Anotherone773 wrote: »I dont blame my groups, they gave it their all, but the dungeons in this game suck. Why are their raid mechanics in normal dungeons? Normal dungeons are no place for raid mechanics. You have a lot of newbies learning their characters, in crappy gear , and trying to learn the best way to stay alive and kills stuff as a group. Then we throw enrage timers in and instant death mechanics in? I feel like this is ESO's way to prevent high CP characters from soloing normal ( new) dungeons and farming them. And its a terrible way to go about it.
On top of this new players have to learn 24 dungeons( 31 if you include the II dungeons) all at the same time. introducing some raid mechanics into vet dungeons is fine but you dont know how many times ive checked to make sure im on normal when i cant get out of red fast enough and its instant death.
The need to make normal dungeons more new player friendly and quit trying to make them into mini raids.
VaranisArano wrote: »Anotherone773 wrote: »I dont blame my groups, they gave it their all, but the dungeons in this game suck. Why are their raid mechanics in normal dungeons? Normal dungeons are no place for raid mechanics. You have a lot of newbies learning their characters, in crappy gear , and trying to learn the best way to stay alive and kills stuff as a group. Then we throw enrage timers in and instant death mechanics in? I feel like this is ESO's way to prevent high CP characters from soloing normal ( new) dungeons and farming them. And its a terrible way to go about it.
On top of this new players have to learn 24 dungeons( 31 if you include the II dungeons) all at the same time. introducing some raid mechanics into vet dungeons is fine but you dont know how many times ive checked to make sure im on normal when i cant get out of red fast enough and its instant death.
The need to make normal dungeons more new player friendly and quit trying to make them into mini raids.
1. From the perspective of a truly new player, the dungeons unlock progressively as you level up. Its only if that player waits until level 45 (at least as of CWC, I haven't seen if that's changed with the new Level Up Adviser) to run any dungeons at all that they suddenly have to learn ALL the normal dungeons at once. If that is giving them trouble because they waited, I highly suggest they trying queuing for specific dungeons in order until they feel comfortable with group dungeons.
2. All of the normal dungeons have raid mechanics. They serve to keep things interesting, but often aren't too punishing. Those same mechanics come back in Veteran difficulty with a vengenance. Take Spindleclutch I, one of the easiest normal dungeons. The final boss does a spreading AOE that on normal a DPS can block or simply take without dying unless they are really squishy. On Vet, that becomes a one-shot for most DPS if they don't roll dodge or block. So the mechanics that are present in normal dungeons serve to teach how to run it on Veteran Difficulty. Without seeing and playing the mechanics on normal, it'd be much harder to learn to play the mechanics on Veteran.
3. The normal DLC dungeons are harder than most normal base game dungeons. Where you can ignore the mechanics on most base game dungeons, the DLC dungeons have much more intensive mechanics that have to be respected. Is this a problem?
Well, not in my book. See, by the time you hit Veteran difficulty, you need to be respecting the mechanics and you need to understand your priority targets. You've got to understand your role and focus on certain things in a fight. The DLC dungeons are all about respecting the mechanics and focusing on priority targets for your role. Its a great form of progressive difficulty. If you struggle on the Normal DLC dungeons, you aren't going to do well in a harder Vet dungeon.
So by the time you've hit level 45, you should, theoretically, have the skills to fulfill your role adequately (especially with the new skill adviser) and some understanding of basic raid mechanics like block, bash, interrupt, roll dodge, and don't stand in the stupid. Once you have that, its a matter of figuring out the dungeon mechanics and executing them. Now, I'll admit that figuring out the mechanics on your first run through a DLC dungeons is a doozy if no one's done it before and you haven't read a guide. My friends and I had great fun and a few deaths figuring out normal Falkreath and Bloodroot mechanics the first time we ran it and we were max CP. However, once we understood the mechanics and figured out how to execute them properly, those normal dungeons became easy and became more like farming runs.
In short, I think its very hard to judge the difficulty of a normal dungeon from the first time you run it. Figuring out mechanics on the fly is always going to make something more difficult, but once you know them, it gets much easier. Also, normal dungeons are designed to unlock progressively for new players, so if they take advantage of that, there's no reason for them to wind up in a DLC dungeon as their first dungeon at level 45.
It's hard to say why they fail because it's very rare that they do. I did have one fail on Sunday though and it was FG1(?). We sadly got stuck on the boss that pins a player and you have to kill one of the shades before they're killed. Unfortunately every time I was pinned they failed to kill one of the shades.
It's hard to say why they fail because it's very rare that they do. I did have one fail on Sunday though and it was FG1(?). We sadly got stuck on the boss that pins a player and you have to kill one of the shades before they're killed. Unfortunately every time I was pinned they failed to kill one of the shades.
This alone shouldn't be a reason for failed dungeon. They could still ress you and continue. It could be a problém only if you become pinned multiple times. But that won't happen in more tries than 2 usually.