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QOL Improvements: Normal Group Dungeons

Anotherone773
Anotherone773
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Rant Section( feel free to skip):

Normal Dungeons in ESO are sloppy mess at best and a nightmare at worst. I cant remember the last game i cringed at running dungeons. I mean it honestly feel like the devs gave a 10 year old a dungeon toolkit and told him to go buck wild. Then just dropped it in the game. We have dungeons that even a low level can phone it in and still get through it in 20 minutes or less. We have those really long dungeons that are mostly running around but feel like they take 3 days to complete. FYI, i dont want a dungeon to take longer than a raid. Then we have those dungeons that drop raid mechanics in as almost an after thought. Oh look a boss in a normal dungeon that has an instant death mechanic that you must block, roll, jump, and twirl to survive... right after a dungeon that i could take a nap in every red circle and its all in the same dungeon finder queue.

And then the quests. OMG NPCs are bloody wordy in this game. I feel the need to constantly apologize to the group why i spam click through half a novel of text and wait for a miniseries worth of "cutscenes". And of course you cant complete half the quests because people leave group quickly after the dungeon and you get booted out while the NPCs not only tell you their life story in no hurried fashion, but the entire history of their race.

Zenimax/Bethesda try to hard to re-invent the wheel when it comes to MMOs. Do what works and has worked for decades. Cutting edge and innovation are great, when its done well. And it is not done well here. Dungeon running is typically one of my favorite activities in this style of MMO. In this one its like having plaque removed from teeth with a jackhammer. /rant

QOL Improvements:

1) Remove all the "cutscene" style dialog from quests in dungeons. Shorten the quests to something simple. IE: You need to do x,y,z then meet me at the end of the dungeon.

2) I dont want to leave a dungeon, until i physically exit the dungeon. I like to nose around a bit after a dungeon in many of them. It would also be nice to complete quests before you get booted. Just stick a portal at the end and the beginning and when we use it, it takes us back to where we was in the OW.

3) Some dungeons with raid mechanics should really be put with vet dungeons, have their own group, or the mechanics removed.

4) Allow two mode of queuing: NOTE that these are for the exact same dungeon, but focus on different styles of doing those dungeons. I prefer the casual and dont mind newbies, for example, even when i could do it in my sleep. But sometimes, i just want blitz through it with a group that wants to do the same.
* Casual/inexperienced - For people who arent in a hurry and dont mind things like: newbies, low dps/gear, stopping for heavy sacks and chests, etc.
* Blitz/experienced - For people who want to just blow through the dungeon as fast as possible and have experience and knowledge of that dungeon and dont need to do quests, care about non boss loot/chests, etc. In order to do a dungeon in the blitz queue you must of completed the dungeon x amount of times( Im thinking 5 or 10) on casual in order to be able to queue for blitzing.

5) Allow us to "desert" a dungeon once a day without any penalty. I realize you want us to stick it out and try to work with a group, but i have a perfect example of how annoying it is for a person to have to get a penalty because the group was terrible. I was recently in one of the DLC dungeons with a lot of trash. We have a CP 6xx dps, a CP4xx healer, me on level 49 no cp dps and a tank on a level 48. The cp 6xx dps runs ahead and starts AOEing trash, then runs further ahead until he gets another group of trash. Then drags it all back. Meanwhile he is taking massive amounts of damage dropping 10-20% hp a tick. The healer can barely keep him above 50% hp and he often drops below 25%. The tank is trying to gain aggro but the dps just keeps dragging the mobs around backing up using a bow. The healer only focuses on healing him and no one else. So as soon as anyone else gets aggro of a few of the 20 something mobs, they die without healer support. After about 3 or 4 times of this the tank leaves the group. Then this dps decides we dont need a tank, and continues to do this without the tank. We all end up wiping, and he goes " lol i guess we do need a tank" after making very little progress in 45 minutes( I think we made it one boss in). By this point ive already burned 6 soul gems, have very little healer support and a dps that thinks he is playing Skyrim on god mode. I give up knowing we have a long way to go, and with this guy and what appears to be his friend healer, its going to take us hours to do this dungeon IF we complete it at all. I already took the hit to repair costs, soul gems, and time and have nothing to show for it but loot from one boss and its something i cant use anyway. So i just cut my losses and take the deserter penalty, log out and go to bed.

6)Dungeon rewards that are tailored to the character that earned them. Im running a stamblade and im getting staffs, shields, magicka armor sets, etc. WHY? Is it that hard to implement a check on if i got points in stam or magicka or what type of weapons/armor i have equipped? 90% of what i get from the rewards are for magicka builds and maybe 1 out of 20 pieces are even usable to me. A useless reward is not a reward, its just useless.

7) Queue reward: This goes with #4. How about a stacking reward for every 5 or 10 minutes you spend in the queue? I was thinking something unique like a "Wayshrine Scroll" that allows you to waive the cost of transporting to a wayshrine one time. You get the reward for every 5( or 10) minutes you spend in the queue IF you complete the activity. Something to get people to queue and wait for dungeons more so we dont have to wait for dungeons so long...though it would help if they werent such a mess and headache to deal with.
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