lolo_01b16_ESO 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.
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.
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.lolo_01b16_ESO 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.
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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.
That is incorrect.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.
redspecter23 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.
unchainedzulu wrote: »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.
NewBlacksmurf wrote: »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.
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.lolo_01b16_ESO 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.
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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.
redspecter23 wrote: »WalksonGraves wrote: »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.
Yes, if there is someone to carry those 3.Normal runs should work regardless if there's 1-2(-3) noobs.
Except for certain boss mechanics, yes, and I do this all the time.These dungeons can be soloed
NewBlacksmurf 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.
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.
NewBlacksmurf 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.
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.lolo_01b16_ESO 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.
So you're going to compare a good player against a bad one?
visionality 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.
Vet dungeons should be CP160+ i think...
NewBlacksmurf wrote: »unchainedzulu wrote: »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.
UnchainedGokuSS4 wrote: »NewBlacksmurf wrote: »unchainedzulu wrote: »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..........
NewBlacksmurf wrote: »
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.
NewBlacksmurf wrote: »
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!
NewBlacksmurf wrote: »NewBlacksmurf 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.
NewBlacksmurf wrote: »redspecter23 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.
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.
NewBlacksmurf wrote: »redspecter23 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.
NewBlacksmurf wrote: »NewBlacksmurf 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.
NewBlacksmurf wrote: »NewBlacksmurf 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.
NewBlacksmurf wrote: »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.