Disclaimer: I know that what I'm about to post is not a popular opinion; I know many will feel compelled to chime in with anything from "get gud" to stuff I cannot yet imagine. All the same, I'm know I'm not the only one who sees things as I do, so here I go again....I only very, very rarely bother with dungeons because it seems that they have, by and large, become more about being content for theory-crafters/min-maxers than for "the rest of us".
Here's what I mean:
1. Every encounter is "zerg by mobs" except boss fights, which are mostly MMO versions of "so you think you can dance".
2. There seems to be little room for actual skill/strategy work (i.e., splitting mobs, managing aggro/hate listing, group positioning); instead "strategy" has (in my opinion, devolved) into how well one can time casts between running out of "the stupid" and over-sized, over-clocked attacks/AoE.
3. "Difficulty" seems now to be more a measure of a player's physical ability to mash keys in the right sequence and acquire the right gear than anything.
I am continually at a loss on how ZOS can get it so right with delves and dolmens and then, do THIS with dungeons. If this series of mechanic choices are intended to cater to the exclusivity crowd of theory-crafters/min-maxers, then ZoS should just flat out say so and people like myself (who play for social and generally more casual reasons) can give up on them all together.
But what I
really wish would happen is more along the lines of a mission generation system a la OG Anarchy Online:
1. Player indicates which dungeon they're interested in experiencing.
2. Player indicates if they prefer better
loot, better
money, or better
experience;
this determines what manner of dungeon balancing is selected by the system.
- When player indicates "better loot", system responds with fewer trash mobs, more mini-bosses, lower money rewards, higher difficulty of all fights, and boosted gear quality/drops (this would be your current "dance with the stars" implementation).
- When player indicates "better money", system responds with more trash mobs, fewer mini-bosses, little/no gear loot, moderate difficulty, and very nice/boosted money rewards.
- When player indicates "better experience", system responds with more story elements, NPC encounters, very little money/gear rewards, but very nice/boosted experience rewards.
This would allow a much broader set of players to experience the content, while still maintaining the "exclusivity" that the more avid "end game" players desire.
It would also allow ZOS to track and analyze for where the customer base "sits" in a given moment on style/type of content, difficulty, and replayability; this should also deliver valuable insight for use in DLC designs for the future. Indeed, ZOS could even spin off achievements and rewards by each "type" of experience.
So... there you have it, my $0.02 worth, that I am fully aware shall vary in value depending upon current community valuation. (grin)
Registration date: November 2013
Geek since 1974.
Girl Gamer since 1976.
Granny since 2014.
Gut shooter since forever.
Don't say you weren't warned.
(Now where's my cane and why are you on my lawn?)