annoying enough in the 3 base game dungeons.
    BlockNewt wrote: »
    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

    Considering the backlash on Naj’s difficulty, I don’t think scaling the dungeons to being dlc difficulty would go over well. Disabling CP, however… that could be an interesting idea. Bringing the more experienced players down to the level of newer players… since normal is for newer and casual players, not for experienced players.
    BlockNewt wrote: »
    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.

    It sucks for healer unless you make a trash setup to deal damage but for tank, there’s so much you can do in trash to optimize. You could be giving the group major and minor expedition. You could have an AoE pull. You could apply heroism to gain ult for the boss fight. You could do pulsar for minor mangle so that the enemies die faster. Etc, etc. I tell people who run ahead of me that it actually goes slower if they do that because they die to the scattered trash instead of letting me stack and debuff them + get aggro on them. You can even (without aoe taunt) turn the trash enemies around to an extent so dps get their flanking passives.
    BlockNewt wrote: »
    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

    I disagree with scaling base game dungeons. I avoid them because I don’t like the mechanic/world building style of them compared to dlc, but people need a good difficulty curve to make progression less daunting (if people even want to progress).

    Exp also isn’t really a factor, it’s the transmutes.
    BlockNewt wrote: »
    I would love to hear everyone's ideas, thoughts, and opinions.

    Thank you for taking the time to make and post this. I don’t mean to be harsh in my disagreement.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • BlockNewt
    BlockNewt
    Soul Shriven
    BlockNewt wrote: »
    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.
    Soarora wrote: »
    AoE taunting really is not necessary ever. You don’t need to taunt every enemy in a fight. And that’s coming from someone who can only hold up to ~3 enemies at a time without losing taunt. That said, I would like to see tormentor changed back to allowing aoe taunting. Because people deserve to have fun and sometimes I am lazy… like it’d be nice for banished cells hard mode with all the daedroths.
    I was hoping that if they increased health and damage for trash packs that it would. Of course, with the current state of things I agree with you.
    BlockNewt wrote: »
    Make any kind of mitigation difficult to obtain outside of the Tank role
    Soarora wrote: »
    This wouldn’t make tanks more necessary, it’d lead to more people dying to mechanics.
    I would argue this one. I think DPS & Healers most certainly should have some kind of threshold or cap for their defensives. If they don't, what would be the point of the Tank outside of bosses? To simply do a group pull, apply some debuffs, and then wait for everything to die? I don't imagine people are bringing bruiser or hybrid type builds into veteran. It would be too detrimental.
    BlockNewt wrote: »
    Unavoidable damage ticks for some mechanics and or enemy attacks
    Soarora wrote: »
    This already happens in the form of group DoTs.
    I understand some bosses do this. As for all enemies besides the boss, it's minimal, or simply just AoE ground effects you move out of.
    BlockNewt wrote: »
    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.
    Soarora wrote: »
    This is a thing in some dungeons, like moon hunter keep, oathsworn pit, & bedlam veil. I don’t notice any difference between having the cones and not having them.
    Interesting. Currently it just feels like you have more than ample time to move out of everything that you need to.
    BlockNewt wrote: »
    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
    Soarora wrote: »
    Please no, it’s already annoying enough in the 3 base game dungeons.
    Could you further explain what you find annoying about this?
    BlockNewt wrote: »
    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
    Soarora wrote: »
    Considering the backlash on Naj’s difficulty, I don’t think scaling the dungeons to being dlc difficulty would go over well. Disabling CP, however… that could be an interesting idea. Bringing the more experienced players down to the level of newer players… since normal is for newer and casual players, not for experienced players.
    I ran this the other week on Vet for the pledge and final boss sure gives the group a run for their money. However, I can't say I remember the last time I did this one on Normal Difficulty, but I do remember it being way more forgiving than Veteran. I wouldn't say that it's difficult in terms of how much damage and health everything has, but more so the amount of mechanics everyone needs to know.
    BlockNewt wrote: »
    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.
    Soarora wrote: »
    It sucks for healer unless you make a trash setup to deal damage but for tank, there’s so much you can do in trash to optimize. You could be giving the group major and minor expedition. You could have an AoE pull. You could apply heroism to gain ult for the boss fight. You could do pulsar for minor mangle so that the enemies die faster. Etc, etc. I tell people who run ahead of me that it actually goes slower if they do that because they die to the scattered trash instead of letting me stack and debuff them + get aggro on them. You can even (without aoe taunt) turn the trash enemies around to an extent so dps get their flanking passives.
    Yes, you can do all of that, but besides that it feels pretty boring in terms of what your killing is not threatening at all. I don't ever remember a time wiping to trash packs on Veteran.
    BlockNewt wrote: »
    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
    Soarora wrote: »
    I disagree with scaling base game dungeons. I avoid them because I don’t like the mechanic/world building style of them compared to dlc, but people need a good difficulty curve to make progression less daunting (if people even want to progress).

    Exp also isn’t really a factor, it’s the transmutes.
    If you have dungeons scaled to be easier than others, everyone will just run the easier ones. Circumvent that by making them all be scaled them same. Extra exp would be nice, considering you are doing a more difficult difficulty. Would only make sense that you would get more exp than a Normal would. Wouldn't it?
    BlockNewt wrote: »
    I would love to hear everyone's ideas, thoughts, and opinions.
    Soarora wrote: »
    Thank you for taking the time to make and post this. I don’t mean to be harsh in my disagreement.
    Thank you for taking your time to write all of that up! Was very refreshing to read someone else's thoughts and stances on it.

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