Kombinator wrote: »Please read the WHOLE before you judge.
First i would reduce DLC dungeon's to base game level.
Then i would introduce 2 new difficulty level. One would be the "solo" difficulty, and the other would be the "elite".
Quest can only be done in solo. On solo difficulty base, and inevitable damage, and health reduced to be played on solo, but AOEs, and avoidable would be very close to normal level. So failing to do certain mechanics on solo would very likely get you killed. Quest reward would remain, because as solo player this would be a tough one.
Elite difficulty would be hard as hell. It would demand strong players, and perfect mechanics knowledge both on base, and DLC dungeons. No longer tank stands in fire, because it won't kill him in Banished Cells. It would deal 50k. each second for example. Level requirement for it would be 300CP, and 3 star gear. So no matter how much cp you got you can't go in low gear.
Beyond that you could not queue dungeons, that you have no achievements for on any of your characters. Normal would be the starter, but above that game would check, if any of your character has achievement for it. If not, then you can't go dungeon finder for it. Random vet., and random elite would not be available until at least 50% of the dungeons unlocked.
Premade groups are not affected. They could go wherever they please. Unlocking higher level achievement would auto unlock lower levels.
Reward difference for elite from vet. would be, that part gear comes as legendary, and droprates in general would be drastically increased (3 times at least). So if you wish for a full set of gear as a high level skilled player, then doing elite would be much better.
Darkenarlol wrote: »first impression:
- quest skill points only in solo mode? srsly?
- elite difficulty is "elite" just because of oneshots from every mob sneeze??
- all characters dungeon achieves from all account server check before queue dungeon???
on second thought we have another propose to alienate from dungeon finder
as much not fully dungeons dedicated playerbase as possible
and all this work just to get into 50k-oneshots-from-everithing dungeon
with a bunch of 300cp with "3 star" (BLUE) gear
there are a lot of rude and impolite words in my head now...
so let's just say "no, thanks for your time and effort, but no"
Grianasteri wrote: »Kombinator wrote: »Please read the WHOLE before you judge.
First i would reduce DLC dungeon's to base game level.
Then i would introduce 2 new difficulty level. One would be the "solo" difficulty, and the other would be the "elite".
Quest can only be done in solo. On solo difficulty base, and inevitable damage, and health reduced to be played on solo, but AOEs, and avoidable would be very close to normal level. So failing to do certain mechanics on solo would very likely get you killed. Quest reward would remain, because as solo player this would be a tough one.
Elite difficulty would be hard as hell. It would demand strong players, and perfect mechanics knowledge both on base, and DLC dungeons. No longer tank stands in fire, because it won't kill him in Banished Cells. It would deal 50k. each second for example. Level requirement for it would be 300CP, and 3 star gear. So no matter how much cp you got you can't go in low gear.
Beyond that you could not queue dungeons, that you have no achievements for on any of your characters. Normal would be the starter, but above that game would check, if any of your character has achievement for it. If not, then you can't go dungeon finder for it. Random vet., and random elite would not be available until at least 50% of the dungeons unlocked.
Premade groups are not affected. They could go wherever they please. Unlocking higher level achievement would auto unlock lower levels.
Reward difference for elite from vet. would be, that part gear comes as legendary, and droprates in general would be drastically increased (3 times at least). So if you wish for a full set of gear as a high level skilled player, then doing elite would be much better.
I can understand the issues you are trying to solve. But the problem still rests with the group finder and the numbers, splitting the player base up and locking off content is unlikely to be positive for a variety of reasons. It would likely extend group finder times drastically.
I have often thought that the dungeons difficulties could do with tweaking and/or redesign. The jump from normal to veteran can be drastic, particularly for those DLC dungeons. But we cant split the player base when looking at this issue. Some kind of scaling seems to me a more viable option. Anyoo, props for putting the time and effort into ideas.
Alienoutlaw wrote: »1st. Moving DLC dungeons to base game serves no purpose, ESO+ essentially does this already.
2nd. I already have the option to solo a dungeon if i want to
3rd. In regards to "Elite mode" i can already choose to 2man a Vet HM dungeon.
4th. some DLC dungeons already have a 300cp requirement.
5th. No access without achievements. This would add undue pressure to an already struggling system and would only mean more crashes and bugs.
6th. legendary drops? why i came farm normal and just improve the gear, gold is not hard to make.
in conclusion this idea is flawed and would only serve to separate the community even more than it is now, the dungeons and difficulty level are not the problem, the group finder tool needs to be looked at again.
How many of these type of threads are you going to create? This whole gating what dungeons players can queue for or not based on achievements has not gone over well in your other threads:
https://forums.elderscrollsonline.com/en/discussion/511360/new-idea-of-dungeon-advancement#latest
https://forums.elderscrollsonline.com/en/discussion/511341/dungeon-certificate-and-advanced-tutorial/p1
Solo difficulty, got no issue with them adding a pure story mode for players, what you have written/describe in OP would likely still be too much of a challenge for many of the people wanting that option, can't remember the number of threads that popped up on the forums with people struggling with the Dragon fights during the Elsweyr main quests and prologue quests.
If they make the difficulty on par with public dungeons, I think most who just want to do the story will be able to manage. Don't see a need for limiting the group size to 1 - 2 let up to 4 people do it, if they want to.
Considering your talking about using group finder with this limited group size you could worst case scenario end up with two tanks or healers or a tank and healer, that would be slow going even on a lower difficulty let alone if it happened in the Elite queue.
Elite difficulty, one shots attacks from enemies are the laziest way to increase difficulty in games and the least enjoyable in my opinion, they make the support roles less relevant, healers can't save you from one shots and if tanks can't survive them.
You may as well just try your luck with a DPS group instead, that might be fire for pre-made groups PUG's will get the short end of the stick, with the amount of low damage, DPS in the queue you could end up with plenty of groups that struggle to clear the content.
Legendary drops from dungeons is a bad idea, you would get skilled players that already motif farm, farm the easiest of the Elite dungeons for gold drops to decon to sell.
Splitting up the queues for all these different group category's, would likely add to longer wait times.
Kombinator wrote: »How many of these type of threads are you going to create? This whole gating what dungeons players can queue for or not based on achievements has not gone over well in your other threads:
https://forums.elderscrollsonline.com/en/discussion/511360/new-idea-of-dungeon-advancement#latest
https://forums.elderscrollsonline.com/en/discussion/511341/dungeon-certificate-and-advanced-tutorial/p1
Solo difficulty, got no issue with them adding a pure story mode for players, what you have written/describe in OP would likely still be too much of a challenge for many of the people wanting that option, can't remember the number of threads that popped up on the forums with people struggling with the Dragon fights during the Elsweyr main quests and prologue quests.
If they make the difficulty on par with public dungeons, I think most who just want to do the story will be able to manage. Don't see a need for limiting the group size to 1 - 2 let up to 4 people do it, if they want to.
Considering your talking about using group finder with this limited group size you could worst case scenario end up with two tanks or healers or a tank and healer, that would be slow going even on a lower difficulty let alone if it happened in the Elite queue.
Elite difficulty, one shots attacks from enemies are the laziest way to increase difficulty in games and the least enjoyable in my opinion, they make the support roles less relevant, healers can't save you from one shots and if tanks can't survive them.
You may as well just try your luck with a DPS group instead, that might be fire for pre-made groups PUG's will get the short end of the stick, with the amount of low damage, DPS in the queue you could end up with plenty of groups that struggle to clear the content.
Legendary drops from dungeons is a bad idea, you would get skilled players that already motif farm, farm the easiest of the Elite dungeons for gold drops to decon to sell.
Splitting up the queues for all these different group category's, would likely add to longer wait times.
That's why it's small, and not big rework. Changing a few numbers so that low level dungeons become challenging is much easier, than creating a brand new with 200 new mechanics. Beside those mechanics were once tough. Maybe not onehit, but strong enough to destroy you, if you don't move.
Longer wait time, but very likely better group. What is better? Wait 10 minutes for a group, that 95% chance a success, or wait 2 seconds, and have 30% chance to fail. Or is it better to kick others, and wait 15 minutes for replacement? Or is it better, if the story guy gets kicked, because the rest wana go fast?
The other reason is to increase variety of challenge for those who are on top levels. So that they can stop farming the same trial 1000000000 times, and do something more while waiting for next content.
As for solo. It would have 2 purpose. One is to do the quest, and the other is to teach at least part of the mechanics. If you wana go easy content, then don't go dungeons. SImple as that. But it would also helpful for people who don't wana ruin other's day by going into a dungeon as first timer, and don't even have the ability to ask tactic, or understand english.
Kombinator wrote: »Alienoutlaw wrote: »1st. Moving DLC dungeons to base game serves no purpose, ESO+ essentially does this already.
2nd. I already have the option to solo a dungeon if i want to
3rd. In regards to "Elite mode" i can already choose to 2man a Vet HM dungeon.
4th. some DLC dungeons already have a 300cp requirement.
5th. No access without achievements. This would add undue pressure to an already struggling system and would only mean more crashes and bugs.
6th. legendary drops? why i came farm normal and just improve the gear, gold is not hard to make.
in conclusion this idea is flawed and would only serve to separate the community even more than it is now, the dungeons and difficulty level are not the problem, the group finder tool needs to be looked at again.
And you can just go with full premade guild, or yell for players half an hour in zone chat. So how about erase the dungeon finder as whole. It would be sure easier for ZOS as well.
Also yeah some DLC dungeon are tough, but this would improve the variety of tough dungeons. By your logic we should bring back the leveled zones, and dungeons, because there is that one zone, and 3 dungeon, that are on max level.
Yes you can go solo dungeon, if you want to. And your chance of surviving it is 0 in certain cases. There are DLC dungeons, that are literary impossible to do solo. One example is the first boss in White-Gold tower. Boss cages you, and it's over. If all players are dead, or caged, then it just evades, and full health.
Kombinator wrote: »How many of these type of threads are you going to create? This whole gating what dungeons players can queue for or not based on achievements has not gone over well in your other threads:
https://forums.elderscrollsonline.com/en/discussion/511360/new-idea-of-dungeon-advancement#latest
https://forums.elderscrollsonline.com/en/discussion/511341/dungeon-certificate-and-advanced-tutorial/p1
Solo difficulty, got no issue with them adding a pure story mode for players, what you have written/describe in OP would likely still be too much of a challenge for many of the people wanting that option, can't remember the number of threads that popped up on the forums with people struggling with the Dragon fights during the Elsweyr main quests and prologue quests.
If they make the difficulty on par with public dungeons, I think most who just want to do the story will be able to manage. Don't see a need for limiting the group size to 1 - 2 let up to 4 people do it, if they want to.
Considering your talking about using group finder with this limited group size you could worst case scenario end up with two tanks or healers or a tank and healer, that would be slow going even on a lower difficulty let alone if it happened in the Elite queue.
Elite difficulty, one shots attacks from enemies are the laziest way to increase difficulty in games and the least enjoyable in my opinion, they make the support roles less relevant, healers can't save you from one shots and if tanks can't survive them.
You may as well just try your luck with a DPS group instead, that might be fire for pre-made groups PUG's will get the short end of the stick, with the amount of low damage, DPS in the queue you could end up with plenty of groups that struggle to clear the content.
Legendary drops from dungeons is a bad idea, you would get skilled players that already motif farm, farm the easiest of the Elite dungeons for gold drops to decon to sell.
Splitting up the queues for all these different group category's, would likely add to longer wait times.
That's why it's small, and not big rework. Changing a few numbers so that low level dungeons become challenging is much easier, than creating a brand new with 200 new mechanics. Beside those mechanics were once tough. Maybe not onehit, but strong enough to destroy you, if you don't move.
Longer wait time, but very likely better group. What is better? Wait 10 minutes for a group, that 95% chance a success, or wait 2 seconds, and have 30% chance to fail. Or is it better to kick others, and wait 15 minutes for replacement? Or is it better, if the story guy gets kicked, because the rest wana go fast?
The other reason is to increase variety of challenge for those who are on top levels. So that they can stop farming the same trial 1000000000 times, and do something more while waiting for next content.
As for solo. It would have 2 purpose. One is to do the quest, and the other is to teach at least part of the mechanics. If you wana go easy content, then don't go dungeons. SImple as that. But it would also helpful for people who don't wana ruin other's day by going into a dungeon as first timer, and don't even have the ability to ask tactic, or understand english.
added note
Solo mode capped at 2 players (you can strictly play by yourself but its there if you want to play with a friend, it is an MMO after all