kylewwefan wrote: »Someone made a comment in another thread about normal content is un-satisfying. So they do vet. But it’s too hard, or group isn’t strong enough( to carry them).
ZOS needs to somehow make healers MORE relevant
Ash_In_My_Sujamma wrote: »It would be nice if they reduced the difficulty in dungeonsIt would be nice if they reduced the difficulty in dungeonsYes, hello! Blessings of the Mad God! Last 3 patches were all about nerfing dlc dungeons!It would be nice if they reduced the difficulty in dungeons
Wow, complaining about a 6 minute queue time. Yes, I know tanks often get instant pops but it does seem odd complaining at 6 minutes.
Beyond that it is not a good idea to queue for the newest dungeons in vet since many do not know the mechanics. Most players avoid it via GF since it is just asking for trouble.
It is best to form ones own group and especially from a guild that raids to ensure you get players who can handle actual mechanics. Otherwise you are just asking to get a stam player who says he does not have an interrupt. Yes, it has happened that I have gotten a bone head player who actually thought they did not have an interrupt.
Not complaining about the queue time, just making the observation that back in the day even on DLC I used to get instant queue pop as tank and still complete the dungeon 80% of the time. Seems to be a wait followed by an 80% chance that we won't complete these days. I'd suggest breaking up the queue into vet and vet DLC but I don't think that would change anything.
IDk about that, not on vet. As they have a nerfed the older vet dungeons yes, but not at the start.
The original DLC dungeons are a great example. After I had cleared it multiple times, including HM, I found a random group just failed at the mechanics. It was something that experience players avoided and in zone players would require linking the proof of a previous clear. It was, and is, a bad idea to use GF for the newer vet DLC dungeon.
So in the end, most players who can clear it are in decent guilds and avoid GF or at least total random groups in GF. They have a source of quality players as I would expect you have. Use them.
Maybe it is just the time of day I play but I often ask in guild and get *crickets*.
Red_Feather wrote: »I got an idea instead of future dungeon DLCs.
DLC that adds Public Dungeons with phasing and scaleable daily challenges.
Sir stop; your reality of ESO difficulty will trigger the casuals....1.They are not hard at all.
2.You don't need a healer to do 4-man dungeons (healers in ESO are only needed in Trials, sadly)
3.I do not recommend using Dungeon Finder but rather go ask in zone chat in Craglorn. 5-10 minutes and you have a good group.
4.WHO WOULD EVEN complain about difficulty??? The only difficult thing in DLC dungeons you can face is last boss HardMode apart from it any vet DLC dungeon runs absolutely smooth with two good DDs and when you have 3 DDs 40-50+k DPS and a self-sustainable tank you just dont notice mobs at all.
CONCLUDING that all, I can tell that ZOS needs to somehow make healers MORE relevant instead of reducing dungeons difficulty. Make them some kind of absolutely needed support for all members (Orbs are not that useful in 4man Dungeons) And if a tank is not self-sustainable he is considered a BAD tank. See what I'm talking about?