New idea of dungeon advancement

Kombinator
Kombinator
✭✭✭
Sadly i can't edit exiting thread. Tell me if i'm wrong, and how to do it. But it given me an idea of how to make dungeon finder better.

All stuff would be account wide. So if you done on one character, then no need for others.

1. Upon your first time ever you can't queue. Instead you would get into a tutorial area. First question, if you are experienced player. If you say yes, then "show me", and you would be skipped to the final trial. If you succeed, then you are good to go. This one would exist for players, that made new account for some reason, and WOULD NOT be too easy.

Choosing no would lead you through explaining the roles and their goals, telling you which armor types goes with wich weapon types, what heavy, and light attacks for. Then depending on the role you choose it would switch out your gear, and skill bar, and put you to the final trial, that would go through 3 levels.

Once this tutorial is done you are good to go into dungeon finder, but there would be a second barrier. You would get a new stat called "dungeon level". It would work similar to regular level ups, but only leveled by killing bosses in dungeons. Also each boss would have a certain dungeon level so can't grind up from 0 to max. on the same boss. Your dungeon level would give no attributes, or skill points. It's purely to show how many dungeons you have done, and what to be expected.

Also stronger dungeons would have a minimum requirement. So if you go your first random dungeon, then no chance of going into Banished Cells 2.
  • Kombinator
    Kombinator
    ✭✭✭
    The final tutorial would be fighting a boss, and 2 AI controlled team mates. The team mates would do their job perfectly.

    As DD your job would be dealing a certain ammount of damage in 60 seconds. The trainer would explain how to do it of course, if you ask it. The rotation of the given skills, the light attacks between skills, and use heavy attack only to replenish your stamina.

    As healer you would need to deal a much less ammount of damage, and keep the dd, and tank alive for 60 seconds. The trainer would explain, that there is no accuracy in the game, and you can replenish magicka rapidly in combat as well. So as healer you should help the DD when no heal is required, but keep enough magicka for emergency.

    As tank you would need to uphold buffs, debuffs, at least 50 seconds from 60 seconds, and the taunt at least 59 seconds. Also boss would use havy attacks, that must be blocked. The trainer would explain, that your defensive skills are key to avoid damage, and make the healer's job easier. In some cases you would get literary onehit without them. And taunt is an absolute critical!

    For all role there would be aoes to avoid.
    Edited by Kombinator on February 5, 2020 12:45PM
  • arun_rajputb16_ESO
    arun_rajputb16_ESO
    ✭✭✭✭
    I suggested this a few years ago. It seemed to be a popular idea. But I can't see ZOS doing anything about it at the moment. I think they're unsure of where to go with the roles right now. It appears they may be getting rid of them slowly.
  • Sylvermynx
    Sylvermynx
    ✭✭✭✭✭
    ✭✭✭✭✭
    To edit original post, look at the title area; click the "gear" icon. Lets you edit title AND post.
  • MEBengalsFan2001
    MEBengalsFan2001
    ✭✭✭✭✭
    Vet Dungeons should open up as players gain CP points. The newer dungeons at Vet should require 500 or even 600 CP. Some non-vet dungeons should even require CP to get into them.
Sign In or Register to comment.