Now of course people will say that they have occasionally got lucky with PUGs via LFG but that's exceptionally rare in my experience.
...
Thoughts?
Search for a guild and run with the people from it. Problem fixed.
I propose that there should be three tiers of difficulty for the 6 dlc dungeons.
niawrathb16_ESO wrote: »I think the latest DLC dungeons are the most fun I have had in a 4 man group in ages a nice challenge but doable .
As for the LFG tool in Summerset patch notes it says -
"The Following Dungeons have been adjusted to require CP300 in order to queue using the Activity Finder:
Veteran Bloodroot Forge
Veteran Cradle of Shadows
Veteran Falkreath Hold
Veteran Fang Lair
Veteran Imperial City Prison
Veteran Ruins of Mazzatun
Veteran Scalecaller Peak
Veteran White-Gold Tower "
Which should help bad luck you may have in finding players with not enough experience for the DLC dungeons. Although CP does not always correlate to ability it should help.
Maybe it's hard to pug these if you play healer or tank I would imagine.
niawrathb16_ESO wrote: »I think the latest DLC dungeons are the most fun I have had in a 4 man group in ages a nice challenge but doable .
As for the LFG tool in Summerset patch notes it says -
"The Following Dungeons have been adjusted to require CP300 in order to queue using the Activity Finder:
Veteran Bloodroot Forge
Veteran Cradle of Shadows
Veteran Falkreath Hold
Veteran Fang Lair
Veteran Imperial City Prison
Veteran Ruins of Mazzatun
Veteran Scalecaller Peak
Veteran White-Gold Tower "
Which should help bad luck you may have in finding players with not enough experience for the DLC dungeons. Although CP does not always correlate to ability it should help.
What this will mostly achieve is to increase queue times to... forever. Once you get in, the 300+ requirement is helpful but it still won’t solve the issue how people will transition from easy mode to hard mode. The gap is too big and there is not much motivation for experienced players to help newbies.
I have been left cold by the last 6 dungeon dlcs because I think them too hard to be fun in vet, and only do-able in established groups with guildies unless you luck into an incredible PUG - and how often does that happen?
Now, I quite like Imperial Prison and don't think it its sister dungeon White Gold Tower is unfair but neither are favourites. But they are not the offending dungeons to my mind. The ones I have never enjoyed are The Hist dungeons, Ruins of Mazzarum and Cradle of Shadows. These are murderous in pugs and so very rarely successful via LFG. You can add to this list the DLC which followed, the Horns of the Reach dungeons Falkreath Hold and BloodRoot Forge. Then, just to make sure that Zenimax estranged hitherto happy dungeon goers like myself, they released the Dragon Bones dungeons, Scalecaller Peak and Fang Lair.
Long time guildies of mine will remember I used to live in dungeons during my online playtime but now I very rarely do them, and am wary or using the LFG tool for fear of getting a doomed-from-the start later-dlc run or worse, a "blue portal of death" run (where usually one or two lowbie DDs have come up against hard bosses, the group has split and rather than admit defeat you get sucked into their train crash via LFG, as a replacement for the players who rightly fled).
Now of course people will say that they have occasionally got lucky with PUGs via LFG but that's exceptionally rare in my experience.
I think the last 6 dungeons appeal only to a minority of players, almost entirely already guildies or friends and that the expectation of failure in a pug undermines the spontaneity one used to enjoy in signing up for vet dungeon run via lfg. We can of course arrange guild runs when the right ppl are online to make a group viable, but that's not the point. I miss most, whenhaving say, only an hour or so playtime available, being able to sign up to any dungeon on my healer or tank via lfg and at least feel we had a decent crack at completing a dungeon. I no longer do and have effectively withdrawn from dungeon life unless ppl need me to pitch in in our guild..
And that's a real shame.
I propose that there should be three tiers of difficulty for the 6 dlc dungeons: an elite mode, for want of a better term (suggestions?) to please those people who meet in established groups to complete the 6 vet dungeons mentioned above. This would be similar in difficulty to the current vet default, where PUGs will rarely succeed. The default vet mode would then be pitched somewhere between that and normal hence achievable with pugs, but somewhat challenging still. Normals would remain as they are. In other words, the highest tier of difficulty would be the current vet HMs, which would have to be opted into via lfg, but the default difficulty for dlc vets would be lower and Puggable, which, in the main, they currently are not.
Thoughts?
I have been left cold by the last 6 dungeon dlcs because I think them too hard to be fun in vet, and only do-able in established groups with guildies unless you luck into an incredible PUG - and how often does that happen?
Now, I quite like Imperial Prison and don't think it its sister dungeon White Gold Tower is unfair but neither are favourites. But they are not the offending dungeons to my mind. The ones I have never enjoyed are The Hist dungeons, Ruins of Mazzarum and Cradle of Shadows. These are murderous in pugs and so very rarely successful via LFG. You can add to this list the DLC which followed, the Horns of the Reach dungeons Falkreath Hold and BloodRoot Forge. Then, just to make sure that Zenimax estranged hitherto happy dungeon goers like myself, they released the Dragon Bones dungeons, Scalecaller Peak and Fang Lair.
Long time guildies of mine will remember I used to live in dungeons during my online playtime but now I very rarely do them, and am wary or using the LFG tool for fear of getting a doomed-from-the start later-dlc run or worse, a "blue portal of death" run (where usually one or two lowbie DDs have come up against hard bosses, the group has split and rather than admit defeat you get sucked into their train crash via LFG, as a replacement for the players who rightly fled).
Now of course people will say that they have occasionally got lucky with PUGs via LFG but that's exceptionally rare in my experience.
I think the last 6 dungeons appeal only to a minority of players, almost entirely already guildies or friends and that the expectation of failure in a pug undermines the spontaneity one used to enjoy in signing up for vet dungeon run via lfg. We can of course arrange guild runs when the right ppl are online to make a group viable, but that's not the point. I miss most, whenhaving say, only an hour or so playtime available, being able to sign up to any dungeon on my healer or tank via lfg and at least feel we had a decent crack at completing a dungeon. I no longer do and have effectively withdrawn from dungeon life unless ppl need me to pitch in in our guild..
And that's a real shame.
I propose that there should be three tiers of difficulty for the 6 dlc dungeons: an elite mode, for want of a better term (suggestions?) to please those people who meet in established groups to complete the 6 vet dungeons mentioned above. This would be similar in difficulty to the current vet default, where PUGs will rarely succeed. The default vet mode would then be pitched somewhere between that and normal hence achievable with pugs, but somewhat challenging still. Normals would remain as they are. In other words, the highest tier of difficulty would be the current vet HMs, which would have to be opted into via lfg, but the default difficulty for dlc vets would be lower and Puggable, which, in the main, they currently are not.
Thoughts?
I will quote eso devs: "git gud".
QFTCarbonised wrote: »Funny thing is, I specifically recall them nerfing vWGT and vICP several times through the years, since their "statistics shows that people would often skip these dungeons as daily pledges, and the numbers showed that very few people actually finished these dungeons".
Fine and dandy, and then they friggin' go and add 6 more dungeons that make WGT and ICP look like a Sunday stroll in the park. [...] What the heck?
Search for a guild and run with the people from it. Problem fixed.
No it isn't. I can and do run with guildies and friends to finish content in all the dungeons, but that requires the right ppl to be online at the same time.
What I can't do, and what my post was about, is hop onto the game with an hour or two of gameplay to spare, and grab a joyful run in DLC dungeons via lfg - because the difficulty curve of these dungeons is so often prohibitively hard for pugs, in my experience, except where I have all-too-rarely lucked into a fab pug.
With an adjusted difficulty, specifically the introduction of a middle tier level of challenge, I think the good times could roll again for those of us who want dungeon runs pitched somewhere between normal and the current wtf difficulty we see in the recent dlc dungeons.