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U51 Feedback Thread for Solo Dungeons

ZOS_Kevin
ZOS_Kevin
Community Manager
This is the official feedback thread for the new Solo Dungeons System. Specific feedback that the team is looking for includes the following:
  • Did you enjoy the Solo Dungeon Experience?
  • How did Solo Dungeons feel as you were playing? Did they feel balanced?
  • Did the Solo Dungeon offer the experience you were looking for?
    • If Yes, could you elaborate on your experience?
    • If No, what fell short for you?
  • What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
  • Any other feedback?
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • T3vvy
    T3vvy
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    Feedback after doing MHK on 0 and 1MM. I will do more once I've done 2 and 3MM

    Did you enjoy the Solo Dungeon Experience?

    It was... ok? the 0 MM setting feels VERY easy, which i think is intended. 1 felt a little better, but still easy. Considering that these are supposed to be the easier difficulties, thats probably not a bad thing

    How did Solo Dungeons feel as you were playing? Did they feel balanced?

    Considering these are supposed to be the two easiest difficulties, yes they felt balanced

    Did the Solo Dungeon offer the experience you were looking for?

    Not the experience I am looking for, as I prefer more difficult content

    What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?

    Providing actual numbers on how the number of Misfortunes buffs enemies health pools and damage

    Any other feedback?

    The reset hourglass at the start of the dungeon is a gods end, please add this into basically all instanced content going forward, as well as previous content
  • code65536
    code65536
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    With 3x misfortunes (jumping into the deep end, I know lol), I'm currently stuck on the first boss in MHK, because of Bloody Cleave.

    It does something like 22-25K damage unblocked, similar to the amount of an unblocked Crushing Leap, for example.

    The difference, though, is that Crushing Leap has a 1.4s cast time, so you have time to react: dodge, block, etc. While there is no reactive counterplay to Bloody Cleave.

    These are the combat events reported by the game's API: the first number is a timestamp in seconds. Boss starts the ability at 208.671, and less than 0.1s later, the damage has already hit at 280.760.
    [280.671] {BEGIN} [60997/Jailer Melitus]->[45222/Snow Øryx] : Bloody Cleave (265037) : [100] [PHYSICAL]
    [280.760] {DAMAGE} [60997/Jailer Melitus]->[45222/Snow Øryx] : Bloody Cleave (265037) : [22178] [PHYSICAL]
    

    What I see on my screen at the 280.6 timestamp when the ability starts:
    f6vch49bev4b.png

    (The telegraph also lasts longer than the ability; going frame-by-frame in my recording, I see that the telegraph lasts for half a second even though the ability had already hit me after just 0.1s.)

    Anyway, everything else that does a similar amount of damage is well-telegraphed and give the player at least 1s to react. Well, everything except for this, so it feels like this was an oversight. There needs to be more windup for the Bloody Cleave, or the damage needs to be brought down to be in line with things like light attacks.
    Edited by code65536 on 17 August 2026 17:30
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  • code65536
    code65536
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    zz6ro130c3ws.png
    That's... not much of a debuff for anyone who's regularly using Velothi.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • drip_fromtheinkwell
      EDIT: for context, I did both solo dungeons with two misfortunes, to test out the "veteran" mode.
    • Did you enjoy the Solo Dungeon Experience?
      I liked it well enough. I've been able to solo the group versions of Moon Hunter Keep and March of Sacrifices for a while, and the specific solo dungeons are a lot less tedious, overall.
    • How did Solo Dungeons feel as you were playing? Did they feel balanced?
      The mobs were pretty easy, even on the "veteran" mode-- I didn't have any trouble with them, and didn't die to a 'trash' pack. It was the bosses I had issues with: it was really punishing to be a melee dps in both, but especially march of sacrifices. A few notes I made while playing:

      mos:
      - wasn't able to figure out how to pick up the "protection" synergy of the other four seasons on the spriggan "Aghaedh of the Solstice". I tried standing in the glowing lights of each color that wasn't "autumn's protection" (the only synergy I was able to pick up). I had to heal/shield through the blast.
      - Lingering AOEs on Tarcyr pulled me out of stealth, is that supposed to happen?
      - Balorgh-- seems self explanatory, but the cone of cold he breathes did not give me warning or a way to dodge out of it. Can't block through it, can't survive it. Running far enough ahead was the only option? (I was able to streak far enough ahead, but for classes without a portal/streak option, this seems like a nightmare)
      mhk:
      - Jailor-- favors ranged builds again, but pretty much like the group dungeon. dodge-rolling his cone attack didn't seem consistent, though
      - hedge maze guardian: more frustrating to find the spriggans than actually difficult. The maze feels a lot bigger. I appreciate that it just halts the boss's health as opposed to actually healing it.
      - Mylenne Moon-Caller-- killed by her 'shred' ability when it looked like I was well out of it.
      - Vykosia-- a lot easier than expected; the pacing of the adds was even easier than the boss just before her, the thunder-caller/mage with symbols.
    • Did the Solo Dungeon offer the experience you were looking for?
      overall it's fine.
    • If Yes, could you elaborate on your experience?
      as I said, I was able to solo them already on both NA (where I have all the bells and whistles like perfected gear, lots of crafting resources, etc) and EU (where I haven't done as many trials or have as many CP) but if you're just wanting to experience the story, I think this is a great option.
    • If No, what fell short for you?
      I don't think this is something I would do for more than the achievements: for one, if I'm looking for the gear and want to go at my own pace, I'll do the other one on my own. I think it's kind of lame that even on the "veteran" mode of the solo dungeons, you're still getting base game gear. I understand if it's not possible at all, but it feels like if you're taking two misfortunes at the start, you should at LEAST get green or blue dungeon gear. It felt pretty bad to struggle through some bosses and end up with a blue soulshine staff at the end of it all.
    • What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
      I think that both solo dungeons really favor ranged builds. I suppose that's fine, sacrificing power for mobility, but not being able to run my best build (melee pure-class stamina sorcerer) wasn't my favorite.
    • Any other feedback?
      The transumte crystals are a great bonus, especially for people who people who are low-leveled, or don't pvp very often and rely on random daily dungeons for their transmutes. Other than the potential for monster masks, there doesn't seem much reason to do veteran outside achievement hunting. The rewards just don't match.
    Edited by drip_fromtheinkwell on 17 August 2026 17:44
  • drip_fromtheinkwell
    code65536 wrote: »
    With 3x misfortunes (jumping into the deep end, I know lol), I'm currently stuck on the first boss in MHK, because of Bloody Cleave.

    It does something like 22-25K damage unblocked, similar to the amount of an unblocked Crushing Leap, for example.

    The difference, though, is that Crushing Leap has a 1.4s cast time, so you have time to react: dodge, block, etc. While there is no reactive counterplay to Bloody Cleave.

    These are the combat events reported by the game's API: the first number is a timestamp in seconds. Boss starts the ability at 208.671, and less than 0.1s later, the damage has already hit at 280.760.
    [280.671] {BEGIN} [60997/Jailer Melitus]->[45222/Snow Øryx] : Bloody Cleave (265037) : [100] [PHYSICAL]
    [280.760] {DAMAGE} [60997/Jailer Melitus]->[45222/Snow Øryx] : Bloody Cleave (265037) : [22178] [PHYSICAL]
    

    What I see on my screen at the 280.6 timestamp when the ability starts:
    f6vch49bev4b.png

    (The telegraph also lasts longer than the ability; going frame-by-frame in my recording, I see that the telegraph lasts for half a second even though the ability had already hit me after just 0.1s.)

    Anyway, everything else that does a similar amount of damage is well-telegraphed and give the player at least 1s to react. Well, everything except for this, so it feels like this was an oversight. There needs to be more windup for the Bloody Cleave, or the damage needs to be brought down to be in line with things like light attacks.

    I think this might be what I encountered when I mentioned that dodge-rolling his cone attack felt "inconsistent"-- I also tried to follow the telegraph, but found myself with that same DoT anyway.
  • mocap
    mocap
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    Did 3x MHK.
    1 death on second boss.

    Second boss: final phase is a bit overtuned. Spriggans spawn deep inside labyrinth, forcing boss to roll there, and that's where chaos starts. Also too many adds in final phase.

    All other bosses (first dude, big dawg dude, rune dude and final chick): perfect balance. Hard (and it should be) but doable.

    Overall, the entire dungeon is an AoE fest and classic "adds first, then boss", cuz adds almost always hit million times harder than boss.

    Now for the bad part: rewards are absolutely not worth the effort. They gave me 200 of whatever currency, but vendor's prices are insane — a coffer with just 1 Undaunted key costs 2k. Wat?
  • Reginald_leBlem
    Reginald_leBlem
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    I absolutely do not want another currency. If you want people to do the dungeons repeatedly to get all the gear just make shoulders and helm both drop from the final boss, or make it so you can only purchase them if you have the achievement.
  • mocap
    mocap
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    Who knows no fear of beast or blade?
    "And milksop... welcome to the Undaunted."
    :trollface:
  • Erickson9610
    Erickson9610
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    I thought it was underwhelming to be rewarded with Overland sets even when I selected all three Misfortunes:
    2cnsfynvjtv0.png
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Erickson9610
    Erickson9610
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    I thought it was underwhelming to be rewarded with Overland sets even when I selected all three Misfortunes:
    2cnsfynvjtv0.png

    I just finished Solo Moon Hunter Keep with all three Misfortunes. For those curious, this is what I got from the final boss:
    zt5b5c6mj4ae.png

    What I didn't know is that the repeatable quest from this Solo Dungeon gives you a curated piece from the Group Dungeon:
    1diq7xogaqt8.png
    cb43y9f2q2yx.png

    The tooltip on the curated coffer says that it is a weekly reward. Is this true? Even if we return to repeat this quest every day, will we only get a curated coffer once a week?
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Erickson9610
    Erickson9610
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    What I didn't know is that the repeatable quest from this Solo Dungeon gives you a curated piece from the Group Dungeon:
    1diq7xogaqt8.png
    cb43y9f2q2yx.png

    As seen above, I completed the quest for the Solo Dungeon and was awarded a Skill Point. However, the map still shows the dungeon as incomplete:

    fnug9sp0vjxe.png

    Even the Solo Dungeon icon for this place is marked as incomplete! I haven't cleared the Group Dungeon on PC-EU yet, so I think maybe both icons would be marked as cleared if I were to complete the Group Dungeon version. It's strange that there are two icons overlayed on top of one another like this -- I'm not using any addons that change the map UI in this screenshot.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • FranklesConina
    I've tried MHK only, +0MM and +1MM

    >Did you enjoy the Solo Dungeon Experience?
    I did really like that I can play on story mode and just plough through and not be bothered by anything (on arc parsing 120K). This will be super for taking my less used and low DPS toons through for story and skill points.

    Deciding this was too easy, I tried normal mode (+Warm Welcome) and dusted off my abandoned, half-built necro that I really struggle with. Much tougher experience and made me really concentrate on mechs and rotation.

    >How did Solo Dungeons feel as you were playing? Did they feel balanced?
    Story mode - yes, hopefully will open this up to people who are put off group content or just want to chill with the quest.

    Within the context of +1MM, overall yes. Individually, damage from the accursed WWs might need adjusting? Felt like they did more damage than the hulking WWs and I died more to them than anything else.

    >Did the Solo Dungeon offer the experience you were looking for?
    Yes!

    >If Yes, could you elaborate on your experience?
    Story mode was accessible, I got to take my time and explore the dungeon (MHK has so many places to look and investigate)
    +1MM it was tough but beatable with a toon I was not familiar with with concentration and without being too frustrating. If I had more time I would definitely be going back to try the harder difficulty and MoS on PTS!

    >If No, what fell short for you?
    N/A

    >What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
    As others have said above, some of the telegraphs for the cone attacks don't feel quite right, especially on the MHK first boss. Damage from cone AoEs feels worse than it should be compared to other attacks. I can't quantify this, it's just vibes.

    >Any other feedback?
    I think that this will be an excellent change to game and give players the opportunity to experience dungeons through a breadth of play styles and abilities. Love the visual effects of the Meted Misfortunes pile, so pretty!
    Co-leader of Tamriel Women Unite on PCEU
    EU main, NA dabbler
  • Erickson9610
    Erickson9610
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    ZOS_Kevin wrote: »
    This is the official feedback thread for the new Solo Dungeons System. Specific feedback that the team is looking for includes the following:
    • Did you enjoy the Solo Dungeon Experience?
    • How did Solo Dungeons feel as you were playing? Did they feel balanced?
    • Did the Solo Dungeon offer the experience you were looking for?
      • If Yes, could you elaborate on your experience?
      • If No, what fell short for you?
    • What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
    • Any other feedback?

    Alright, now to answer these questions directly:

    I enjoyed the Solo Dungeon Experience! It felt like a Solo Arena, which I thoroughly enjoyed.

    Some of the enemies felt disproportionately more powerful than others. For instance, in the room with the archers and the werewolf behemoth, the three archers would perfectly synchronize their Volley to hit me at the same time:
    aimt74nfhhm8.png
    By comparison, the werewolf behemoth did noticeably less damage. I was more worried about the archers than I was the giant werewolf! I remember in the Group Dungeon version, the werewolf behemoth was the biggest threat in the room, so my experience soloing the Group Dungeon version didn't carry over to soloing the Solo Dungeon version.

    Yes, the Solo Dungeon offered the experience I was looking for. I wanted a challenge that I could test my build and my Companion's build against, and I found a suitable challenge here.

    Many of my deaths were due to AoEs that the NPCs would throw onto the ground without much of a telegraph if I wasn't focused on those NPCs, such as the three archers mentioned above with their Volley, or the lightning ground AoE from Archivist Ernarde. I would eventually figure out when I should dodge, but it felt frustrating to suddenly be burst down by an attack I didn't see coming. Maybe delay the first tick of damage of these AoEs so that there is a greater window to react? As soon as those red circles suddenly appeared right on me, I would go down in an instant!

    Overall, I really like these Solo Dungeons. I'm excited to play through both of them when this feature releases on Live. I also really appreciate the new Werewolf Form, Red Skill Style that can be earned through completing these two Solo Dungeons. It's a thematic reward for the content it's earned from, and I could always use more customization for my Werewolf form! I would like to see future Solo Dungeons have appealing rewards as well. It would also be cool to see new Skill Scrolls made and found as rewards in Solo Dungeons.
    Edited by Erickson9610 on 18 August 2026 00:42
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • BasP
    BasP
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    How did Solo Dungeons feel as you were playing? Did they feel balanced?
    I only tried Moon Hunter Keep with three Misfortunes on a Stamplar thus far. I definitely died a few times, but completed it.

    I thought the balance, overall, was fine. I did find the difficulty of the last boss a tad underwhelming compared to the other bosses, however. I actually found the first boss the most difficult myself, but in hindsight that was because I didn't pay enough attention to the adds in the beginning.

    What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
    I think the rewards for doing the dungeon with three Misfortunes seem a little bit lackluster. Getting a gold piece of companion gear at the end is nice, I suppose, but the Overland gear you get throughout the dungeon is underwhelming.

    Any other feedback?
    I think it'd be cool if one piece of the Mylenne Moon-Caller set would grant Minor Slayer instead of Weapon and Spell Damage. It would give solo players a way to get that buff, which would be nice since it will work in Overland content too, and being able to get Minor Slayer from one piece of a Monster Set would also be nice for theory crafting in general.
  • MidnightDuel
    MidnightDuel
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    Once again, a simple idea is over-complicated and poorly executed.
  • Chrlynsch
    Chrlynsch
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    -Did you enjoy the Solo Dungeon Experience? MoS 3, Liked being able to stay in WW form the entire time. Ran on a Werewolf DK werewolf cost nerfs where massively felt here.
    -How did Solo Dungeons feel as you were playing? Did they feel balanced? Overall MoS 3 was a challenge, Boss 2 was hard to damage at the end with WW and ground effect in place Heavy attack damage was worthless with the challenge mode and was really the only thing that could touch it. Some bad RNG on some chain spriggan pulling on boss 2 made for a bad time.
    -Did the Solo Dungeon offer the experience you were looking for?
    If Yes, could you elaborate on your experience? Overall yes to challenge level on hardest mode,
    If No, what fell short for you? Rewards should be increased for 3 challenges (more collectables for the skill style would be nice, better gear besides overland junk).
    What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons? Better rewards for completing on hardest mode.
    Any other feedback? Overall great way to test the werewolf nerf to sustain, too heavy handed and Sorc sustain mastery should have been the main target. Hircine Rage should be a HOT.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Soarora
    Soarora
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    I thought it was underwhelming to be rewarded with Overland sets even when I selected all three Misfortunes:
    2cnsfynvjtv0.png

    I just finished Solo Moon Hunter Keep with all three Misfortunes. For those curious, this is what I got from the final boss:
    zt5b5c6mj4ae.png

    That's wild that doing the content on the hardest difficulty still doesn't net you enough crests to buy a single item piece from the crest vendor.

    The 5pc item sets from dungeons are not a primary motivation for running them correctly, I see no harm in adding them to the solo versions. Maybe 1 drop from 0 misfortunes and add a drop for each misfortune added?
    [PC/NA] Dungeoneer (Tank/DPS), Semi-retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    Current GM of Hard Dungeoneers
    Tanks: Sorcerer - Necromancer - Templar
    DPS: Frost Warden - Stamarc - StamDK - Hybrid NB Healer
    Ex-Healer: Warden - Arcanist
    Dungeons: 34/34 HMs - 28/28 Tris
  • Kyzeragon
    Kyzeragon
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    Did you enjoy the Solo Dungeon Experience?
    Yes

    How did Solo Dungeons feel as you were playing? Did they feel balanced?
    Almost perfect level of difficulty. I did MHK 3MM, on a pure beam arc, without a companion (TBH I forgot I could until the 2nd boss, but after realizing, I stubbornly decided to solo the whole thing). I did slot some defensive or sustain skills and CP, but used regular stamdps trial gear with ROPO. Of course, I'll be interested in trying it with a companion and playing around with weapon damage debuffs to see how much easier it could be made. Wild idea: a 4th misfortune that prevents use of a companion? :D

    I liked this difficulty because it was definitely hard, but not impossible to do without changing the pure DPS build a ton. By that, I mean artificially increasing enemies' damage so much that you have to spec attributes into health or wear tank gear, which serves only to reduce your damage done and is IMO unfun. So this difficulty is great because that's not necessary, unlike some Vestige difficulty overland encounters where there's uncounterable one-shots everywhere.

    Balance thoughts in the later section.

    Did the Solo Dungeon offer the experience you were looking for?
    Sure?

    What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons? Any other feedback?
    Thoughts dump:
    1. Jailer Melitus' Bloody Cleave hits oddly hard for an attack that has no wind-up and is not very kiteable.
    2. It doesn't feel great to get stunned by the werewolf berserkers' Flurry, into another berserker's Crushing Leap, because Flurry happens so fast if you're not kiting. Maybe just a L2P issue though, trash went better after I made sure to keep moving.
    3. Hedge Maze Guardian is by far the most difficult, and IMO tedious and a little overtuned. The last threshold for spriggans was moved to 15%, so are you intending for us to try to execute it before heals? Otherwise, having to tromp around the maze killing yet another 5 spriggans feels... excessive. If anything, I think there should be fewer spriggans in total, because this is the same number of spriggans as the group dungeon, where you have 2~3 DPS to split up the job.
    4. Those wildbriar senches have no business hitting so hard with their Double Strike, but at least they're CC'able and kiteable.
    5. I really wish Narazda would shut up about the spriggans. Yes, the spriggans are still out there, I GET IT! I'm trying to kill the adds!
    6. Mylenne Moon-Caller encounter felt pretty fair, hard enough to enforce killing adds, and the boss herself was threatening enough.
    7. Archivist Ernarde was slightly too easy. His only really damaging attack is Shock Blast, but it happens so infrequently. The adds are more threatening than the boss, though the adds are well-balanced because their "heavies" are easy enough to tell... at least with addons.
    8. Vykosa was pretty underwhelming. I went into the first pull afraid of the werewolves because managing those and the health thresholds was hard when the dungeon was new, but... there was only 1 werewolf per phase, and only 2 phases? Given I was on 3MM and the description said monsters have all mechanics at their disposal, I was even expecting some hardmode mechanics, perhaps the colors or shock wardens, but it ended up being a ridiculously easy fight compared to the others.

    Regarding rewards:
    1. Overland sets are kind of lame, but understandable for the low difficulties.
    2. I think the chests found within the dungeon should have at least intermediate difficulty on 3MM, if that's doable, given it's arguably harder than a vet dungeon. Then, with Treasure Hunter, we're guaranteed to be underwhelmed by an overland piece.
    3. 200 crests for a 3MM clear?! It's crazy how little that is, after seeing the vendor's prices for gear and style pages. But if the maze guardian were nerfed a bit, I wouldn't feel so insulted. Apothecary's Parcel seems rather cheap though.

    Things that may be bugs (I'll also repost these to the bug thread with more media):
    1. On occassion, the Guardian spawned 5 spriggans on the second spriggan phase. It might have been because I pushed the health lower past the threshold? Usually it spawns 3 on the second phase, and in the group dungeon too, so I think this might be unintentional.
    2. Hedge Maze Guardian's animations sometimes get desynced, after Thorn Toss. The subsequent Crushing Limbs were not animated, and I died, or would have died without addons.
    3. Vykosa's Rending Slash animation is consistently desynced from the actual damage. She's still on the ground when the damage hits, and only after does she jump up. The damage lands ~700ms before the animation appears to.
    4. Some tooltip grammar nitpicking that I'll spam in the bug thread instead.
  • YffresTrill
    YffresTrill
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    I completed both dungeons with no Misfortunes and MHK with 3 Misfortunes.

    For no Misfortunes, I was on one of my many characters who have exclusively sub-par roleplay builds -- specifically a warden hybrid healer/DD with Mirri as a (unoptimised) DD companion. I used no relevant addons. I completed MoS in 24 minutes (with the secrets) and MHK in 11 minutes. I did not die (nor come close to death) at any point.

    For the 3 Misfortunes, I was on my DK main on a dedicated solo build, with no companion. Here, I used a few relevant addons: Code's Combat Alerts (I see you here Code, so thank you!), Combat Alerts Extended, and Wizard's Wardrobe. I completed MHK in 48 minutes (with 15 deaths - 3 to trash and a few to each boss except the Archivist).

    Did you enjoy the Solo Dungeon Experience?

    It was fine. I'm sure I would have enjoyed it a lot if it was my first time going through these dungeons. I have already done them solo on live, however, as well as many times in a group, so it was not a particularly fresh experience for me.

    How did Solo Dungeons feel as you were playing? Did they feel balanced?

    On +0, it felt almost ridiculously easy. I understand it is supposed to match base overland difficulty, so that it probably about right, but I am used to playing on Master on my RP characters (and Vestige on my main) so it felt silly how quickly everything died and how little damage I (and my companion -- she needed no healing at all) took. I am glad this difficulty exists for less skilled/able players and those who prefer very low difficulty, but I would not use it myself on live.

    On +3, the difficulty felt pretty similar to playing on Vestige in overland, but without the extreme unbalancing some encounters have there (i.e. immediate one-shots). I would say the difficulty felt quite appropriate for my skill level. I am a good player but not a top-level one. There is definitely a contingency of players who will find this far too easy (some of whom I know personally). As for whether that is a problem, probably not. I don't think content needs to be balanced around the top 0.1% of players. Though maybe a leaderboard for score-pushing these would be a nice addition for those players.


    Did the Solo Dungeon offer the experience you were looking for? (If Yes, could you elaborate on your experience? / If No, what fell short for you?)

    Sadly not. What I was looking for was a simple story mode with basic balancing changes added to each dungeon in the game, so I can complete dungeons on solo that I could not before (or that can only be done solo with some sort of cheesing), due to annoying group mechanics. I was not looking for a whole new overcomplicated system with extra fluff around it, that will only slow down development of additional solo dungeons.

    What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
    • I was not impressed by the rewards. For the +0, the rewards are fine, though I agree with some others here that putting dungeon sets in would not break the group dungeons. For +3, this leaves much to be desired. I am not going to waste my time on live running these same two dungeons over and over to grind currency.
    • It was not immediately apparent how to apply Misfortunes. The popup on the screen explained what they are and that you can apply them, but did not tell you where to do this. I had to access the in-game Help menu to figure it out. It was not in any obvious place like your character menu, the map, or journal, and the pile you have to interact with did not stand out for me. Once I figured it out, I realised I could no longer use the pile (because I had already triggered the opening cutscene, I think? I had not actually engaged in any combat or even spoken to the NPC) and had to wait to be able to reset and leave. I realised when I came back that the pile glows when you can use it, but I missed that the first time because I was reading the popup as I approached the NPC! Please update the popup to explain what you need to interact with.
    • The Tarcyr fight still felt really slow and tedious. Fewer stealth phases would be nice. We do not need to do it four times during the boss to prove we understand the mechanic. I felt similarly about the Hedge Maze Guardian, though I am glad that it at least does not heal up during the (sadly still boring) spriggan phases.

    Any other feedback?
    • I was surprised by how little trash there was. One thing that is fun about soloing group dungeons (and public dungeons) is mowing through big packs of enemies with AOE. These did not reproduce that experience.
    • I am definitely feeling the nerfs to my sustain in this patch, and these dungeons have made them very apparent. The Core of Flame nerf combined with the Elemental Susceptibility nerf means I am doing a lot more heavy attacks, dragging the fights out and making me much more likely to take damage and die. I really wish these nerfs were limited to PVP. I know it's been said to death, but it is exhausting and not even slightly fun getting nerfed in PVE because of PVP complaints. Please revert at least one of these nerfs for PVE.
    • I am not sure why so much development time was spent on these. The reason players were asking for solo dungeons was so they could experience the story without being rushed by other players. While this does accomplish that, and for that I am glad, the extra fluff around it seems unnecessary and like just creating additional frustration and grind. We already have far too many currencies... did we really need yet another? Do we really need yet more grindy achievements? The Misfortunes mechanic seems like an overcomplication of something that could have been handled by the same normal/vet distinction that already exists for all other instanced content. All that needed to be done was numbers and mechanics rebalancing for solo. It's no wonder something that should have been so simple took so long to release... I hope that now that at least the framework is in place, this will speed up the process for releasing additional solo dungeons. Though it could have probably been sped up further if the KISS principle was followed, instead.
    • I imagine these will feel somewhat easier on live, because I am playing from Europe and my ping was at 180. It is normally 60 or so when playing on the EU server. I had at least one death due to lag.


    (Edit to add: As apparently the Misfortunes are randomised, I would like to clarify which ones I had: the one that doubles damage you take, the one that halves your healing, and the one that causes enemies to heal themselves when you damage them, with a cooldown which I do not remember.)
    Edited by YffresTrill on 18 August 2026 14:08
    @ Yffre'sTrill - PC/EU (No Steam)
  • Maitsukas
    Maitsukas
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    What I didn't know is that the repeatable quest from this Solo Dungeon gives you a curated piece from the Group Dungeon:
    1diq7xogaqt8.png
    cb43y9f2q2yx.png

    As seen above, I completed the quest for the Solo Dungeon and was awarded a Skill Point. However, the map still shows the dungeon as incomplete:

    fnug9sp0vjxe.png

    Even the Solo Dungeon icon for this place is marked as incomplete! I haven't cleared the Group Dungeon on PC-EU yet, so I think maybe both icons would be marked as cleared if I were to complete the Group Dungeon version. It's strange that there are two icons overlayed on top of one another like this -- I'm not using any addons that change the map UI in this screenshot.

    It is pretty much the same thing for all Base Game Dungeons that have a I/II variant.
    PC-EU @maitsukas

    Posting the Infinite Archive and Imperial City Weekly Vendor updates.

    Also trying out new Main Quests, Companions, ToT decks, Events and Styles on PTS.
  • T3vvy
    T3vvy
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    MHK 2 Misfortunes Feedback

    Did you enjoy the Solo Dungeon Experience?

    Thoroughly, yes. This feels on par with solo arenas, if not a tad more difficult.

    How did Solo Dungeons feel as you were playing? Did they feel balanced?

    For the most part, yes. You had to pay attention to boss mechanics, deal with adds, and couldn't just burn and ignore. There were a few small balance issues, but asides from that, very fun

    Balance issues on 2M:
    • Accursed Werewolf heavies one shot, which feels quite damning considering not even the boss heavies do that
    • Werewolf Berserker+the above is a deadly combo, as the stunning roar has no windup
    • Vykosa feels very easy compared to the other bosses, nothing particulary 'scary' and very few mechanics

    Did the Solo Dungeon offer the experience you were looking for?

    Yes!! It's really cool to see more difficult solo content, and this is definitely a nice spin on previously made content

    What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?

    Increase Vykosa difficulty, reduce Accursed Heavy to just below a one shot

    Any other feedback?

    3 Misfortune Feedback coming in a bit!
  • T3vvy
    T3vvy
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    MHK 3 Misfortune Feedback

    Did you enjoy the Solo Dungeon Experience?

    For the most part, yes. There are a few issues that stopped this being a 100% enjoyable experience, but those should be fairly fixable

    How did Solo Dungeons feel as you were playing? Did they feel balanced?

    For the most part, this feels about in line with what I'd expect. Bosses were difficult, but not impossible, trash felt fair for the most part, and you had to play mechanics throughout. Definitely felt tougher than solo arenas by a good margin.

    HOWEVER, one of the fights is not only far harder than any of the others, but also had the feeling of being 'unfair' when you did die. The Lurcher fight feels like this for a few reasons combining together, and I think if it weren't for all of them, then it would probably wouldn't be as big a deal. I'm going to list my issues with this fight separately to the other balance issues:
    • The Senches hit way too hard for their role as 'small adds'. Their heavy is very hard to see due to their size, and hits for 22k damage, which is almost always a one shot. Combined with them spawning in a pair or trio, you can have them spacing out their attacks just enough that either you dodge the first, then die to the second, or you end up having to dodge 4 or 5 times in a row.
    • Combined with the boss and the bear, this makes add phases FAR harder than any other part of the fight
    • Especially along with this, the boss has 3 attacks that all CC you, the root, the heavy, and pulverize that briefly stuns you. It makes the whole fight just feel like a dodgefest to avoid stuff, rather than only having to dodge specific attacks
    • The spriggan phases also feel incredibly longwinded, especially the second and last ones, especially if you are unlucky enough to have a Spriggan spawn in a far flung corner of the maze.
    • Along with the above balance issues, there are two bugs that make the fight feel like even more of a slog. Occasionally, the second Spriggan phase will spawn with 5 Spriggans, instead of 3. And the boss will occasionally bug and desync from his attacks, which can lead to the Heavy one shotting with no visual indicators or animation

    As for the other balance changes, there are a few small things:
    • Some attacks have almost no windup, making them undodgeable in practice. These in particular are the Dire Wolf Lunge in trash, which has no visual indicator and can only be seen with addons, the Werewolf Berserker Howl, which will either one shot you, or stun you so something else kills you, and Jailer Melitus's cleave attack, which will one shot without a shield. The last is particulary noteworthy as it moves Jailers fight from a fair fight, to just on the side of unfair. The rest of his fight is actually very well designed, so its not the same level as Lurcher
    • Similar to 2 Misfortunes, Vykosa feels very underwhelming as a final boss. By far the easiest boss in the dungeon, it feels like she is missing an extra mechanic to truly bring her to 'end boss' level.
    • One not on Vykosa: her swift gale heavy attack often snaps to the player, even if you are outside of the AoE, meaning you can't just move to the side to dodge it. Similar attacks that 'follow' the player, such as the cone from Nahvi portal clearly have the AoE indicator move with the player.

    Did the Solo Dungeon offer the experience you were looking for?

    Yes. I do not want the balance issues I have mentioned to come across as me disliking the dungeon. As mentioned at the start, 90% of the experience is great! If this gets some small tweaks I think it'll definitely be some of the best content of the year.

    Any other feedback?

    Keep up the good work!!!
  • Freelancer_ESO
    Freelancer_ESO
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    Did you enjoy the Solo Dungeon Experience?

    It's okay. I'd probably be more excited about it if I hadn't done the dungeons before or if I was a bit more into being challenged.

    How did Solo Dungeons feel as you were playing? Did they feel balanced?

    I did Moonhunter Keep on the base difficulty and with 1 added challenge and then did March of Sacrifices on base difficulty. I then very briefly started the 2 challenge option but quit it after beating the first boss.

    I would say that the Archers in Moonhunter Keep seemed to hit significantly harder than the other mobs with their arrows. The trash also seemed to scale up in difficulty more than the bosses did.

    I would say that the zero misfortunes felt like Overland. From the patch notes, I can see that was the intention. I had solo'd Moonhunter Keep previously on live and it has a different vibe when your character is struggling to fight off the army of WWs to take back the keep vs when you are slaughtering them wholesale. You almost feel sorry for them as they make their voice lines about their pack before they get snuffed out in an instant.

    Playing it with one misfortune seemed to be a better fit than playing it one zero for my build (I was using a DK with the Torc) as at least it felt like you had some resistance.

    Playing it on two misfortunes felt harder than soloing the group version and I'm not into challenges enough to find it enjoyable and the loot isn't good enough to make me force myself to do it.

    Did the Solo Dungeon offer the experience you were looking for?

    I think the picture I had of the idea in my head didn't really align with the direction that the approach went in.

    I was imagining that the experience would be roughly comparable to doing the group dungeon with a group that wasn't very good but had the right components to beat it.

    Instead, the base experience is basically that of doing Overland Content all the way down to the rewards.

    I think the reality is that I like soloing group dungeons because I get cool loot and the level of challenge was generally doable but, hard enough that the area felt more epic. Going through the dungeon lighting everything up honestly felt pretty meh.

    Any other feedback?

    You might want to internally test to see if having the baseline be the npcs of one misfortune without having a misfortune might be better than the current baseline. (You'd still want to have the zero misfortune version as an option for people that wanted it that easy but, I think the current version might be too easy to give much of a dungeon feel unless your build is horrible.)

    You might want to take a look at the misfortune option difficulties as some of the ones I see in other people's screenshots seem to be a fair bit easier than what I had to choose between. Pulled Punches would seriously mess up anyone on a Heavy Attack build but, it isn't going to do anywhere near that much to other builds.

    You might want to adjust the rewards/loot setup. The rewards for the easiest difficulty might be fine as it is basically an Overland experience but, for the rest of them it feels low. I think you'd want to at least give a piece of dungeon armor every time for the one misfortune difficulty (Save the weapons/jewelry for the higher difficulties/the group dungeon/crests). Doing it with two misfortunes feels harder than soloing the group dungeon and appears to reward worse. Paying 1,000 Crests to get 1 Undaunted Key is just odd especially when it only lets you do it once per day. Having the coffers for crests that reward the Dungeon armor require completing the Group Dungeon sort of kills much of the value of the coffer as it is generally going to be faster to do a Group Dungeon run than it is to farm the Crests from a time perspective.

    You might want to adjust the sets that are being rewarded if they seem to be outdated when you update the dungeons. I'm not sure why I'd run Jailer's Tenacity, Haven of Ursus, or Vykosa at this point for example.
  • tomofhyrule
    tomofhyrule
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    A few things looking from a different standpoint.

    This is one of the Misfortunes in March of Sacrifices:
    w4r6bl5z632a.png
    but... one of the premier gear pieces players use in PvE - particularly with the prevalence of Fatecarver and Fatecarver-esque channelled beams - is the Velothi Ur-mage's Amulet mythic, that has (almost) this exact drawback. It almost feels like this Misfortune is just saying "hey, just play a beam build lol"
    Is this an appropriate Misfortune?

    ---

    There's also a bit of a glitch in the beginning of March of Sacrifices in terms of the dialogue.
    When speaking to Dagrund the Bulky, he says this:
    iop2dw9nvn11.png
    However, in the group version, you are able to continue the conversation:
    ov24mn0dbz8u.png

    Is there any reason that the rest of Dagrund's dialogue was cut from the solo version only?

    ---

    But I do wonder about something from an even broader perspective: the future of this.

    There are currently 52 Group dungeons in the game. Is it intended that the team will make solo versions of the other 50? (Particularly in the cases like several of the "basegame II" dungeons or ICP that can't be soloed, as opposed to most of the other Group Dungeons - including these two - that can be soloed by good enough players)

    ESO has long had a history of starting projects and not completing them (see how long it's taken for alchemy to be hybridized, or how we are still waiting for several of the Undaunted Monster sets to release). So should we expect that every patch will bring another solo dungeon or two? Or is this going to be one of those things that they make two solo dungeons and never touch it again?
    And if they continue converting dungeons, what does that mean for the prospect of getting new group dungeons as well, considering that we got zero in 2026 (the team did say the Night Market was designed to "scratch that itch," which for most people it didn't)? There was already a feeling of the small-group PvE community feeling left out since 2026 was giving a trial for the large-group PvErs and stories and solo dungeons for the soloists, but the 4-man crowd is now left wondering if we'll ever get anything again.

    ---

    And finally, from a totally 100% selfish perspective, there's a reason I looked at Dagrund's dialogue, and it's because I have done more than enough lore runs of the group version to know what he says next...
    f2fo4hzrfxlc.png

    So, it is part of ESO's lore that werebears do exist and are in game (even if they don't transform), so therefore...
    jpsh71nwqllp.png

    (yes, I would pay bank for that to be a Skill Style for the werewolf transformation)
  • Elendildur
    Elendildur
    ✭✭✭
    This is one of the Misfortunes in March of Sacrifices:
    w4r6bl5z632a.png
    but... one of the premier gear pieces players use in PvE - particularly with the prevalence of Fatecarver and Fatecarver-esque channelled beams - is the Velothi Ur-mage's Amulet mythic, that has (almost) this exact drawback. It almost feels like this Misfortune is just saying "hey, just play a beam build lol"
    Is this an appropriate Misfortune?

    Also feels a bit strange that HA builds are essentially barred from using that misfortune
  • Zyaneth_Bal
    Zyaneth_Bal
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    I thought it was underwhelming to be rewarded with Overland sets even when I selected all three Misfortunes:
    2cnsfynvjtv0.png

    I just finished Solo Moon Hunter Keep with all three Misfortunes. For those curious, this is what I got from the final boss:
    zt5b5c6mj4ae.png

    What I didn't know is that the repeatable quest from this Solo Dungeon gives you a curated piece from the Group Dungeon:
    1diq7xogaqt8.png
    cb43y9f2q2yx.png

    The tooltip on the curated coffer says that it is a weekly reward. Is this true? Even if we return to repeat this quest every day, will we only get a curated coffer once a week?

    Tbh this is the amount of gold we should normally get from dungeon bosses, several times that for dlc ones.
  • Arunei
    Arunei
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    First thing, Pulled Punches needs to be changed from doing 0 damage to maybe 50% damage, because as it is now it completely locks out any HA Build. Why are we introducing things that literally prevent a whole play-style from taking part in them?


    MoS Two Misfortunes (Warm Welcome and Weary Submission)

    Did you enjoy the Solo Dungeon Experience?
    I wasn't really one of the people this was targeted at, so it's fine as more Dungeon content imo.


    How did Solo Dungeons feel as you were playing? Did they feel balanced?
    Everything felt fine, including Bosses, EXCEPT for the Spriggan Boss. Her Seasons attack thing is FAR too overtuned, this thing does around 31k damage even when you're blocking and following that mechanic (not sure if it can be blocked though). The mechanic is supposed to hit you for massive damage if you AREN'T following the mechanic, yet even when you do? That's going to OHKO any build that isn't either built into Health or packing strong Shields. Plus the fact that near the end of the fight you just start taking a lot of ambient damage, so again, if you aren't playing a build with high Health, strong Shields, or Healing, you're probably going to have a bad time.

    For example, I tried using a Pure Warden Nord with all 64 Points in Health, Rejuvination/Iron Clad/Strategic Reserve for Red CP, Bewitched Sugar Skulls for Health and Health Recovery, Reaving Blows as one of my Blue CP. Using Signet and Charged Daggers with Poison and Disease (my other Sets are Macabre Vintage and Pillar of Nirn, with Heavy Nerien'eth Head for Heavy Armor Passives). Several times I still got one-shot by that mechanic.

    Coincidentally, swapping to a Pure Sorc Altmer with basically all the same stuff, just having morphed Ferocious Roar into Deafening Roar, made the fight much easier to survive. Part of that is definitely from Ferocious Roar, but a big part is also because the changes to WW Stam Sustain are terrible and I not only got to a point far into the fight where I was out of Stam, but where I was ALSO out of Mag and thus couldn't replenish my Stam to use my Heal.


    Did the Solo Dungeon offer the experience you were looking for?
    Like I said, I wasn't one of the people who really cared much about Solo Dungeons, so I wasn't looking for any kind of experience. I'm neutral on it.


    What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
    The Spriggan Boss needs her Seasons mechanic thing tuned down some so it's not dealing such ridiculous damage even when you follow the mechanic. A Tank Companion is useless because they'd not only die to all the AoE damage from the Boss herself and two of her Saplings, but because they can't do the Seasons mechanic since they can't interact with things.

    Also can we please remove the Sneak mechanic from Tarcyr, or at least make it so a transformed WW doesn't have to follow it? It's annoying having to constantly drop form and then transform again between the Hunt phase and the fight itself, and not feasible for anyone using Berserker.


    Any other feedback?
    To reiterate, Pulled Punches needs to be changed from 0 damage to something like 50%. Otherwise it entirely locks out an entire valid play-style for anyone wanting to run a full 3 Misfortunes.

    Please, for the love of everything, either make the WW Stam Skill cost increase PvP only or give WW back their Stam Recovery bonus. Why the latter wasn't already given back when the Skills were raised to just about what they were pre-U51 is baffling, but the changes make sustain horrible.

    EDIT

    Went back into Solo MoS with all three Misfortunes. Knew the Spriggan Boss would be a pain, but this is ridiculous for following the mechanic and also blocking during it (tho again, not sure if it can be blocked):

    spriggan1.png
    Spriggan3.png
    Spriggan4.png
    Spriggan5.png
    Spriggan2.png

    I LITERALLY cannot survive this Boss, even when following the mechanic. This is WAY too overtuned, like I've already said, and I don't see any build that isn't high Health or carrying a big Shield or a Shield Potion specifically for this mechanic making it. And even with the Potion you'd have to time it just right that it doesn't come off cooldown after you need it for the next Temptest. Oh, and because I forgot to mention it, I'm going into the Temptest each time with full Health.

    EDIT 2

    Made a video since it'll show what's going on. I might try using Shield Potions later but for now I'm taking a break lol. And might also test on a Pure Sorc Nord for some extra Armor and Health to see if that makes any difference. And yes, I hit my Roar before I Pounced, I'm used to Pounce being my third Skill.

    https://youtu.be/1QXIuKESPWM
    Edited by Arunei on 18 August 2026 22:47
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Chrlynsch
    Chrlynsch
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    Arunei wrote: »
    First thing, Pulled Punches needs to be changed from doing 0 damage to maybe 50% damage, because as it is now it completely locks out any HA Build. Why are we introducing things that literally prevent a whole play-style from taking part in them?


    MoS Two Misfortunes (Warm Welcome and Weary Submission)

    Did you enjoy the Solo Dungeon Experience?
    I wasn't really one of the people this was targeted at, so it's fine as more Dungeon content imo.


    How did Solo Dungeons feel as you were playing? Did they feel balanced?
    Everything felt fine, including Bosses, EXCEPT for the Spriggan Boss. Her Seasons attack thing is FAR too overtuned, this thing does around 31k damage even when you're blocking and following that mechanic (not sure if it can be blocked though). The mechanic is supposed to hit you for massive damage if you AREN'T following the mechanic, yet even when you do? That's going to OHKO any build that isn't either built into Health or packing strong Shields. Plus the fact that near the end of the fight you just start taking a lot of ambient damage, so again, if you aren't playing a build with high Health, strong Shields, or Healing, you're probably going to have a bad time.

    For example, I tried using a Pure Warden Nord with all 64 Points in Health, Rejuvination/Iron Clad/Strategic Reserve for Red CP, Bewitched Sugar Skulls for Health and Health Recovery, Reaving Blows as one of my Blue CP. Using Signet and Charged Daggers with Poison and Disease (my other Sets are Macabre Vintage and Pillar of Nirn, with Heavy Nerien'eth Head for Heavy Armor Passives). Several times I still got one-shot by that mechanic.

    Coincidentally, swapping to a Pure Sorc with basically all the same stuff, just having morphed Ferocious Roar into Deafening Roar, made the fight much easier to survive. Part of that is definitely from Ferocious Roar, but a big part is also because the changes to WW Stam Sustain are terrible and I not only got to a point far into the fight where I was out of Stam, but where I was ALSO out of Mag and thus couldn't replenish my Stam to use my Heal.


    Did the Solo Dungeon offer the experience you were looking for?
    Like I said, I wasn't one of the people who really cared much about Solo Dungeons, so I wasn't looking for any kind of experience. I'm neutral on it.


    What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
    The Spriggan Boss needs her Seasons mechanic thing tuned down some so it's not dealing such ridiculous damage even when you follow the mechanic. A Tank Companion is useless because they'd not only die to all the AoE damage from the Boss herself and two of her Saplings, but because they can't do the Seasons mechanic since they can't interact with things.

    Also can we please remove the Sneak mechanic from Tarcyr, or at least make it so a transformed WW doesn't have to follow it? It's annoying having to constantly drop form and then transform again between the Hunt phase and the fight itself, and not feasible for anyone using Berserker.


    Any other feedback?
    To reiterate, Pulled Punches needs to be changed from 0 damage to something like 50%. Otherwise it entirely locks out an entire valid play-style for anyone wanting to run a full 3 Misfortunes.

    Please, for the love of everything, either make the WW Stam Skill cost increase PvP only or give WW back their Stam Recovery bonus. Why the latter wasn't already given back when the Skills were raised to just about what they were pre-U51 is baffling, but the changes make sustain horrible.

    Should be about to use prowl now during that phase of the fight. I was able to stay in form all dungeon with that change and loved it. You can do the second hunt as well to make it so you don't need to prowl at all for that fight.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Arunei
    Arunei
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    ✭✭✭✭✭
    Chrlynsch wrote: »
    Arunei wrote: »
    First thing, Pulled Punches needs to be changed from doing 0 damage to maybe 50% damage, because as it is now it completely locks out any HA Build. Why are we introducing things that literally prevent a whole play-style from taking part in them?


    MoS Two Misfortunes (Warm Welcome and Weary Submission)

    Did you enjoy the Solo Dungeon Experience?
    I wasn't really one of the people this was targeted at, so it's fine as more Dungeon content imo.


    How did Solo Dungeons feel as you were playing? Did they feel balanced?
    Everything felt fine, including Bosses, EXCEPT for the Spriggan Boss. Her Seasons attack thing is FAR too overtuned, this thing does around 31k damage even when you're blocking and following that mechanic (not sure if it can be blocked though). The mechanic is supposed to hit you for massive damage if you AREN'T following the mechanic, yet even when you do? That's going to OHKO any build that isn't either built into Health or packing strong Shields. Plus the fact that near the end of the fight you just start taking a lot of ambient damage, so again, if you aren't playing a build with high Health, strong Shields, or Healing, you're probably going to have a bad time.

    For example, I tried using a Pure Warden Nord with all 64 Points in Health, Rejuvination/Iron Clad/Strategic Reserve for Red CP, Bewitched Sugar Skulls for Health and Health Recovery, Reaving Blows as one of my Blue CP. Using Signet and Charged Daggers with Poison and Disease (my other Sets are Macabre Vintage and Pillar of Nirn, with Heavy Nerien'eth Head for Heavy Armor Passives). Several times I still got one-shot by that mechanic.

    Coincidentally, swapping to a Pure Sorc with basically all the same stuff, just having morphed Ferocious Roar into Deafening Roar, made the fight much easier to survive. Part of that is definitely from Ferocious Roar, but a big part is also because the changes to WW Stam Sustain are terrible and I not only got to a point far into the fight where I was out of Stam, but where I was ALSO out of Mag and thus couldn't replenish my Stam to use my Heal.


    Did the Solo Dungeon offer the experience you were looking for?
    Like I said, I wasn't one of the people who really cared much about Solo Dungeons, so I wasn't looking for any kind of experience. I'm neutral on it.


    What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
    The Spriggan Boss needs her Seasons mechanic thing tuned down some so it's not dealing such ridiculous damage even when you follow the mechanic. A Tank Companion is useless because they'd not only die to all the AoE damage from the Boss herself and two of her Saplings, but because they can't do the Seasons mechanic since they can't interact with things.

    Also can we please remove the Sneak mechanic from Tarcyr, or at least make it so a transformed WW doesn't have to follow it? It's annoying having to constantly drop form and then transform again between the Hunt phase and the fight itself, and not feasible for anyone using Berserker.


    Any other feedback?
    To reiterate, Pulled Punches needs to be changed from 0 damage to something like 50%. Otherwise it entirely locks out an entire valid play-style for anyone wanting to run a full 3 Misfortunes.

    Please, for the love of everything, either make the WW Stam Skill cost increase PvP only or give WW back their Stam Recovery bonus. Why the latter wasn't already given back when the Skills were raised to just about what they were pre-U51 is baffling, but the changes make sustain horrible.

    Should be about to use prowl now during that phase of the fight. I was able to stay in form all dungeon with that change and loved it. You can do the second hunt as well to make it so you don't need to prowl at all for that fight.
    Ah thank you for that, I didn't think to try it since the mechanic from what I'm aware is being Stealthed/Hidden, not just having your detection radius lowered.
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  • PeacefulAnarchy
    PeacefulAnarchy
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    For Pulled Punches I will say this: This is not a difficulty setting, it's a build restriction setting. It doesn't make things harder, it makes certain things not work.

    I don't think this fits most people's expectations of how build limitations work in the game, but I would be less annoyed by this if 1) it was acknowledged that this is what it is, and b) if every dungeon had one misfortune that was a restriction rather than damage/healing change. Status Effects do 0 damage. Fifth Piece set bonuses are disabled. No companion allowed. Mythics are disabled. Ults are disabled. etc.

    In that case it would feel more like each dungeon has a unique challenge that we need to change our builds to adapt to at the top difficulty, rather than everyone can play their regular build, except you.



    • Did you enjoy the Solo Dungeon Experience?
      Sure the easy version was easy for questing purposes, and the harder difficulties seem like they'll provide reasonable challenge..
    • How did Solo Dungeons feel as you were playing? Did they feel balanced?
      I did 0, 1 and 2 misfortunes. Overall the difficulty felt about as described, overland, normal arena, vet arena. I will say that I don't think 0 should be called Story. I know I, and others in this thread, will find 0 trivially easy, but not all players feel that way, there are people who struggle with overland and those people will find this a challenge. Maybe replace "Story" with "Questing," it carries similar connotations but ties it to the difficulty of other quests in the game, rather than implying you're just reading a story with no difficulty at all.

      I felt things were reasonably balanced. I did feel that some adds hit harder than I expected, but maybe I was being too careless.
    • Did the Solo Dungeon offer the experience you were looking for?
      I wasn't looking for anything in particular. When I first heard about solo dungeons I thought it would be primarily about making existing content accessible. I agree with some of the comments above that this feels like a lot of work put into systems that are ok, but not necessarily needed. That said, on its own terms what's there is good, I just hope it's something we get regularly for all dungeons, not just something for these two dungeons and we don't get more of this for a year or two.

    • What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
      As I noted at the start, you need to clearly decide and communicate what your goal with misfortunes is. If it's just an extra difficulty then that restricts what you can do with it, but allows players to keep solo builds they like and do slight tweaks. If you want to give strong build restrictions then that is a different sort of challenge and that expectation should be clear, and followed through with different build restrictions for different dungeons.
    • Any other feedback?
      I also would prefer to not have yet another currency, I think you could have tied this mode to the archives and rewarded archival fortunes and had new vendor there that sells these things for fortunes but require one of the achievements for purchase. Would have kept things cleaner.
      I doubt that's going to happen at this point, so instead I'll say, the mat prices are fine, the curated items should be 200 instead of 300, so that you can get one for a 3 misfortune clear, the style pages are a little expensive but they're only bought once so I guess it's ok, I would have put them at 1000 or 1500 instead of 2000. The Undaunted Key Container serves no purpose but to make people look at it and see a bad deal. I understand you don't want to make it cheap, otherwise someone could farm undaunted keys quicker than pledges, and with no daily cooldown on one of the lower difficulty levels, but 5 3mis runs or 10 1mis runs for a single key is terrible time value. I don't think there's a possible balance price for this (a price that makes it worthwhile without making it a desirable way to get keys) , so I'd just remove it.
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