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U51 Feedback Thread for Solo Dungeons

  • DoofusMax
    DoofusMax
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    Did you enjoy the Solo Dungeon Experience?
    Overall, yes. I pretty regularly run solo through the base-game dungeons and Solo Moon Hunter Keep was the first of the DLCs I tried. Might have tried one or two a few years back and got smacked down pretty hard, settling into a "let's not do that again, m'kay?" position with regard to DLC dungeons.

    How did Solo Dungeons feel as you were playing? Did they feel balanced?
    Difficulty-wise (no Misfortunes), it's more-or-less comparable to Adventurer overland difficulty. Bosses have bigger health bars than the usual stuff (~350K?) and employ some mechanics that overland stuff lacks, but trash packs are comparable, although smaller than the 5-7 in normal-difficulty group mode. I would expect some "too easy" feedback after it hits the live servers and would probably not disagree with that description.

    Did the Solo Dungeon offer the experience you were looking for?
    Pretty much yes, but there are some concerns.

    If Yes, could you elaborate on your experience?
    My biggest gripe about the group dungeon experience is the speedrunners. The few times I have tried to create a lore-run group for a group dungeon in group-finder, I have received almost no response and cancelled rather than twiddle my thumbs longer than I already had. And hoping to avoid speedrunners in the daily random queue is pretty much a lost cause. I can usually get someone to pick up the story quest for the skill point, but then it's sprint-sprint-sprint with no story to check out; just the skill point for completion. Solo mode lets me take my time, poke into every nook and cranny, loot containers to my heart's content, read books and letters, and just generally enjoy the whole exploration aspect. It's something which I think should have been implemented years ago and it's an awesome improvement. "Please, sir, may I have more?" 🥺

    If No, what fell short for you?
    Nothing really, aside from a couple of janky Behemoth death animations and actually having to go hunt down the Spriggans in the Hedgemaze.

    What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
    The major concern is mostly that characters who have already picked up the skill point for a given dungeon while being dragged through by their group will not be able to exeperience/complete the story again. A work-around for that (minus the skill point) would be awesomer.
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • T3vvy
    T3vvy
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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 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

    The Spriggan boss is bugged atm, getting the Season buff and stepping into the respective zone isn't giving you the mechanic damage negation its supposes to.
  • Erickson9610
    Erickson9610
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    Arunei wrote: »
    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.

    This was a change added in the Update 51 PTS in Week 1. The teleporting mechanic in March of Sacrifices now explicitly ignores werewolves who have Prowl active; it's not something you can achieve with lowered detection radius in general. Thankfully ZOS fixed this one pain point that has been bothering us Werewolf players since the Wolfhunter DLC released 8 years ago!

    As far as Crimson Veldt goes, werewolves won't be able to mount up for that Trial's signature mechanic, but at least the cost to toggle forms is manageable. That's now the only piece of content set in The Hunting Grounds which werewolves won't be able to do in-form the entire time, thanks to the change to March of Sacrifices this update.
    Edited by Erickson9610 on 19 August 2026 00:56
    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).
  • Arunei
    Arunei
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    T3vvy 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 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

    The Spriggan boss is bugged atm, getting the Season buff and stepping into the respective zone isn't giving you the mechanic damage negation its supposes to.
    Aaaaah okay, a friend of mine I showed the video to also said he felt like it was a bug. If it was in the patch notes I totally missed it, thanks for the heads-up.
    Arunei wrote: »
    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.

    This was a change added in the Update 51 PTS in Week 1. The teleporting mechanic in March of Sacrifices now explicitly ignores werewolves who have Prowl active; it's not something you can achieve with lowered detection radius in general. Thankfully ZOS fixed this one pain point that has been bothering us Werewolf players since the Wolfhunter DLC released 8 years ago!

    As far as Crimson Veldt goes, werewolves won't be able to mount up for that Trial's signature mechanic, but at least the cost to toggle forms is manageable. That's now the only piece of content set in The Hunting Grounds which werewolves won't be able to do in-form the entire time, thanks to the change to March of Sacrifices this update.
    Huh, I wasn't aware of that. I did try to use Prowl just out of habit of trying to crouch, but it was only once and I didn't attribute any lack of teleporting to having used it. It's kind of crazy that it took them this long to add something to alleviate the problem lol. I guess better late than never!
    Edited by Arunei on 19 August 2026 01:33
    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
  • spartaxoxo
    spartaxoxo
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    code65536 wrote: »
    zz6ro130c3ws.png
    That's... not much of a debuff for anyone who's regularly using Velothi.

    And overly penalizing and completely invalidating for heavy attack builds.
  • T3vvy
    T3vvy
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    I'm going to skip the 0 and 1 Misfortunes feedback for MoS, I think my previous comment covers it quite well

    Here is feedback for 2 Misfortunes MoS

    Did you enjoy the Solo Dungeon Experience?

    Yes, very much enjoyed this dungeon.

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

    For the most part yes, this dungeon felt on par with a solo vet arena. There were 2 exceptions:
    • Aghaedh is currently bugged. Taking a seasonal protection and standing in the relevant spriggans circle does not prevent the Agrestal Tempest damage. Luckily this is survivable on 2M with no other skills as it only deals 90% of your health
    • Balorgh for the most part feels on par with the rest of the dungeon, with the exception of his icy roar attack, which hits incredibly hard and has no way to avoid it. It is survivable by blocking and spamming a damage shield/heal, but especially if you are using Weary Submission this can be very punishing.

    Asides from this, 2 Misfortunes feels quite balanced

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

    Yes! This felt about on par with a solo arena, and the mechanics seemed quite well adapted from a 4 man dungeon (Aghaedh aside)

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

    Nothing of note
  • T3vvy
    T3vvy
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    3 Misfortune March of Sacrifices

    Did you enjoy the Solo Dungeon Experience?

    Outside of a certain bug, I really enjoyed this dungeon. All the boss fights felt fair and harder than solo arena fights

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

    For 95% of the fights, the content felt balanced and on par with what I'd expect. Mechanics are punishing if not played correctly, but if played correctly then not an issue. Bosses hit hard that you have to keep healing up, but not impossibly so. The Misfortunes means you have to pay attention to resources and be careful with skill use.

    The only issue is once again Aghaedh, who now one shots with her mechanic, and it is still bugged. I was able to mitigate the damage with shields, but this is a temporary fix as opposed to the intended way to do the fight

    Balorgh is actually not much harder than on 2M, but at this difficulty feels right for what 3M is supposed to be.

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

    Yes, this felt more challenging than a solo arena, but still achievable using a solo build without much modification

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

    I think balance issues will always occur in a testing phase, so thats not too much of an issue, but it would obviously be good if we could test without fight breaking bugs that rely on unintended solutions.
  • 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.)

    I have now also completed MoS+3, on the same DK as MHK+3.

    The Misfortunes I had were:
    • Warm Welcome - enemies deal double damage
    • Weary Submission - recoveries are halved
    • Pulled Punches - light and heavy attack damage is deleted

    Now, I use Pyrebrand as part of my standard solo build. The description of the 5-piece bonus is as shown:

    7ljqiub5vvuc.png

    I was not certain if the set would work with Pulled Punches, because the description does not specify that you need to do damage with light or heavy attacks, only use them. I tested this by dying to the first pack of mobs before properly starting the run. Unfortunately, as shown here, the set did no damage:

    tt3l5k9wg411.png
    f85boy0rd7k0.png

    As has been brought up by other players, this is a serious problem. Not only does it prevent use of heavy attack builds (a perfectly valid playstyle I do not personally use, but that works for many others) it also breaks a lot of other builds by virtue of completely deleting their set effects. Please rebalance this Misfortune. Or, in my opinion, just remove it entirely. This does not add a "fun challenge" -- it simply completely invalidates certain playstyles while forcing others to change sets specifically to work around this Misfortune (which is not even always applied!). The other Misfortunes I have encountered all feel far more balanced, due to their generic nature.

    Anyway, because one of the set bonuses from my standard solo build became useless, I decided to just run the entire dungeon on my Corrosive Armour build (which uses ult gen sets) instead. This was obviously much slower than it would have been otherwise, though otherwise significantly easier.

    It took me an hour and 22 minutes, including the secrets. I had 3 deaths (1 to trash, 1 to Tarcyr, and 1 to Balorgh).

    I can confirm that Aghaedh is bugged. I was able to grab the Autumn blessing on about half the instances of the lurcher mechanic, but I was not able to interact with any of the others at any point. After the explosion, there was a "Summoner's Blessing" of some sort available near the boss, which I was able to interact with. I am not sure what this was supposed to do. Does this even exist in the group version of the dungeon? The boss always dies so quickly that I have never noticed.

    On my first attempt, Tarcyr reset as the third hunt phase finished. I am not sure what the trigger was. I was along the edge of the arena at the time (as that is where the wisp had led me) so perhaps I was considered as having gone out of bounds? This was extremely frustrating as I already find this fight tedious as is. (The second attempt I died at the very end... probably because I was getting a bit tilted!)

    Balorgh's conal channeled attack felt a bit overtuned. I could not avoid it so I had to save my Corrosive to survive it. There were a few instances where I did not have it up in time and I was just barely able to heal through, but I do think I would have struggled with this a lot more with a less tanky build.

    Sadly it is a bit difficult to compare relative difficulty to MHK, because I had to use a different build due to the really bad Misfortune design. I very much hope this gets adjusted before the patch goes live.
    @ Yffre'sTrill - PC/EU (No Steam)
  • Arunei
    Arunei
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    I hadn't considered it during my other posts, but I will agree that Balorgh's Icy Breath or whatever it's called is a bit too much even on just 2MF. The range on it is ridiculously long, and dodging to the side drains your Stam quickly because he turns to follow you as you try to move out of the way. It also does too much damage, for something that is pretty much unavoidable outside of certain Skills like Streak. It could be fixed in one of two ways:

    1) Reduce the damage by maybe 30-40%, it should still hit hard but not be able to kill you within a few ticks even when you're blocking on a tanky character, or

    2) Make the attack stationary so he won't follow you if you try to dodge backwards and won't turn to face you if you dodge to the side, whatever direction he's facing when the attack starts is the direction he faces for the duration.

    Either of those would make the attack survivalable without making it trivial, as you need to be paying attention and reacting to it.

    Regarding the Summoner's Blessing Synergy, I noticed that a handful times myself, though when I grabbed it one or twice nothing seemed to change? Maybe it's a buff or something lol. Reminds me of that Synergy in the Starved Plains "Starved Plains Scary Music" I think it is.
    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
  • BasP
    BasP
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    How did Solo Dungeons feel as you were playing? Did they feel balanced?
    I just did March of Sacrifices with three Misfortunes on the same Stamplar I used for MHK.

    I thought the balance, overall, was fine again. The second boss seems to be a bit bugged, as someone else mentioned before. Even with the buff from the synergy its Agrestal Tempest ability still one shot me when I was standing in the correct circle most of the time.

    Aside from that, I found the difficulty of Tarcyr a little bit underwhelming compared to the other bosses myself.

    What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
    I agree with those who've said that the Pulled Punches Misfortune isn't great. I don't use HA builds often myself, but I find it odd that a playstyle is completely barred from doing MOS with three Misfortunes.

    It's also a tad annoying that it disables the use of quite some sets. I often play with my main on the Live Server, a Warden, and I believe Aerie's Cry straight up doesn't work with that Misfortune (which is... unfortunate).

    On the other hand, the Misfortune isn't really a downside for builds that use a channeled ability to deal most of their damage and generally don't use sets that proc by dealing damage with Light Attacks (like a standard Arcanist build).
    Edited by BasP on 19 August 2026 19:18
  • Kyzeragon
    Kyzeragon
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    Finally got around to doing MoS after giving feedback for MHK earlier in the week, so this post will be mostly about MoS.

    MoS 3MM honestly felt underwhelming compared to MHK 3MM. Same build as before: pure beam arc, no companion, a few defensive/sustain skills and CP, but regular stamdps trial gear with ROPO. I think what made MHK feel appropriate difficulty (for me) was having to pay attention to survive. But MoS had a lot less of that, despite also being 3MM. Granted, the 0-damage-LA/HAs misfortune was more or less a non-misfortune for beam arc, but even so, there were a lot of enemies in MHK that had big damaging hits, while MoS didn't feel threatening for the most part.

    1. Wyress encounter was too easy. There weren't any relevant mechanics or damage I had to deal with, pretty much just stood there and parsed. I was surprised there was no silencing effect, though I could see how that could be considered too annoying to have in a solo dungeon (but it's 3MM, we want a challenge!)
    2. Aghaedh of the Solstice: The incoming damage felt much more comparable to MHK on this encounter. But of course, as others have said, Agrestal Tempest seems bugged, so difficulty of the encounter is artificially inflated at the moment.
    3. Dagrund the Bulky felt appropriately balanced, with having to kill adds and being careful about Slinging Flame.
    4. Tarcyr wasn't particularly exciting, kind of tedious but not as bad as Hedge Maze Guardian. Tarcyr is annoying in group dungeons because power has crept so high that we spend almost all the time crouching, but with the more balanced health in solo, and also having to be the one to grab the wisp, it doesn't feel as boring.
    5. Balorgh: I actually like the amount of damage Icy Roar does. It's enough to make you respect it and bring shields or some other counterplay, but not so much that it can't be dealt with. Hunt phases feel good because they're fast, not tedious like the group HM (or that freaking Argent Molonach).

    Overall, MoS felt a lot more forgiving than MHK, and I'd kind of be ok with the 200 crests from MoS+3. Not saying dungeons have to be balanced against each other, but the rewards given might feel a bit unfair given the differing difficulties.
  • Schlaflos
    Schlaflos
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    Please add leaderboards for the solo dungeons
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