those who answer "don't pug" just come here to troll.
Nobody wants to pug, we just want to join a random dungeon for the daily reward. And there isn't always there in the guild waiting for you to log in so you can ask them to come. But then the RNG strikes you with a difficult dungeon from which you'd rather join another dungeon on another character until the 15 minutes pass.
banning some dungeons from "random" would be nice, since they're so many now
They are easily Puggable. I pugged them both on normal on day one within a couple hours. I pugged them on vet for my only clears, one of which was close to a no death.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?
Honestly that either speaks to your incredible prowess in carrying a group, or it's a flat out lie.FloppyTouch wrote: »I have used the group finder for all dungeon clears for 2 years now and rarely been in groups that can't clear them.
There is no built-in voice chat on PC. Discord and TS are possible with guilds, but never happen with PUGS.DarkScatha wrote: »learn mechanics, use mic to coordinate boss fights, maybe switch some skills if needed.
That is condescending and simplistic. Give yourself some credit for your PvE aptitude and experience.Don't be that stupid DD who can only do DPS and is surprised if he dies standing in red.
This! So much this!Merlin13KAGL wrote: »This doesn't just apply to the DLC's though. It's game wide.
nTrials, nFourMan, nAnything, really. Once you're past a certain point in your build, they require zero mechanics and teach nothing about what's to come when you click over to Vet.
There is absolutely no gradual transition of any kind anywhere in this game. Everything either nips at your heels or wrecks you in 5 seconds.
You know the old movie-making maxim: Show, don't tell? ZOS are doing that on paper, then, but the difficulty gaps are so badly judged that, like you say, you never even realise you are being shown something.Waffennacht wrote: »Fyi: in every dlc dungeon, the precursor fights show you the mechanics in the upcoming boss fight.
I.e. in scale caller, your first mob shows you what the non-moving ogre does, second mob shows you mobile ogre abilities, third mob shows you the two ogres combined.
They are easy mobs, which leads most players to just pwn them without watching what they do. It's actually a teaching method.
I actually only picked up on it by trying to solo some dlc dungeons
Carbonised 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. And apparently we can look forward to 4 more of these every year, with no new dungeons added in in the usual veteran dungeon difficulty, or around the ICP/WGT ones.
What the heck? It's like one hand doesn't even know what the other one is doing. Why nerf IC dungeons due to numbers, when I can bet you those same numbers show even less people regularly doing and finishing Hist dungeons, Reach dungeons and Bones dungeons. Let alone HM.
U may change your mind after u spent over 2 hours to pass vwgt a few times
coplannb16_ESO wrote: »actually I like the new dlc dungeons. they have an interesting story, nice assets and interesting mechanics. its also a help that there are NPCs like Jorvuld who will give some basic advice like to keep those 2 ogres away from each other. If every puger would at least listen to that advice and stopped standing in stupid, now that would help.
a problem in my book is that especially BRF and SP require a really good tank who can quickly spot lava/water geysirs/ poison eruptions and plug them or shield your ally from Zaan. The amount of deaths followed by "sorry I didnt see that geysir" is demotivating.
funny thing is, you can even solo nSP if you know what you are doing, but vet... no way. there were weeks where I was trying to finish vSP and never even had a group forming. or we had a group, but the 200 CP tank couldnt do it and droped out. then we stood there for 2 hours waiting for a new tank...
maybe ZoS should think about dungeons that do not require the holy trinity, just 4 people that know what they are doing. I mean its not that fun as a tank either to know that 1 second delay in plugging a geysir can wipe the group.
however, when I did SP for the first time I did not have a clue myself (ofc I read the guides in front, but reading and understanding/doing are two different things). I had a cool group however where the leader would explain each boss after I told them I was new here. We managed to finish it with just a few wipes on the ogres and on the nereids/giant-boss. Beat Zaan in one go. So my first run was also one of my best.
Since then I usually run normal (to not waste my time in GF) and am often in the situation that everyone else has no clue so I explain and guide people through the thing. Most of the time it works (takes longer though of course) and everyone is very grateful and happy in the end. So that is nice. Like returning the favour to others that I luckily got on my first run.
Don't hold your breath. I waited 6 months for Troll King. By that time I had (a) farmed it anyway and (b) it wasn't even relevant to my build anymore.A tip: if you need just a monster helm from vet DLC dungeon, you can wait and buy it from gold vendor in Ciro. Be sure to check her every weekend.
Pixel_Zealot wrote: »No, the game is roll-over-stupid easy already.
Please don't make them ruin this too.
DarkScatha wrote: »I know this sounds stupid but...
learn mechanics, use mic to coordinate boss fights, maybe switch some skills if needed.
If you know mechanics but others don't explain them to them...
I've finished dlc content on vet even with low cp players.
Don't be that stupid DD who can only do DPS and is surprised if he dies standing in red.
I will quote eso devs: "git gud".
It would be a lot easier if there was an in-game voice system like they (presumably) have on console.