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Should Fighters Guild experience from Dolmens be increased?

Blackbird_V
Blackbird_V
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I believe Fighters Guild takes way too much grinding to get to level 10, weeks at that; Mages guild takes 3-4 hours collecting Lore Books.

Anyway, back on topic I believe Fighters Guild levelling is way way too slow and one of the higher-level passives for such a grindy skill line is absolutely terrible. In my opinion, ZoS should increase Experience from destroying Dolmens by quite a bit, or increase the general experience from undead and daedra.

This isn't a rant or anything - I want to hear what you think.
Edited by Blackbird_V on July 17, 2016 5:50PM

Should Fighters Guild experience from Dolmens be increased? 97 votes

Fighters Guild experience from Dolmens should be increased.
41%
IcyDeadPeoplevailjohn_ESOWillhelmBlackleetacakesb16_ESOaubrey.baconb16_ESODhariusKiramekuElhananGilGaladRajajshkaMashilleQUEZ420Wolfchild07SergunMyerscodEnemy-of-ColdharbourTomatoDeceptive_YoshiADarklorecode65536 40 votes
Fighters Guild experience from Dolmens should NOT be increased.
48%
BigBraggDiviniusAnimal_MotherDominoidtspecherb14_ESOAnath_QValen_ByteguulPangnirtungwhiteshadow711jppreub18_ESOhondelinkPE_BagaturFrozenAnimalIluvrienAeladiirghwaitejuhasmanTandorLeon119AlnilamE 47 votes
Other - Please explain below.
10%
lolo_01b16_ESOdennissomb16_ESOstarkerealmDagoth_RacReevsterNeirymnVaohLord_EomerVoxicitylogosloki 10 votes
  • WillhelmBlack
    WillhelmBlack
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    Fighters Guild experience from Dolmens should be increased.
    It should, without any doubt.
    PC EU
  • Vaoh
    Vaoh
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    Other - Please explain below.
    Experience-wise, Dark Anchors should recieve a decent XP increase. They should also recieve a massive increase, but b]only[/b] when closing CP501 anchors though, which brings me to my next point.....

    Each of your Cadwell's Gold zones should have one of their three Dolmens scaled to CP501, and drop significantly more Daedra.

    These Daedra are leveled to CP501, and can actually overwhelm you due to their sheer numbers. It should be immensely difficult for good players with 501CP to solo. These could provide challenges on par with what you find in Vet group dungeons.

    Reward for closing these dolmens would be a 100% drop rate on unique gear from Daedric generals, who also would have a higher spawn rate than they currently do. Other rewards would be far greater than usual and the experience gain who be so high you would be tempted to help close these portals. Max XP can only be given to 4 players to avoid zergs grinding them.

    This would make Dolmens much more deadly and awesome in general!
    Edited by Vaoh on July 17, 2016 6:31PM
  • Deceptive_Yoshi
    Deceptive_Yoshi
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    Fighters Guild experience from Dolmens should be increased.
    I think completing all dolmens in an area should give a large chunk of fighter's guild xp as a reward.
  • Oakmontowls_ESO
    Oakmontowls_ESO
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    Doncellius wrote: »
    Experience-wise, Dark Anchors should recieve a decent XP increase. They should also recieve a massive increase, but b]only[/b] when closing CP501 anchors though, which brings me to my next point.....

    Each of your Cadwell's Gold zones should have one of their three Dolmens scaled to CP501, and drop significantly more Daedra.

    These Daedra are leveled to CP501, and can actually overwhelm you due to their sheer numbers. It should be immensely difficult for good players with 501CP to solo. These could provide challenges on par with what you find in Vet group dungeons.

    Reward for closing these dolmens would be a 100% drop rate on unique gear from Daedric generals, who also would have a higher spawn rate than they currently do. Other rewards would be far greater than usual and the experience gain who be so high you would be tempted to help close these portals. Max XP can only be given to 4 players to avoid zergs grinding them.

    This would make Dolmens much more deadly and awesome in general!

    That can't really happen once one tamrial hits since there will be no more Cadwell's gold.
  • Vaoh
    Vaoh
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    Other - Please explain below.
    Doncellius wrote: »
    Experience-wise, Dark Anchors should recieve a decent XP increase. They should also recieve a massive increase, but b]only[/b] when closing CP501 anchors though, which brings me to my next point.....

    Each of your Cadwell's Gold zones should have one of their three Dolmens scaled to CP501, and drop significantly more Daedra.

    These Daedra are leveled to CP501, and can actually overwhelm you due to their sheer numbers. It should be immensely difficult for good players with 501CP to solo. These could provide challenges on par with what you find in Vet group dungeons.

    Reward for closing these dolmens would be a 100% drop rate on unique gear from Daedric generals, who also would have a higher spawn rate than they currently do. Other rewards would be far greater than usual and the experience gain who be so high you would be tempted to help close these portals. Max XP can only be given to 4 players to avoid zergs grinding them.

    This would make Dolmens much more deadly and awesome in general!

    That can't really happen once one tamrial hits since there will be no more Cadwell's gold.

    When One Tamriel comes they can choose two zones of each faction to have one anchor each behave this way (six in all of Tamriel).
  • Lord_Eomer
    Lord_Eomer
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    Other - Please explain below.
    I think completing all dolmens in an area should give a large chunk of fighter's guild xp as a reward.

    It's already giving good amount of XP, comparing grinding level on undead.

    It seems now everyone in hurry to get hands on dawn breaker..

    Leveling ahould take sometime.
    Edited by Lord_Eomer on July 17, 2016 7:08PM
  • josefcifkaeb17_ESO
    josefcifkaeb17_ESO
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    Don't know about that, but they definitely have to improve the event itself. It's currently a waste of time... It's a nice idea, the anchor dropping from the sky looks amazing, but other than that it's lame.

    Imagine if it worked like this:
    • Waves of enemies
    • Every wave stronger than the last
    • Phases with bosses (more than one)
    • Difficulty scaling according to the number of players (if it scales now, it scales badly)
    • Relevant loot in the form of equipment, materials, tokens used to buy stuff, various style materials/pages.
    This would be a standard dolmen.

    Then I would also implement trial dolmens for a big party that would have to be opened from our side using some kind of artefact/ritual. The same thing, just way more difficult with tactics and with a timer for some kind of feats of strength.

    And let's say to get the artefact to open it, you'd have to gather a lot of tokens from the normal version.

    Wouldn't this feel a bit better?
    Edited by josefcifkaeb17_ESO on July 17, 2016 7:10PM
    (つ -‘ _ ‘- )つ ▇ ▅ █ ▅ ▇ ▂ ▃ ▁ ▁ ▅ ▃ ▅ ▅ ▄ ▅ ▇ ༼ つ ◕_◕ ༽つ

  • Dagoth_Rac
    Dagoth_Rac
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    Other - Please explain below.
    I think once you have a single character on your account max out Fighters Guild (or Mages Guild or Alliance War skills or Undaunted, etc., etc.), XP in that line should be accelerated for other characters on that account.

    I don't think a brand new player should be able to walk out of the Wailing Prison, give a zombie a nasty look, and suddenly be maxed out in Fighters Guild. But if you are dedicated enough to the game to have a bunch of alts, ZOS should cut you a break on ranking up those utility skill lines that are a). practically required for a competitive endgame character and b). dreadfully dull to level up again and again and again on different alts.
  • dennissomb16_ESO
    dennissomb16_ESO
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    Other - Please explain below.
    There needs to be some changes to fighters guild xp now that the CP160 system is in place. I dusted off an old toon that was level 50 and became 160 when that dlc landed. One of the issues I had was earning fighters guild xp. Dolmens that I had not done that were pre vet level no longer gave any fighters guild xp at all even when being completed for the first time. The actual fighters guild quest line also gave zero guild xp ( I had only done the initial quest in starting town and had full quest line to go)

    In the end I completed every single dolmen in all 3 factions and the fighters guild quest line and was still just short of rank 9 leaving the entire final rank to be done by grinding mobs for 1 point at a time (1600 mobs for rank9-10). very tedious
  • Reevster
    Reevster
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    Other - Please explain below.
    The fighter guild is the easiest one to lvl out of the big 3, magic, undaunted, fighters.

    I don't understand why people would want it to be leveled faster. If any thing, the undaunted should be made easier not the fighters guild.
  • alexkdd99
    alexkdd99
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    BlackbirdV wrote: »
    I believe Fighters Guild takes way too much grinding to get to level 10, weeks at that; Mages guild takes 3-4 hours collecting Lore Books.

    Anyway, back on topic I believe Fighters Guild levelling is way way too slow and one of the higher-level passives for such a grindy skill line is absolutely terrible. In my opinion, ZoS should increase Experience from destroying Dolmens by quite a bit, or increase the general experience from undead and daedra.

    This isn't a rant or anything - I want to hear what you think.

    Honestly I found fighters guild much easier to level up just by doing any dolmen you see as you play through the story missions. I was rank 10 in no time
  • RandalMarrs
    RandalMarrs
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    Reevster wrote: »
    The fighter guild is the easiest one to lvl out of the big 3, magic, undaunted, fighters.

    I don't understand why people would want it to be leveled faster. If any thing, the undaunted should be made easier not the fighters guild.

    This is true. Mages guild only takes a short period of time if you get help. Otherwise via collecting books and doing dolmens as you progress following questlines through your faction, they will progress similarly.Undaunted requires more work and groups to effectively level.
  • DPShiro
    DPShiro
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    Fighters Guild experience from Dolmens should NOT be increased.
    Doncellius wrote: »
    Experience-wise, Dark Anchors should recieve a decent XP increase. They should also recieve a massive increase, but b]only[/b] when closing CP501 anchors though, which brings me to my next point.....

    Each of your Cadwell's Gold zones should have one of their three Dolmens scaled to CP501, and drop significantly more Daedra.

    These Daedra are leveled to CP501, and can actually overwhelm you due to their sheer numbers. It should be immensely difficult for good players with 501CP to solo. These could provide challenges on par with what you find in Vet group dungeons.

    Reward for closing these dolmens would be a 100% drop rate on unique gear from Daedric generals, who also would have a higher spawn rate than they currently do. Other rewards would be far greater than usual and the experience gain who be so high you would be tempted to help close these portals. Max XP can only be given to 4 players to avoid zergs grinding them.

    This would make Dolmens much more deadly and awesome in general!


    You know the max level of enemies is CP160 right? Not 501, although it would be really fun to do the anchors if this were the case - imagine the challenge!
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    ~ Former Emperor ~
  • shadowwraith666
    shadowwraith666
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    Fighters Guild experience from Dolmens should NOT be increased.
    Mages guild needs more ways to gain rep than fighters guild, FG already gets rep from dark anchors, killing undead and daedra whereas the MG only gets rep from lorebooks.
    • Vicktor Bloodtail - L42 Argonian Magblade, Werewolf - EP
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    PS4 EU
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  • Blackbird_V
    Blackbird_V
    ✭✭✭✭✭
    Fighters Guild experience from Dolmens should be increased.
    Don't know about that, but they definitely have to improve the event itself. It's currently a waste of time... It's a nice idea, the anchor dropping from the sky looks amazing, but other than that it's lame.

    Imagine if it worked like this:
    • Waves of enemies
    • Every wave stronger than the last
    • Phases with bosses (more than one)
    • Difficulty scaling according to the number of players (if it scales now, it scales badly)
    • Relevant loot in the form of equipment, materials, tokens used to buy stuff, various style materials/pages.
    This would be a standard dolmen.

    Then I would also implement trial dolmens for a big party that would have to be opened from our side using some kind of artefact/ritual. The same thing, just way more difficult with tactics and with a timer for some kind of feats of strength.

    And let's say to get the artefact to open it, you'd have to gather a lot of tokens from the normal version.

    Wouldn't this feel a bit better?

    Like Unfinished Dolmen in Wrothgar, but not as absurdly hard?
  • Blackbird_V
    Blackbird_V
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    Fighters Guild experience from Dolmens should be increased.
    Reevster wrote: »
    The fighter guild is the easiest one to lvl out of the big 3, magic, undaunted, fighters.

    I don't understand why people would want it to be leveled faster. If any thing, the undaunted should be made easier not the fighters guild.

    Mage's Guild is so much easier if you get the Lorebooks addon, unless you're console.
  • starkerealm
    starkerealm
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    Other - Please explain below.
    The Dolmen completion Fighters Guild XP could probably do with a buff. In general FG XP feels about right, though it would be really nice if there was an FG daily sending you out after random monsters, like the TG and DB have.
    Co-Host of The Tenets: a podcast focused on bringing new players up to speed in ESO.
  • ADarklore
    ADarklore
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    Fighters Guild experience from Dolmens should be increased.
    I think you should get FG advancement even when over-leveled for the Dolmen... particularly the first time you beat it. Nothing worse than being over-leveled due to grinding, going back to finish Dolmens to raise FG skill line- only to discover that you no longer get ANY FG advancement for completing Dolemens when over-leveled. I can understand no XP for enemies killed, but completing the Dolmen itself should ALWAYS count towards FG advancement no matter when your level. Of course, once One Tamriel launches this will be a non-issue.
    Started ESO: May 2015-Quit: Sept 2018
    PC-NA AD
    Champion Points: 1004
    ESO+
    Morrowind/Summerset
    ** Strictly a solo PvE quester **
  • juhasman
    juhasman
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    Fighters Guild experience from Dolmens should NOT be increased.
    Leveling fighters guild to lv 10 take way less time then mages guild. There is many grind spots with undead and daedras. Noone sane leveling up fighters guild by dolmens...
    Lv 50 magicka sorc high elf
    Lv 50 stamina sorc orc
    Lv 50 magicka dk dark elf
    Lv 50 stamina dk redguard
    Lv 50 magicka templar breton
    Lv 50 stamina templar redguard
    Lv 50 magicka nb high elf
    Lv 50 stamina nb imperial
    CP 750
  • Rex-Umbra
    Rex-Umbra
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    Fighters Guild experience from Dolmens should NOT be increased.
    Mages guild takes 10x as long on Console.
    Xbox GT: Rex Umbra IX
  • Vaoh
    Vaoh
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    Other - Please explain below.
    Rex-Umbra wrote: »
    Mages guild takes 10x as long on Console.

    100% agree on this. Absolute nightmare
    Edited by Vaoh on July 18, 2016 12:58AM
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    Other - Please explain below.
    From my experience, like some others also mentioned, grinding up fighters guild is much faster than mages guild. So if you want the live easier for people who level up a new char, increasing mages guild or undaunted xp would help much more than increased fighters guild xp.
  • redspecter23
    redspecter23
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    I get most of my Fighter's guild xp from killing undead and daedra which you don't even cover in your poll. I get to 7 or 8 by doing any dolmens/undead/daedra as I get to veteran rank then I just grind out some undead to cover the balance when I hit vet rank. I don't expect to just have Fighter's Guild level 10 by doing just dolmens.
  • Animal_Mother
    Animal_Mother
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    Fighters Guild experience from Dolmens should NOT be increased.
    Doncellius wrote: »
    This would make Dolmens much more deadly and awesome in general!

    I would love to see more open world random events like dolmens. Use Oblivion as an example, just take a zone and throw a massive amount of daedra loose it - a couple generals leading their army of daedra across the map laying waste to all they can. Sort of like rifts and invasions in Rift. This would make the main quest seem a lot more epic with a feeling of more urgency on the player to complete it.

    Maybe have these invasions drop their own item sets - or tokens for purchasing items as an encouragement for participation.

  • DurzoBlint13
    DurzoBlint13
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    just go run around IC to level FG. Nothing but Deadra and undead in the sewers. Went from 7 to 10 in less than 2 hours grinding by myself the other day on the stam-plar because I wanted DB. It is not that bad and you get trophies, Tel Var and chances at Trove scamps. Too much riding/running to get to the Dolmens IMO.....and they do not give all that much XP anyway. So yeah I would agree to increase the XP from Dolmens
  • Kalifas
    Kalifas
    ✭✭✭
    Don't know about that, but they definitely have to improve the event itself. It's currently a waste of time... It's a nice idea, the anchor dropping from the sky looks amazing, but other than that it's lame.

    Imagine if it worked like this:
    • Waves of enemies
    • Every wave stronger than the last
    • Phases with bosses (more than one)
    • Difficulty scaling according to the number of players (if it scales now, it scales badly)
    • Relevant loot in the form of equipment, materials, tokens used to buy stuff, various style materials/pages.
    This would be a standard dolmen.

    Then I would also implement trial dolmens for a big party that would have to be opened from our side using some kind of artefact/ritual. The same thing, just way more difficult with tactics and with a timer for some kind of feats of strength.

    And let's say to get the artefact to open it, you'd have to gather a lot of tokens from the normal version.

    Wouldn't this feel a bit better?

    Dynamic Perpetual Fighter's Guild Quest and Zone
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  • lillybit
    lillybit
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    Fighters Guild experience from Dolmens should NOT be increased.
    Just exploring and playing through the quests I found that both guilds reached max around the same time (sometime during Cadwell's silver) so felt about right to me. Obviously if you're grinding and collecting books from a map, Mage's guild will be a lot quicker but I'd be inclined to think that that's the one that needs to be adjusted rather than Fighter's. Just think they should be hard work.
    PS4 EU
  • logosloki
    logosloki
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    Other - Please explain below.
    I would like it if there were more ways to get fighter guild xp, though I think that a dolmen should offer xp for a first time clear.
  • Vaoh
    Vaoh
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    Other - Please explain below.
    Doncellius wrote: »
    This would make Dolmens much more deadly and awesome in general!

    I would love to see more open world random events like dolmens. Use Oblivion as an example, just take a zone and throw a massive amount of daedra loose it - a couple generals leading their army of daedra across the map laying waste to all they can. Sort of like rifts and invasions in Rift. This would make the main quest seem a lot more epic with a feeling of more urgency on the player to complete it.

    Maybe have these invasions drop their own item sets - or tokens for purchasing items as an encouragement for participation.

    Love it. Honestly, if they had a new patch out on PTS to test a new zone, and just placed this type of thing in the game out of nowhere..... we would love ZOS so much. Powerful item sets obtainable only from these events would be so cool.
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