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Please limit dungeons based on character level (same for Vet based on CP)

  • deevoh1991
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    The second I choose random normal and either get FG2 or DSC2 I quickly look at my group, and as usualy if they are lvl 10 players, I just leave group and through experience I've realised you cannot aggro dps efficiently with lvl 10 skills even if you have 9000+ Cp. I've failed this dungeon every single time when noobs with crap levels choose this. Or get randomised into it. I agree the Part 2 dungeons have to be unlocked post lvl 50.
    PSN GT : Divzor
  • raglau
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    In my opinion instead of locking dungeons behind levels, they should be locked by experience. I personally like doing random dungeons while leveling a new char and I'm pretty sure that an experienced player on his lvl 40 alt can outdps more than half of the 561cp players you find in random dungeons.

    I would prefer a system that to some extend keeps track of the last times when you used the group finder. If you never used it, you'll be put in an easy dungeon. If you completed some easy dungeons, you can join harder ones untill you finally can enter dlc dungeons. That way you could be sure that everyone who is in your cos group already completed multiple dungeons via group finder, including some non trivial ones like coa2, selene and blackheart.
    On the other side, new players would have some kind of progression that is actually tied to their experience. I'm pretty sure that entering rom or cos as your first dungeon ever can be quite discouraging for most players, especially you're not the only inexperienced player in your group.

    And if you form your own groups manually you obviously still can enter any dungeon you want at own risk. But I'd say that shouldn't count much towards the rating to prevent people from getting carried through a dlc dungeon once and then being able to queue for dlc dungeons without having ever been in a dungeon where they had to pull their weight.

    This is not a bad idea. As others say, basing acccess on CP/level is not that good a solution and a lot of the levels people are mentioning here are too high IMO. The version II dungeons (normal) are not especially challenging, my son plays ESO with me from time to time, he's only 9 and was able to complete ver II dungeons well before level 50. As was I when levelling alts, but then I have good gaming experience and my son had me as an experienced ESO player helping him along. But the point is, a decent player can knock those dungeons out with no hassle well before they hit level 50, they're hardly challenging in a mechanical sense.

    Same with non-DLC vets, I've been running those since VR1, before CP was even a thing, again they are not mechanically challenging, bosses just have more HP so you need to be able to pull the numbers, but a decent player can spec up to do that by the time they ding 50.

    With the DLC dungeons I have noticed that they again can be completed by decent players of relativley low level. I ran a few nICP and nWGT PUGs at the weekend and had people as low as 22 in the group, and we completed these with little hassle. That said, these are much more player dependant and I've seen failures with higher levels too. It's a crazy thing but I am now starting to feel happier when I see lower level players pop up in Finder groups, I've started to notice that they seem far more attentive than many CP players. Maybe one gets a little over confident and slap-dash with higher levels, but there are some really excellent lower level players out there, we don't want to arbitrarily bar them from content. After all, ESO is in no way a hard game, in fact one of its draws is that it is so casual friendly and easy to simply pick up and play. Putting content behind arbitrary walls based purely upon levels would seem a good way to kill that ethos off.

    Plus from a commercial perspective, barring people who have just bought DLC from playing all the enclosed content, it not something that will sit well with ZOS.



    Edited by raglau on December 5, 2016 8:07AM
  • Khairiah
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    Then what about the cp561 players who still doesnt have a clue about any of the mechanics even in Darkshade?

    How can one filter thoose out? :)
    Edited by Khairiah on December 5, 2016 8:06AM
  • raglau
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    Iselin wrote: »
    In my opinion instead of locking dungeons behind levels, they should be locked by experience. I personally like doing random dungeons while leveling a new char and I'm pretty sure that an experienced player on his lvl 40 alt can outdps more than half of the 561cp players you find in random dungeons.

    .

    No I don't agree with the bolded part. Even though they have the benefit of the CP, unless they're ultra rich and don't mind enhancing and then discarding legendary gear, there's no way they'd be on par with a real well-geared CP160+ given the same CP.
    IME the earlier poster is right here, there's nothing to stop a level 40 having purple gear made by his main, or a friend, and a great rotation, out-DPSing a xxxCP player who just spams Snipe all day. I'd never really noticed this while being a DPS myself, but since tanking and healing, these wombats stick out like a sore thumb because they are such a burden. And there are so many of them. They can have the best gear in the world, but an extra 20% of nothing is still nothing.

  • code65536
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    disintegr8 wrote: »
    If sub level 50 player tries to select specific dungeons, it actually restricts their access based on level, a level 16 cannot choose Blackheart Haven or ICP. The problem is that when they select 'random' the dungeon finder does not check this and might still put them in these dungeons.
    That is incorrect.

    A level 10 player looking to queue for a specific dungeon can get Spindle (1 & 2), Fungal (1 & 2), Banished (1 & 2), ICP, WGT, RoM, and CoS.

    A level 10 looking to queue for a random dungeon can get any of the dungeons listed above. And will never be placed in Blackheart.

    There already is a minimum level requirement for queuing, and it's the same whether it's for a specific dungeon or for a DLC dungeon. The problem is that the minimum level for the DLC dungeon is set at 10, which is simply ridiculous, when much easier dungeons like Vaults have a minimum level of 45.

    https://forums.elderscrollsonline.com/en/discussion/296685
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  • Arundo
    Arundo
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    Doubt this will help, I have seen groupmembers who were 561 and still fail at basics like getting out of red or block when you get hits by aoe or a charge from the boss. CP level does not say a thing, someone could be level 561 before ever entering a dungeon.

    Sometimes I think "o nice two 561" DD's and then I get dissapointed the lack of DPS and how long it takes to get through packs. And sometimes I think "crap DD's below 200" and then we breeze through stuff without wipes.

    Apart from that guy who joined a random Veteren thinking it was a normal one and at the last boss figured out his "mistake" we tried but failed over and over and ultimatly he left to save the group, pretty nice dude.
  • FoolishHuman
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    Give people a toggle option to join a groups that are cp561+ if they choose to. They may have a longer wait time, but when the group forms, all members will be cp capped.

    And everyone else will also have longer wait times. That's a bad idea.
    Everything else should be either within 20 levels (higher or lower) if you're below CP and 100 levels (higher or lower) if you have reached CP.

    How does that make any sense? The dungeons are always at the same level, it doesn't depend on the level of the group. In fact, it would be more logical to mix groups and put high level players with low level players so that everyone can do the content.
    This also was in the game and as such it made the most sense. The version 2 of dungeons was only available in Vet mode for the dungeons that existed so that's the concept of level 45-50 as a requirement for normal and something above CP 300 for any veteran dungeon. I'd go further that using a hard mode scroll should be reserved for groups that have at least one CP 501.

    So I have to grind xp for a year or so before I can get into endgame content? How many new players do you think will put up with that and how many will just leave for another game?

    The DLC dunngeons, I agree they should either have higher requirements or the normal versions need to be toned down for level 10 players.

    But other than that I think that this entire thing is an ego issue, you need to get over it.
    Edited by FoolishHuman on December 5, 2016 8:57AM
  • Iselin
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    Pibbles wrote: »
    Iselin wrote: »
    In my opinion instead of locking dungeons behind levels, they should be locked by experience. I personally like doing random dungeons while leveling a new char and I'm pretty sure that an experienced player on his lvl 40 alt can outdps more than half of the 561cp players you find in random dungeons.

    .

    No I don't agree with the bolded part. Even though they have the benefit of the CP, unless they're ultra rich and don't mind enhancing and then discarding legendary gear, there's no way they'd be on par with a real well-geared CP160+ given the same CP.
    IME the earlier poster is right here, there's nothing to stop a level 40 having purple gear made by his main, or a friend, and a great rotation, out-DPSing a xxxCP player who just spams Snipe all day. I'd never really noticed this while being a DPS myself, but since tanking and healing, these wombats stick out like a sore thumb because they are such a burden. And there are so many of them. They can have the best gear in the world, but an extra 20% of nothing is still nothing.

    So you're going to compare a good player against a bad one? lol OK then. Obviously the intelligent comparison is a level 40 with 400 CP vs a true 400 CP of equal ability. And in that comparison the true 400 wins hands down every time due to better gear, monster set for extra DPS, etc.

    When you're comparing good players vs. bad players all you can compare is competence. Levels, CP, gear etc. are meaningless in that comparison. And as a matter of fact the odds of being competent also always favor the high CP player because he's bound to have picked up some skill along the way.
  • SickDuck
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    I queued up at lvl 10 when it unlocks for normal and it frigging drops me into mazzatun.

    At level 10 there are only 7 dungeons the queue will let you go into and 4 of them are DLC dungeons. That's a huge issue right there.

    That's true, it is a very weird design especially since 1T. It also has the side effect of having the dlc and low tier dungeons be generated more than the high tier ones. All dungeons should have an equal chance for random runs then we would see much less lvl 10s in dlc dungeons.
    Holdviola - Khira'de Regalo - Lélekvadász - Used To Be An Adventurer - Zetor - Does-Not-Give-A-Duck - Lord Sugar - Tenar Arha - Da'rinka - Violent Moon - Extreme Runner
  • SickDuck
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    No, no and no to level restrictions. It is a stereotype - many times related but not the actual cause of the problem. Leveling is too fast and easy, it doesn't mean a thing anymore.

    Normal runs should work regardless if there's 1-2(-3) noobs. These dungeons can be soloed, mechanics are forgiving. I could imagine some bonus reward for carrying lowbies and inexperienced people though, as an incentive.

    Veteran dungeons are more of an issue. They should be locked at least until the normal version is completed.
    Holdviola - Khira'de Regalo - Lélekvadász - Used To Be An Adventurer - Zetor - Does-Not-Give-A-Duck - Lord Sugar - Tenar Arha - Da'rinka - Violent Moon - Extreme Runner
  • visionality
    visionality
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    I'm increasingly disgusted (sorry, guys, just being honest) about ppl thinking that your cps are any indication of your skill. If OneTamriel has proved anything than that there is loads of ESO players out there who managed to maximise cps and still don't know anything about useful skills, buffs, builds etc. Usually it's exactly those people who demand high cps from every other player cause they know they have to be carried by their groups.

    I'd rather ask for more must-do-mechanics in dungeons and trials (normal mode too), so that ppl have to learn the basics of the game. Every time I run with random players through nAA, I shudder at the realization that no stam user is casting rapid maneuver for passing the ice-whirlwinds or seeing that the tank taunts the endboss instead of the axes.
  • code65536
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    SickDuck wrote: »
    Normal runs should work regardless if there's 1-2(-3) noobs.
    Yes, if there is someone to carry those 3.
    SickDuck wrote: »
    These dungeons can be soloed
    Except for certain boss mechanics, yes, and I do this all the time.

    The problem is when you have a group of all lowbies without someone to carry them. I've seen this first-hand because I queue for a random normal every day. I'll queue as tank and run the dungeon in DPS gear with a sword and shield with taunt on just my back bar. And despite playing a bit more defensively because I'm also holding aggro, with most lowbie groups, I'm doing anywhere from 60-90% of the total group DPS. And I've been placed in a number of in-progress runs where, without someone to carry them, the group had been struggling for a very long time with constant wiping.

    Low DPS and inexperience isn't a problem in a place like Spindle or Fungal where there's very little in the way of mechanics. It's a slow and drawn-out fight, but manageable. But it is very problematic in the DLC dungeons because then the mechanics start to punish you.

    With a good high-DPS player, I agree that a normal-mode DLC dungeon doesn't really feel that different than a starter-zone dungeon. But take that away, and you'll see the difference.
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  • AzuraKin
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    I'm really all for the One Tamriel approach but having read umpteen activity finder kick threads and also having played at cp526+ or even as lowbie alts, there are some things that should happen.

    Specifically players should only be able to access activity finder dungeons based on the pre-Tamriel Unlimited required levels.

    This means the second version of dungeons shouldn't unlock until 45 or 50 and all dlc should be locked until 45-50 as well.

    Just give people a realistic chance to succeed.

    The idea is to better match "skill" as in the unlocked skills in alignment with dungeons unless you're going to push some dungeon optional skills for all three roles.

    Just some feedback that I hope in some way makes it into 2017 updates.

    naw make nonvet dungeons any lvl below cp 160, but make vet dungeons not unlock till v160.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • visionality
    visionality
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    code65536 wrote: »
    Low DPS and inexperience isn't a problem in a place like Spindle or Fungal where there's very little in the way of mechanics. It's a slow and drawn-out fight, but manageable. But it is very problematic in the DLC dungeons because then the mechanics start to punish you.

    With a good high-DPS player, I agree that a normal-mode DLC dungeon doesn't really feel that different than a starter-zone dungeon. But take that away, and you'll see the difference.

    I can't see that punishing. I'm leveling a magica NB atm. First group dungeon I did was at lvl 20 with 3 other low-level ppl (lvl12, 15 and 17, I think). Dungeon was nICP. We almost made a no-death-run, the whole run took us less then 40 minutes.
  • Eweroun
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    I'm really all for the One Tamriel approach but having read umpteen activity finder kick threads and also having played at cp526+ or even as lowbie alts, there are some things that should happen.

    Specifically players should only be able to access activity finder dungeons based on the pre-Tamriel Unlimited required levels.

    This means the second version of dungeons shouldn't unlock until 45 or 50 and all dlc should be locked until 45-50 as well.

    Just give people a realistic chance to succeed.

    The idea is to better match "skill" as in the unlocked skills in alignment with dungeons unless you're going to push some dungeon optional skills for all three roles.

    Just some feedback that I hope in some way makes it into 2017 updates.

    If... then only for vet versions... and even then.

    did a fungal grotto 1 on normal yesterday with lvl 25 (CP561+) sorc as a dd.. all others where CP 500+...
    they wiped all at last boss.. had to finish it myself...

    it's not the CP that makes the playze, as you can mindlesly grind them... it's the skill from the one who plays
    |Lunar Lattice - Guildmaster / Fullmoon group raidlead|
    |Potato Knights - former core member|
    |former dd-"The Phoenix Reborn", former raidlead "Omnia Vincit /Playdead"|

    clears: vCrag HM - vMoL HM - vHoF HM - vAS HM (+2) - vCR+3 - vSS HM
  • raglau
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    Iselin wrote: »
    Pibbles wrote: »
    Iselin wrote: »
    In my opinion instead of locking dungeons behind levels, they should be locked by experience. I personally like doing random dungeons while leveling a new char and I'm pretty sure that an experienced player on his lvl 40 alt can outdps more than half of the 561cp players you find in random dungeons.

    .

    No I don't agree with the bolded part. Even though they have the benefit of the CP, unless they're ultra rich and don't mind enhancing and then discarding legendary gear, there's no way they'd be on par with a real well-geared CP160+ given the same CP.
    IME the earlier poster is right here, there's nothing to stop a level 40 having purple gear made by his main, or a friend, and a great rotation, out-DPSing a xxxCP player who just spams Snipe all day. I'd never really noticed this while being a DPS myself, but since tanking and healing, these wombats stick out like a sore thumb because they are such a burden. And there are so many of them. They can have the best gear in the world, but an extra 20% of nothing is still nothing.

    So you're going to compare a good player against a bad one?

    Well, that is the crux of the earlier poster's point and the crux of the discussion, so yes, clearly that's not only a valid comparison to be used, but is the general thrust of the debate. To whit, locking content behind arbitrary level calibrations does not cater for the fact that the biggest delineator is player ability, and we've all seen it, no amount of CP can turn a bow-spamming, AoE standing wombat, into a decent player who is not a burden on the team.

    Ultimately if we buy a multi-player game, we will come into contact with people of all levels of ability, that's just how it is. If this bothers us, we only run with guildies or trusted people on our friends list. By the time nearly all of us reached 50, we had no doubt found a home guild and also had developed a decent list of friends we knew we could clear content with. There are no requirements for level locks that cannot be met by the existing tools and processes in the game; friends lists and guilds.
  • code65536
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    code65536 wrote: »
    Low DPS and inexperience isn't a problem in a place like Spindle or Fungal where there's very little in the way of mechanics. It's a slow and drawn-out fight, but manageable. But it is very problematic in the DLC dungeons because then the mechanics start to punish you.

    With a good high-DPS player, I agree that a normal-mode DLC dungeon doesn't really feel that different than a starter-zone dungeon. But take that away, and you'll see the difference.

    I can't see that punishing. I'm leveling a magica NB atm. First group dungeon I did was at lvl 20 with 3 other low-level ppl (lvl12, 15 and 17, I think). Dungeon was nICP. We almost made a no-death-run, the whole run took us less then 40 minutes.

    But you have CP and experience. And probably gear, too. I'm seeing a lot of true newbies--one person said that he only started playing 3 days prior. And, yes, I've been in the position of a ringer before, either on an alt that I'm leveling or on my alt account, so I know that they exist, and I do run into lowbies who do very well. At the same time, I've been in enough random groups where it's clear that the lowbie is a true newbie who's still learning. And there's nothing wrong with that--we were all newbies once--but some dungeons are better suited than others for people who are still learning to play.
    • You can queue in the Group Finder for Ruins of Mazzatun at level 10.
    • You can't queue in the Group Finder for Vaults of Madness until level 45.
    • You can manually enter any dungeon--either through its overland entrance or via wayshrine--at any level, including level 3. There's no need to change this.

    All we need is to correct that discrepancy. Why is Vaults--one of the easiest dungeons in the game--locked for queue until level 45, but RoM is not? And if I want to try my hand at a DLC dungeon on an alt, I still can, via manual entry. But then I know what I'm getting myself into--people who queue, esp. if all they want is the XP rewards of a random dungeon--usually don't know what they're stumbling into.
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  • Malmai
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    Niaver wrote: »
    Vet dungeons should be CP160+ i think...

    Agreed even that is low but its something. When i started i was grinding normal dungeons just to get feeling and learn stuff now people with 45CP level want to do V2 dungeons with no knowledge, gear, etc... Making things hard...
    Edited by Malmai on December 5, 2016 10:30AM
  • UnchainedGokuSS4
    I suggested in another thread, that i think a tick box of
    [ ] I am happy to run with any level player is a good filter.

    Everything else should be either within 20 levels (higher or lower) if you're below CP and 100 levels (higher or lower) if you have reached CP.

    There are times when at level 500cp i'm happy to run with the small levels and help or teach as we go.

    There are other times when i just want a quick run before bed for XP or loot.

    ninja edit: I think letting low levels into dungeons that are too over power for them, isn't that big of a deal. i know i learned heaps by going to craglorn (pre one tamriel) and getting nailed before deciding i needed to go level and learn more about gear and sets.

    The issue, in my mind, is where the range in levels is too great within the group to make it enjoyable for everyone. There are some instances where it's fine to run with a large range in levels, and other instances where it needs to be a much tighter difference.

    @UnchainedGokuSS4

    No sir. It's should never be up to a toggle or check mark. You either qualify or you don't.
    Consider ppl check healer and tank for faster or shorter queues who can't do either.

    Your idea would just make it worse.

    Why are you mentioning me? I ain't used this account in months just got an e-mail notification......... WTF..........
    (Twitter: UnchainedGoku) (PSN ID: UnchainedGokuSS4) (Destiny: UnchainedGokuSS4) (Steam: UnchainedGokuSS4) (NNID: UnchainedGokuSS4) (3DS Name: Peter, FC: 4914-3165-2131) (PokeCommunity Forums: UnchainedGoku) (PTCGO: UnchainedGoku)
  • NewBlacksmurf
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    I suggested in another thread, that i think a tick box of
    [ ] I am happy to run with any level player is a good filter.

    Everything else should be either within 20 levels (higher or lower) if you're below CP and 100 levels (higher or lower) if you have reached CP.

    There are times when at level 500cp i'm happy to run with the small levels and help or teach as we go.

    There are other times when i just want a quick run before bed for XP or loot.

    ninja edit: I think letting low levels into dungeons that are too over power for them, isn't that big of a deal. i know i learned heaps by going to craglorn (pre one tamriel) and getting nailed before deciding i needed to go level and learn more about gear and sets.

    The issue, in my mind, is where the range in levels is too great within the group to make it enjoyable for everyone. There are some instances where it's fine to run with a large range in levels, and other instances where it needs to be a much tighter difference.

    @UnchainedGokuSS4

    No sir. It's should never be up to a toggle or check mark. You either qualify or you don't.
    Consider ppl check healer and tank for faster or shorter queues who can't do either.

    Your idea would just make it worse.

    Why are you mentioning me? I ain't used this account in months just got an e-mail notification......... WTF..........

    Hahaha. Sorry wrong unchained
    Blame late sleepy me. :smile:
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • boom782
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    dsalter wrote: »
    Niaver wrote: »
    Vet dungeons should be CP160+ i think...


    Actually IMO no, they should be CP300+.

    VR16 players most often also had 220 -400 CP and prior to the cap some had over 1000 so these Vet were made off much higher pools of dmg and resistances.

    Trials....CP 501 maybe

    i'v had people with me doing far better than most cp capped players with less than 30... it's player skill over all but i agree on a minimum of 150.

    and IC+argonian DLC's shouldn't be in the random queue but rather a seperate queue with it's own seperate bag+xp reward daily with the bag including a random DLC armor/weapon drop.

    This. Skill FAR outweighs CP.

    But certain things should be locked such as Vet content is locked until lvl 50. I que'd for a random normal yesterday and got ICP and was tossed in with a lvl 10, 12, and 14. HELL NO! I don’t care if you are CP 561 , the fact that you still don’t have 80% of your skills unlocked or leveled makes you pretty useless in dungeons. Heck, none of them could even bar swap!
  • Khaos_Bane
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    I agree, CP minimums need to be placed on Vet Dungeons. Some of the lower tier vet dungeons should be 160+, more difficult vets 300+, and the DLC Dungeons should not be in random.

    Last night I was doing my random and was put in vICP with a couple of DPS one v50 and the other v70. They shouldn't even be put in that Dungeon, random vet queue is broken.
  • NewBlacksmurf
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    boom782 wrote: »
    dsalter wrote: »
    Niaver wrote: »
    Vet dungeons should be CP160+ i think...


    Actually IMO no, they should be CP300+.

    VR16 players most often also had 220 -400 CP and prior to the cap some had over 1000 so these Vet were made off much higher pools of dmg and resistances.

    Trials....CP 501 maybe

    i'v had people with me doing far better than most cp capped players with less than 30... it's player skill over all but i agree on a minimum of 150.

    and IC+argonian DLC's shouldn't be in the random queue but rather a seperate queue with it's own seperate bag+xp reward daily with the bag including a random DLC armor/weapon drop.

    This. Skill FAR outweighs CP.

    But certain things should be locked such as Vet content is locked until lvl 50. I que'd for a random normal yesterday and got ICP and was tossed in with a lvl 10, 12, and 14. HELL NO! I don’t care if you are CP 561 , the fact that you still don’t have 80% of your skills unlocked or leveled makes you pretty useless in dungeons. Heck, none of them could even bar swap!

    this is my point exactly. And also those who just unlocked a skill but lack having it leveled as well as having the passives to support it.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Jeremy
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    Jeremy wrote: »
    I'm really all for the One Tamriel approach but having read umpteen activity finder kick threads and also having played at cp526+ or even as lowbie alts, there are some things that should happen.

    Specifically players should only be able to access activity finder dungeons based on the pre-Tamriel Unlimited required levels.

    This means the second version of dungeons shouldn't unlock until 45 or 50 and all dlc should be locked until 45-50 as well.

    Just give people a realistic chance to succeed.

    The idea is to better match "skill" as in the unlocked skills in alignment with dungeons unless you're going to push some dungeon optional skills for all three roles.

    Just some feedback that I hope in some way makes it into 2017 updates.

    This game allows you to select which dungeons you want to queue up for. So simply leave the dungeons you don't want to do un-checked. Problem solved.


    I think you completely misunderstand or don't comprehend this thread.

    Possibly.

    But from what I read - I came away with the impression you don't think players should be put into DLC dungeons when using the Dungeon Finder until they reach a certain level, yes?

    If that is your concern - you can check all of the non-DLC dungeons on your list and then use the activity finder to join dungeons from that pool. My point was - you can exclude the DLC dungeons from your activity finder manually until you reach a level you are more comfortable with doing them.
  • AlnilamE
    AlnilamE
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    Give people a toggle option to join a groups that are cp561+ if they choose to. They may have a longer wait time, but when the group forms, all members will be cp capped. If you're looking to do DLC dungeons or harder vet dungeons, it may be helpful. If you're doing quick Fungal 1 runs, you can just run it the old way.


    No...this isn't some single player game

    Just set the standard and go. No one needs a toggle and honestly this is from my point of view leveling an alt.

    I have no business at levels 12-23 trying to do ICT, WGT, any version 2 of normal dungeons and even the dungeons that were level 30 and above prior to Tamriel Unlimited.

    Well, if you look at what the patch notes actually say...
    White-Gold Tower
    Race to the top of the White-Gold Tower in pursuit of a stolen Elder Scroll—but is the top of the tower even in Tamriel anymore? What secrets does Regent Clivia Tharn have up her Imperial sleeves? •The White-Gold Tower is a standard 4-player PvE dungeon.
    The minimum level requirement for White-Gold Tower is level 10, but the recommended level is 25.
    •There is one Trophy Vault located in the White-Gold Tower that requires 150 trophy items only found off Veteran bosses in the White-Gold Tower, in order to open it.
    •To enter the White-Gold Tower: •You can queue for this dungeon outside of the Imperial City, but you must have the DLC game pack.
    •You can teleport directly to the dungeons via your Point of Interest map icons for the dungeons, as long as you are not in Cyrodiil or the Imperial City.
    •You can also use each dungeon’s front door from within the Imperial City.


    Imperial City Prison
    Even before the Planemeld, this grim complex just outside the walls of the Imperial City was never the happiest site in Cyrodiil. Since Molag Bal ceded it to the worst of his Daedra, it’s become a place out of a horrific nightmare. •The Imperial City Prison is a standard 4-player PvE dungeon.
    The minimum level requirement for the Imperial City Prison is level 10, but the recommended level is 35.
    •There is one Trophy Vault located in the Imperial City Prison that requires 150 trophy items only found off Veteran bosses in the Imperial City Prison, in order to open it.
    •To enter the Imperial City Prison: •You can queue for this dungeon outside of the Imperial City, but you must have the DLC game pack.
    •You can teleport directly to the dungeons via your Point of Interest map icons for the dungeons, as long as you are not in Cyrodiil or the Imperial City.
    •You can also use each dungeon’s front door from within the Imperial City.

    I didn't see recommended levels for SotH dungeons, but they are not that hard in normal mode.

    For the previous vet versions (now version IIs), they should probably up the minimum about 10 levels above that the minimum for the normal version is. Keep in mind that the normal version of a II dungeon is a very nerfed version of the former vet dungeon, so no need to be level 50.

    As for the vet dungeons, Tier 1 should be CP 10, Tier 2 should be CP 50 and Tier 3 should be CP 100. That's that the levels were before they started scaling them. Though I have played through them below mob level.

    The Moot Councillor
  • NewBlacksmurf
    NewBlacksmurf
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    AlnilamE wrote: »
    Give people a toggle option to join a groups that are cp561+ if they choose to. They may have a longer wait time, but when the group forms, all members will be cp capped. If you're looking to do DLC dungeons or harder vet dungeons, it may be helpful. If you're doing quick Fungal 1 runs, you can just run it the old way.


    No...this isn't some single player game

    Just set the standard and go. No one needs a toggle and honestly this is from my point of view leveling an alt.

    I have no business at levels 12-23 trying to do ICT, WGT, any version 2 of normal dungeons and even the dungeons that were level 30 and above prior to Tamriel Unlimited.

    Well, if you look at what the patch notes actually say...
    White-Gold Tower
    Race to the top of the White-Gold Tower in pursuit of a stolen Elder Scroll—but is the top of the tower even in Tamriel anymore? What secrets does Regent Clivia Tharn have up her Imperial sleeves? •The White-Gold Tower is a standard 4-player PvE dungeon.
    The minimum level requirement for White-Gold Tower is level 10, but the recommended level is 25.
    •There is one Trophy Vault located in the White-Gold Tower that requires 150 trophy items only found off Veteran bosses in the White-Gold Tower, in order to open it.
    •To enter the White-Gold Tower: •You can queue for this dungeon outside of the Imperial City, but you must have the DLC game pack.
    •You can teleport directly to the dungeons via your Point of Interest map icons for the dungeons, as long as you are not in Cyrodiil or the Imperial City.
    •You can also use each dungeon’s front door from within the Imperial City.


    Imperial City Prison
    Even before the Planemeld, this grim complex just outside the walls of the Imperial City was never the happiest site in Cyrodiil. Since Molag Bal ceded it to the worst of his Daedra, it’s become a place out of a horrific nightmare. •The Imperial City Prison is a standard 4-player PvE dungeon.
    The minimum level requirement for the Imperial City Prison is level 10, but the recommended level is 35.
    •There is one Trophy Vault located in the Imperial City Prison that requires 150 trophy items only found off Veteran bosses in the Imperial City Prison, in order to open it.
    •To enter the Imperial City Prison: •You can queue for this dungeon outside of the Imperial City, but you must have the DLC game pack.
    •You can teleport directly to the dungeons via your Point of Interest map icons for the dungeons, as long as you are not in Cyrodiil or the Imperial City.
    •You can also use each dungeon’s front door from within the Imperial City.

    I didn't see recommended levels for SotH dungeons, but they are not that hard in normal mode.

    For the previous vet versions (now version IIs), they should probably up the minimum about 10 levels above that the minimum for the normal version is. Keep in mind that the normal version of a II dungeon is a very nerfed version of the former vet dungeon, so no need to be level 50.

    As for the vet dungeons, Tier 1 should be CP 10, Tier 2 should be CP 50 and Tier 3 should be CP 100. That's that the levels were before they started scaling them. Though I have played through them below mob level.

    I see what the notes say but again...in actual practice ...that's not the case for selecting a random activity group.

    That's the point of the post....it's got to be consistent and set in stone regardless of how ppl group.

    Consider a manual group who enters and then queues.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • RebornV3x
    RebornV3x
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    Each dungeon should have a at minimum a recommended level for doing the dungeon so people know what to expect most vet of 2 dungeons should have 361+cp with vets of 1 versions should be 160+cp DLC vets including vet COA 2 should be 561cp all normals should be level 45+ since this would be the level you are first introduced to dungeons via the undaunted invite
    Edited by RebornV3x on December 5, 2016 4:28PM
    Xbox One - NA GT: RebornV3x
    I also play on PC from time to time but I just wanna be left alone on there so sorry.
  • Iselin
    Iselin
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    Jeremy wrote: »
    Jeremy wrote: »
    I'm really all for the One Tamriel approach but having read umpteen activity finder kick threads and also having played at cp526+ or even as lowbie alts, there are some things that should happen.

    Specifically players should only be able to access activity finder dungeons based on the pre-Tamriel Unlimited required levels.

    This means the second version of dungeons shouldn't unlock until 45 or 50 and all dlc should be locked until 45-50 as well.

    Just give people a realistic chance to succeed.

    The idea is to better match "skill" as in the unlocked skills in alignment with dungeons unless you're going to push some dungeon optional skills for all three roles.

    Just some feedback that I hope in some way makes it into 2017 updates.

    This game allows you to select which dungeons you want to queue up for. So simply leave the dungeons you don't want to do un-checked. Problem solved.


    I think you completely misunderstand or don't comprehend this thread.

    Possibly.

    But from what I read - I came away with the impression you don't think players should be put into DLC dungeons when using the Dungeon Finder until they reach a certain level, yes?

    If that is your concern - you can check all of the non-DLC dungeons on your list and then use the activity finder to join dungeons from that pool. My point was - you can exclude the DLC dungeons from your activity finder manually until you reach a level you are more comfortable with doing them.

    The moment you select or exclude dungeons from the list you're no longing queuing for a random dungeon and won't get the extra XP or rewards.
  • NewBlacksmurf
    NewBlacksmurf
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    Jeremy wrote: »
    Jeremy wrote: »
    I'm really all for the One Tamriel approach but having read umpteen activity finder kick threads and also having played at cp526+ or even as lowbie alts, there are some things that should happen.

    Specifically players should only be able to access activity finder dungeons based on the pre-Tamriel Unlimited required levels.

    This means the second version of dungeons shouldn't unlock until 45 or 50 and all dlc should be locked until 45-50 as well.

    Just give people a realistic chance to succeed.

    The idea is to better match "skill" as in the unlocked skills in alignment with dungeons unless you're going to push some dungeon optional skills for all three roles.

    Just some feedback that I hope in some way makes it into 2017 updates.

    This game allows you to select which dungeons you want to queue up for. So simply leave the dungeons you don't want to do un-checked. Problem solved.


    I think you completely misunderstand or don't comprehend this thread.

    Possibly.

    But from what I read - I came away with the impression you don't think players should be put into DLC dungeons when using the Dungeon Finder until they reach a certain level, yes?

    If that is your concern - you can check all of the non-DLC dungeons on your list and then use the activity finder to join dungeons from that pool. My point was - you can exclude the DLC dungeons from your activity finder manually until you reach a level you are more comfortable with doing them.

    @Jeremy

    No it's much more than DLC.
    -It's specifically going back to dungeon tiers
    Normal dungeons (to not include any Vet versions which are now normal until 45-50)
    -All dlc dungeons normal and Vet should require something around 45 for normal and CP 160 for Vet
    -manual or not, ppl shouldn't be able to queue if all group members don't align with the dungeon tiers
    -all Vet dungeons should be a min of 160 to queue
    -any hard mode selections should be a min of CP 300-501 depending on dungeon tier

    Here is the issue.
    After addressing gear and roles.....
    It's more that the available skills and passives as well as CP choices are what make dungeons possible or impossible.

    You can't make things perfect but you can go back to the intent of the designs.

    The only reason this isn't the case is because ZOS couldn't figure out how to resolve the activity finder grouping issues so they've opened it all up.

    Regardless of what you can manually select, choosing random opens up seemingly all normal to anyone and at level 50 it opens everything up.

    That's a problem because ppl are doing randoms for the rewards and should never be put in a compromised situation that leads to failure to leads to being kicked as well as the timers to wait before you can queue again.


    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Riejael
    Riejael
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    This means the second version of dungeons shouldn't unlock until 45 or 50 and all dlc should be locked until 45-50 as well.

    Just give people a realistic chance to succeed.

    To be totally honest with you. I don't see this fixing anything. Frequently I've seen Cp200+ in second dungeons and DLC dungeons on normal fail, only to have pre-level 40 replacements do fine and far better. Some of this has to do with gear scalling (a 34 in current 34 gear will be vastly more powerful than a 160 in 140 gear). But many people on new characters are veteran players who simply don't have their CP scores yet.

    Here's a better solution:

    Put original dungeons in their normal queue.
    Put second dungeons and DLC in an elite/heroic queue.
    Veteran and Trials remain as they are.

    The only requirements for the new queue is having the DLC required. But it at least puts a tag letting newer non-vet players know, to stay clear away from them. They'll only run them once or twice to see they're out of their league.
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