In the top right corner of the Dungeon Finder there's a small drop-down menu. Clicking on this let's you choose "Specific Dungeon", letting you create your own selection of which dungeons you wish to queue for! Just understand that by doing this you are foregoing the risk associated with a true random dungeon,so you won't get the random dungeon bonus.
That said, a third difficulty level for dungeons is only becoming more and more of a hot topic. I would absolutely love for them to add a sadistic-level difficulty to dungeons. Especially for the base game dungeons, it would really entice people to start running and enjoying them again. For DLC dungeons, I can only imagine how epic another difficulty tier would make them feel... And if added, I think a lot of people would also be okay with nerfing vet DLC for more casual players. As it stands right now, vet DLC dungeons are one of the few things in the game aimed at less casual players, so nerfing them would take away what little content feels like it's made for us. The worst thing ZOS has ever done for dungeons is to try and make vDLC dungeons somehow please both midtier and endgame tier players -- in the end, neither will be happy with the middle ground difficulty.
If you're talking about nDLC dungeons then well... They are intended for casual play so technically I'd argue nerf away. But I also think that this just perpetuates rhe issue where players don't learn anything from dungeons and thus stay at a complete beginner level despite running a lot of things. Which hasn't been healthy for the playerbase at all.
In the top right corner of the Dungeon Finder there's a small drop-down menu. Clicking on this let's you choose "Specific Dungeon", letting you create your own selection of which dungeons you wish to queue for! Just understand that by doing this you are foregoing the risk associated with a true random dungeon,so you won't get the random dungeon bonus.
That said, a third difficulty level for dungeons is only becoming more and more of a hot topic. I would absolutely love for them to add a sadistic-level difficulty to dungeons. Especially for the base game dungeons, it would really entice people to start running and enjoying them again. For DLC dungeons, I can only imagine how epic another difficulty tier would make them feel... And if added, I think a lot of people would also be okay with nerfing vet DLC for more casual players. As it stands right now, vet DLC dungeons are one of the few things in the game aimed at less casual players, so nerfing them would take away what little content feels like it's made for us. The worst thing ZOS has ever done for dungeons is to try and make vDLC dungeons somehow please both midtier and endgame tier players -- in the end, neither will be happy with the middle ground difficulty.
If you're talking about nDLC dungeons then well... They are intended for casual play so technically I'd argue nerf away. But I also think that this just perpetuates rhe issue where players don't learn anything from dungeons and thus stay at a complete beginner level despite running a lot of things. Which hasn't been healthy for the playerbase at all.
In the top right corner of the Dungeon Finder there's a small drop-down menu. Clicking on this let's you choose "Specific Dungeon", letting you create your own selection of which dungeons you wish to queue for! Just understand that by doing this you are foregoing the risk associated with a true random dungeon,so you won't get the random dungeon bonus.
That said, a third difficulty level for dungeons is only becoming more and more of a hot topic. I would absolutely love for them to add a sadistic-level difficulty to dungeons. Especially for the base game dungeons, it would really entice people to start running and enjoying them again. For DLC dungeons, I can only imagine how epic another difficulty tier would make them feel... And if added, I think a lot of people would also be okay with nerfing vet DLC for more casual players. As it stands right now, vet DLC dungeons are one of the few things in the game aimed at less casual players, so nerfing them would take away what little content feels like it's made for us. The worst thing ZOS has ever done for dungeons is to try and make vDLC dungeons somehow please both midtier and endgame tier players -- in the end, neither will be happy with the middle ground difficulty.
If you're talking about nDLC dungeons then well... They are intended for casual play so technically I'd argue nerf away. But I also think that this just perpetuates rhe issue where players don't learn anything from dungeons and thus stay at a complete beginner level despite running a lot of things. Which hasn't been healthy for the playerbase at all.
Hasn't most of the talk been about story dungeons that would be even lower level in difficulty than normal ones, haven't spotted any about raising the difficulty further, plenty about raising the difficulty of overland content though.
Personally I would like an option to exclude a certain number of dungeons from the random group finder.
Not talking about a blanket exclusion of all DLC dungeons either, talking about an option for example:
-Each player can exclude lets say 6 dungeons from the random group finder of their choice, they can exclude any 6 dungeons they hate whether they are DLC dungeons they just plain hate to run or base game ones they find too easy and don't want to get.
That way you get the best of both worlds, players that want to run harder dungeons can exclude some of the easiest dungeons from the random group finder and increase their chances of getting a DLC or at least one of the harder base game dungeons.
While players that either don't feel ready to do DLC dungeons yet or just don't want to run them can avoid getting those dungeons when they queue for the random group.
Maybe make it a subscriber only feature as it is now some players avoid subscribing/buying the dungeon DLC so they don't get them when they queue for random dungeons.
With a feature to be able to exclude certain dungeons they might get some more subscribers back again.
In the top right corner of the Dungeon Finder there's a small drop-down menu. Clicking on this let's you choose "Specific Dungeon", letting you create your own selection of which dungeons you wish to queue for! Just understand that by doing this you are foregoing the risk associated with a true random dungeon,so you won't get the random dungeon bonus.
That said, a third difficulty level for dungeons is only becoming more and more of a hot topic. I would absolutely love for them to add a sadistic-level difficulty to dungeons. Especially for the base game dungeons, it would really entice people to start running and enjoying them again. For DLC dungeons, I can only imagine how epic another difficulty tier would make them feel... And if added, I think a lot of people would also be okay with nerfing vet DLC for more casual players. As it stands right now, vet DLC dungeons are one of the few things in the game aimed at less casual players, so nerfing them would take away what little content feels like it's made for us. The worst thing ZOS has ever done for dungeons is to try and make vDLC dungeons somehow please both midtier and endgame tier players -- in the end, neither will be happy with the middle ground difficulty.
If you're talking about nDLC dungeons then well... They are intended for casual play so technically I'd argue nerf away. But I also think that this just perpetuates rhe issue where players don't learn anything from dungeons and thus stay at a complete beginner level despite running a lot of things. Which hasn't been healthy for the playerbase at all.
Hasn't most of the talk been about story dungeons that would be even lower level in difficulty than normal ones, haven't spotted any about raising the difficulty further, plenty about raising the difficulty of overland content though.
Personally I would like an option to exclude a certain number of dungeons from the random group finder.
Not talking about a blanket exclusion of all DLC dungeons either, talking about an option for example:
-Each player can exclude lets say 6 dungeons from the random group finder of their choice, they can exclude any 6 dungeons they hate whether they are DLC dungeons they just plain hate to run or base game ones they find too easy and don't want to get.
That way you get the best of both worlds, players that want to run harder dungeons can exclude some of the easiest dungeons from the random group finder and increase their chances of getting a DLC or at least one of the harder base game dungeons.
While players that either don't feel ready to do DLC dungeons yet or just don't want to run them can avoid getting those dungeons when they queue for the random group.
Maybe make it a subscriber only feature as it is now some players avoid subscribing/buying the dungeon DLC so they don't get them when they queue for random dungeons.
With a feature to be able to exclude certain dungeons they might get some more subscribers back again.
The point is, a random dungeon is just a random dungeon. If you want to exclude things, you can, you just don't get the special nice bonus reward for forgoing that choice. It's about weighing out your options. The bonus rewards are NOT a gift or free daily thing you get -- in previous threads I've suggested that what people are looking for in this regard would actually be to change the 'random dungeon' bonus to a 'first dungeon of the day' bonus. What we have right now is given to you for an exchange of service. Instead of thinking you need to get it, ask yourself if the cost is worth it to you. It's not a must. It's 'fulfil this criteria, get a shiny'.
I also think that in the current climate, making this a subscriber-only benefit would not go over well.
Taleof2Cities wrote: »Instead of all these fancy solutions listed above, what would happen if players just took 5 minutes to read up on the mechanics of a DLC dungeon ... so that they can complete it when the random queue pops?
Taleof2Cities wrote: »Instead of all these fancy solutions listed above, what would happen if players just took 5 minutes to read up on the mechanics of a DLC dungeon ... so that they can complete it when the random queue pops?
Players many times lack the mechanical skill and sometimes the dps to do it. I still think that one possible dps requirement for dlc dungeons could be vMA clear.
It checks dps. It checks mechanical skill. And it checks if u can actually attack while doing the mechanics.
Taleof2Cities wrote: »Taleof2Cities wrote: »Instead of all these fancy solutions listed above, what would happen if players just took 5 minutes to read up on the mechanics of a DLC dungeon ... so that they can complete it when the random queue pops?
Players many times lack the mechanical skill and sometimes the dps to do it. I still think that one possible dps requirement for dlc dungeons could be vMA clear.
It checks dps. It checks mechanical skill. And it checks if u can actually attack while doing the mechanics.
There is no vMA clear required for any DLC dungeon.
If a player doesn’t have the mechanical skill or DPS, they will be aware to select normal random ... or risk being booted from the group if they queue for vet. Though in most cases it’s neither of those ... it’s the player not knowing dungeon mechanics.
...if you think that dds that go into vet dlc always have the mechanical skill and dps to clear it, my friend, you are dead wrong.Taleof2Cities wrote: »Taleof2Cities wrote: »Instead of all these fancy solutions listed above, what would happen if players just took 5 minutes to read up on the mechanics of a DLC dungeon ... so that they can complete it when the random queue pops?
Players many times lack the mechanical skill and sometimes the dps to do it. I still think that one possible dps requirement for dlc dungeons could be vMA clear.
It checks dps. It checks mechanical skill. And it checks if u can actually attack while doing the mechanics.
There is no vMA clear required for any DLC dungeon.
If a player doesn’t have the mechanical skill or DPS, they will be aware to select normal random ... or risk being booted from the group if they queue for vet. Though in most cases it’s neither of those ... it’s the player not knowing dungeon mechanics.
Taleof2Cities wrote: »...if you think that dds that go into vet dlc always have the mechanical skill and dps to clear it, my friend, you are dead wrong.Taleof2Cities wrote: »Taleof2Cities wrote: »Instead of all these fancy solutions listed above, what would happen if players just took 5 minutes to read up on the mechanics of a DLC dungeon ... so that they can complete it when the random queue pops?
Players many times lack the mechanical skill and sometimes the dps to do it. I still think that one possible dps requirement for dlc dungeons could be vMA clear.
It checks dps. It checks mechanical skill. And it checks if u can actually attack while doing the mechanics.
There is no vMA clear required for any DLC dungeon.
If a player doesn’t have the mechanical skill or DPS, they will be aware to select normal random ... or risk being booted from the group if they queue for vet. Though in most cases it’s neither of those ... it’s the player not knowing dungeon mechanics.
I agree, but that’s not the dungeon finder’s fault ... that’s on the player.
A player in that category is likely to have problems with regular vet dungeons too. They should queue for normal if that’s the case.
Taleof2Cities wrote: »Instead of all these fancy solutions listed above, what would happen if players just took 5 minutes to read up on the mechanics of a DLC dungeon ... so that they can complete it when the random queue pops?
Players many times lack the mechanical skill and sometimes the dps to do it. I still think that one possible dps requirement for dlc dungeons could be vMA clear.
It checks dps. It checks mechanical skill. And it checks if u can actually attack while doing the mechanics.
Edit: also many times guides are misleading and not 100% correct.
Taleof2Cities wrote: »...if you think that dds that go into vet dlc always have the mechanical skill and dps to clear it, my friend, you are dead wrong.Taleof2Cities wrote: »Taleof2Cities wrote: »Instead of all these fancy solutions listed above, what would happen if players just took 5 minutes to read up on the mechanics of a DLC dungeon ... so that they can complete it when the random queue pops?
Players many times lack the mechanical skill and sometimes the dps to do it. I still think that one possible dps requirement for dlc dungeons could be vMA clear.
It checks dps. It checks mechanical skill. And it checks if u can actually attack while doing the mechanics.
There is no vMA clear required for any DLC dungeon.
If a player doesn’t have the mechanical skill or DPS, they will be aware to select normal random ... or risk being booted from the group if they queue for vet. Though in most cases it’s neither of those ... it’s the player not knowing dungeon mechanics.
I agree, but that’s not the dungeon finder’s fault ... that’s on the player.
A player in that category is likely to have problems with regular vet dungeons too. They should queue for normal if that’s the case.
They may have problems - but they will clear it. Base game vet dungeons are a completely different game to DLC vets, and I have no idea why that even is something that needs to be pointed out. You can safely go into most base game vet dungeons with a character that has no business in a DLC vet.
Taleof2Cities wrote: »Instead of all these fancy solutions listed above, what would happen if players just took 5 minutes to read up on the mechanics of a DLC dungeon ... so that they can complete it when the random queue pops?
I'd be down for vDLC randoms to be rewarded a gold geode.
gatekeeper13 wrote: »In my opinion ZOS should add a "transitional" difficulty mode between the two.