Wreuntzylla wrote: »The dungeons were nerfed due to botting. Higher equipment degradation, lower experience and poor drops from bosses.
They were talking about reverting the changes at one point.
Dungeon EXP was gutted back in the day because of the exploiters abusing dungeon XP to get to max level fast.
Instead of fixing it, they just nuked the EXP intot he ground and never bothered to re-visit it.
Seems the normal route of this games development.
The reason why this is so frustrating is I am now leveling up a second character and honestly I do not want to go through all the same quests again.
Once is enough.
I'm still subscribed, still paying for the game; this whole premise of artificially making people have to level a certain way (i.e. quests) in order to draw out subscriptions (and soon to be xp potions) is ridiculous.
At least have enough confidence in your game that you can deal with people being at max level instead of forcing us to slog our way through the same recycled content over and over.
For me it comes down to the whole itemization and dropped loot. It's just not good. Outside of Trials and Veteran Dungeons (where you can get the Ebon Armory, Savior's Hide and Worm Cult sets), I can only think of two instances where you kill specific enemies because of their loot: Animal hides for medium armor crafting, and Dwemer automatons for the trait stones. Everything else is just a blur, trash best sold to NPCs.
So, when you don't have to go there for loot, and exp is better elsewhere, it's dead as repeatable content. Simple. That's why they added the Undaunted dailies so we at least rerun group dungeons for loot. Delves and public dungeons should get a similar treatment to make them more appealing. I mean, all those great expanded delves they added since launch, and you run through just once and that's it. Seems like a waste.
Can someone please elucidate me on what exactly the purpose of dungeons are (for lower levels that is)?
1) Public Dungeons: There is a skyshard. And a skill point. Then I leave, because the mobs give almost 0 xp. All the beautiful scenery inside is a waste of time. What is the point?
2) Group Dungeons: What is the point? A little bit of xp at the end but not better than what I would make questing. Mob xp still sucks. Why do it?
Who has ever heard of a fantasy MMO that does NOT want its players in dungeons!?!
1) Zenimax did a copy & paste job with their public dungeons. They all look the same, they all have the same structure, they all work the same - if you do it once, twice, maybe ten times it's fun, but it gets boring really quickly because... you already saw them. Copy and paste never works to make good content and Zenimax did this with EVERY dungeon out there.