First point is correct. They increase the difficulty and you get better rewards the more of them you choose.ESO_player123 wrote: »@Radiate77 I got the impression that those modifiers for solo dungeons, even though they stack like in IA, are not for giving perks to the player but for adding difficulty. Did I get the wrong impression?
Edit: I also understood that they did not want to make the keys for Nowhere Vault to be too rare. They said that they want the players to engage with the content.
I’ll copy/paste what I wrote in my Guild Discord.
“@everyone Update 51 Twitch Stream just wrapped up, key takeaways were…
-Solo Dungeons drop new Monster Sets and each dungeon drops different specific slot Gold Companion Gear, their quests are repeatable, and there are Infinite Archive verse-like modifiers you can apply.
-New Vaults that are played either solo or in a group, the theme of them is puzzles and not combat, they are opened by rare drop keys but you can open a vault for your whole group with one key, and they give amazing rewards, like a pinnacle community earned Gryphon mount.
-Hybridization is wrapping up with potions and poisons, aswell as cleaning up redundancies like Minor Brutality/Sorcery. Templar provides a group-wide Armor buff, and Sorcerer provides a group-wide Penetration buff. Apprentice Mundus Stone is being converted to Experience Gain instead of Spell Damage.
Note: Warden was not mentioned one time this stream, and the PTS was pushed back to July 27th… read into that what you will.”