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New Chapter/Zone DLC Concept

joaaocaampos
joaaocaampos
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pXM8EP6.png

Expanding Dungeon Mode Toggle & Improving Public Dungeons

After much discussion, after a full and frank exchange of ideas and concepts, after all feedback received, I'm here to make a suggestion for overworld content! I know you may disagree, or may suggest changing even more. But if you think my suggestion is not enough, know that I have already thought to be more "radical". Despite all this, I have something in mind: This is ESO, not another MMORPG and One Tamriel was the most revolutionary update so far. I love it! For some players, Champion Points are One Tamriel's problems. Yes and no. More or less.

Before continuing, here's what @ZOS_GinaBruno said about it.
Champion Points
We spent a fair amount of time discussing the Champion Point system because it is our belief that the power creep in this system is responsible for many of the issues ZOS is trying to address in the first place (such as players being able to avoid mechanics, not have to make difficult build choices, and the feeling that healers are not needed). The Devs indicated that the CP system is intended to counter-balance itself, that is, I can get X% buff, but that is negated by your -X% buff. The Devs indicated the way multipliers and other mechanics currently work means that counter-balance is not quite right. The class reps agreed and added the problem goes deeper; since Bosses don’t have CP, they aren’t getting the -X% modifiers. The end result is that players quickly out-scale and become too strong for any PvE content that gets released.

We also said it was unfortunate that much of our class identity has been taken away because the Champion System (and gear) has so much power.

Do you see the image above? There it says "Dungeon Mode", not "Overworld Mode". Right? I will not suggest "Normal/Veteran Alik'r Desert" for example. Change an entire zone from Normal to Veteran? No!

I thought about creating this discussion next week, after the new Update was released. I hope ZeniMax reads this.

As the title says, I'll talk about two suggestions
  • Expanding Dungeon Mode Toggle.
  • Improving Public Dungeons.
In the end, these suggestions are connected to each other.

Dungeon Mode Toggle (Normal/Veteran)

I'll ask ZeniMax a question and everyone will understand where I want to go. ZeniMax, is it possible to expand the Dungeon Mode Toggle for Delves and Public Dungeons? Is it possible to create Normal and Veteran instances for Delves and Public Dungeons? It is possible? If it is not possible, then my suggestion is useless.

As everyone knows, in a way Delves and Public Dungeons are... Dungeons! My suggestion is to expand the Dungeon Mode Toggle for Delves and Public Dungeons. This is the biggest suggestion for this discussion. But when I talk about Veteran Delves and Veteran Public Dungeons, I'm talking about really challenging content. What is the difference between Veteran Delves and Group Delves? The difference is that in Veteran Delves you can find other players. It's not necessary to be in a group. That's why Craglorn's Group Delve concept doesn't work. The Public Dungeons as we know it today is on the Normal or Veteran difficulty? Normal! So... What would be the Veteran difficulty for Delves and Public Dungeons? The answer is in Craglorn.
  • Veteran Delves difficulty = Group Delves difficulty + CP Modifier. (Craglorn's solo Delves are easy)
  • Veteran Public Dungeons difficulty = Skyreach, Spellscar, Shada's Tear, The Seeker's Archive or Rahni'Za difficulty + CP Modifier.
What is this CP Modifier? It's a CP bonus for monsters and bosses. See below.
Common Monsters
  • Piercing & Spell Erosion: Increases Physical and Spell Penetration by 4000.
  • Mighty & Elemental Expert: Increases your Physical, Poison, Disease, Flame, Frost, Shock and Magic Damage by 10%.
  • Master-at-Arms & Thaumaturge: Increases the damage of your direct damage attacks and damage over time effects by 20%.
  • Weapon Expert: Increases the damage of your Light (and Heavy) Attacks by 30%.
  • Armor Focus & Spell Shield: Increases your Physical and Spell Resistance by 4000.
  • Hardy & Elemental Defender: Reduces Poison, Disease, Physical, Flame, Frost, Shock and Magic Damage dealt to you by 10%.
  • Iron Clad & Thick Skinned: Reduces the damage you take from direct damage attacks and damage over time effects by 20%.
  • Expert Defender: Reduces damage taken from Light and Heavy Attacks by 30%.
Bosses
  • Piercing & Spell Erosion: Increases Physical and Spell Penetration by 5000.
  • Mighty & Elemental Expert: Increases your Physical, Poison, Disease, Flame, Frost, Shock and Magic Damage by 15%.
  • Master-at-Arms & Thaumaturge: Increases the damage of your direct damage attacks and damage over time effects by 25%.
  • Weapon Expert: Increases the damage of your Light (and Heavy) Attacks by 35%.
  • Armor Focus & Spell Shield: Increases your Physical and Spell Resistance by 5000.
  • Hardy & Elemental Defender: Reduces Poison, Disease, Physical, Flame, Frost, Shock and Magic Damage dealt to you by 15%.
  • Iron Clad & Thick Skinned: Reduces the damage you take from direct damage attacks and damage over time effects by 25%.
  • Expert Defender: Reduces damage taken from Light and Heavy Attacks by 35%.
These are the most important CPs, but ZeniMax can add others like Blessed and Quick Recovery.

That is, Veteran Delves will be more challenging than Craglorn's Group Delves. Why? Because you can find other players inside! Veteran Public Dungeons will be more challenging than Skyreach, Spellscar, Shada's Tear, The Seeker's Archive or Rahni'Za. Why? Again, because you can find other players inside! You will not be alone and you will not have to be in a group to find other players.

Considerations. XP and Gold earned will be the same in Normal and Veteran difficulties! What changes in the Veteran difficulty? Item quality and daily quest reward (blue for Normal and purple for Veteran)! Of course, ZeniMax can create more rewards for the Veteran version, but XP and Gold will remain the same in both difficulties.

Public Dungeons

What content do we have in Chapters and Zone DLCs today? (I mean that Orsinium would have been a Chapter)
  • 6 Delves per Chapter and 2 Delves per Zone DLC.
  • 6 Group Bosses per Chapter and 2 Group Bosses per Zone DLC.
  • 2 Public Dungeons per Chapter and 0 Public Dungeons per Zone DLC.
Right? My suggestion is to expand and improve!
  • 6 Public Dungeons per Chapter.
  • 2 Public Dungeons per Zone DLC.
You can ask me... "Why?" "It's not necessary!" "More of the same!" No, no, no! As I said above, the concept is to expand and improve!

You know we have the Arenas, right? So far, Arenas have come with 3 different symbols (Solo Trial for Maelstrom, Gate for Dragonstar and Group Dungeon for Blackrose Prison). Why can't the same thing happen with Public Dungeons? In addition to different symbols, Public Dungeons may have different contents!

Example? Do you know Skyreach Pinnacle (in Craglorn) and Tribune's Folly (in Gold Coast)? What is common in these places? It's a small cave or dungeon with a boss at the end. There is no "trash mobs". In my concept, these two places could be a Public Dungeon!
  • Tribune's Folly boss = Normal Public Dungeon.
  • Skyreach Pinnacle boss = Veteran Public Dungeon.
If you don't understand me, I'll explain. In addition to the 6 common Group Bosses in Chapter zone, the map may have a seventh Group Boss. But since it is inside a Public Dungeon, there may be a more challenging Veteran version!
  • Normal: Group Boss difficulty as we know it.
  • Veteran: "Normal Trial" Boss difficulty.
In this concept, Skyreach, Spellscar, Shada's Tear, The Seeker's Archive and Rahni'Za would be Public Dungeons! Daily quests could be creative and fun, with good and exclusive rewards!

Anyway... These are my suggestions. I hope all of you players can help bring this discussion forward. You may disagree, agree, suggest.

@ZOS_GinaBruno and @ZOS_JessicaFolsom I hope you take these suggestions to the developers! @ZOS_RichLambert and @ZOS_Finn can you read it with love? Thank you! :heart:
Edited by joaaocaampos on October 18, 2018 4:21PM
  • joaaocaampos
    joaaocaampos
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    @VaranisArano here is finally my final suggestion! After many topics and polls, I have the best suggestion for challenging overworld content.

    It's not scaling. One Tamriel will remain untouched. And my suggestion makes sense.

    Is my suggestion good for you? :heart:
  • MLGProPlayer
    MLGProPlayer
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    I've suggested this before as well. It would be easy to implement as every public dungeon and delve is a separate instance already. They could do this for instanced story line quests too (which the majority of main story quests are).
    Edited by MLGProPlayer on October 18, 2018 5:15PM
  • joaaocaampos
    joaaocaampos
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    I've suggested this before as well. It would be easy to implement as every public dungeon and delve is a separate instance already. They could do this for instanced story line quests too (which the majority of main story quests are).

    @MLGProPlayer yeah, I would like to see this for instanced story line quests, but I think the first step is Delves and Public Dungeons.

    As I said, we would have 6 Public Dungeons per Chapter (and 2 Public Dungeons per Zone DLC). 2 Public Dungeons could have the same kind of content we have today, and the other 4 would be different. In fact, they can be Quest Hubs, with Normal and Veteran versions.

    At the moment, I have two new types of Public Dungeon in mind.
    1. The lair of a Group Boss (the ones we have around the zones). But the difference is that it has a Veteran version.
    2. "Public Trial". Trial and "Public Trial" entry would be close to each other. Names may be similar: "Cloudrest City" or "Cloudrest Sewers". The only difference between a traditional Public Dungeon and this Public Trial is the daily quest reward. You can receive per day per character a Trial set piece. That is, in a slower and alternative way, you equip yourself with Trial set pieces!

    Possibilities can be endless. It depends on the ZOS's creativity.
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