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Public Dungeons are bad

AefionBloodclaw
AefionBloodclaw
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Why do the devs think its cool to have mobs every 5 metres? EVERY 5 METRES? I've just done Nthchuenkarst or whatever it's stupid name is and instead of a Skyrim or Morrowind like immersive dungeon I get a complete mess filled with mobs every 5 metres and bosses that instead of being fun to fight or challenging go down in 2 hits. There is nothing engaging or fun about this, OR Labyrinthian, in that one there are Draugr Deathlords as TRASH MOBS even though they are supposed to be, and shown to be in Skyrim, as powerful, ancient warriors, with shouts and who are pretty badass and tough in combat. Here they are nothing. Do the devs even care about the lore at all? This is pathetic, there was even a Dragon Priest in that dungeon, who couldn't even stand up to us for 10 seconds before going down. That was supposed to be a Dragon Priest. You don't even get a mask or anything of any value for defeating it. Is this the quality paying customers can expect now, just a few bad stories thrown together in an afternoon with some thoughtless mobs dropped mindlessly throughout an otherwise beautifully rendered game world?

Oh and 50 fragments to get one of those target dummies. 50??? Are you kidding? Who decided that would be fun and engaging content? So you have to run the public dungeon at least, say 30 times or something to get all the fragments? What is the purpose of this? You get no profit from forcing players to do this, there is nothing to be gained from forcing players to do this. Or is this the pre-emptive strike to forcing people to buy the target dummy from the crown store at a later date? Urrgh >:(

This is a plea to fix the public dungeons, put some effort into the writing and lore and take out those mindless grinds that actually make no sense.
Edited by AefionBloodclaw on August 12, 2020 2:17PM
'For love, for friendship and for valour, I stand with the Aldmeri Dominion.'

Zephyrle Starbreeze, Bosmer Nightblade
Aefion Bloodclaw, Bosmer Sorcerer
  • Darkstorne
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    AlnilamE wrote: »
    Darkstorne wrote: »
    In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".

    I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)

    I like running into players in the world, though. Even in games where it's not an advantage.
    When it comes at the cost of respawning mobs and breaking quest immersion though? So many crutches of MMO design that could be solved by phasing players in for specific group events only. You'd still run into other players, and cities would still be social hotpsots. And you could still travel with friends everywhere by grouping up. The current design adds very little for a huge amount of game design sacrifices.
  • Jeremy
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    Why do the devs think its cool to have mobs every 5 metres? EVERY 5 METRES? I've just done Nthchuenkarst or whatever it's stupid name is and instead of a Skyrim or Morrowind like immersive dungeon I get a complete mess filled with mobs every 5 metres and bosses that instead of being fun to fight or challenging go down in 2 hits. There is nothing engaging or fun about this, OR Labyrinthian, in that one there are Draugr Deathlords as TRASH MOBS even though they are supposed to be, and shown to be in Skyrim, as powerful, ancient warriors, with shouts and who are pretty badass and tough in combat. Here they are nothing. Do the devs even care about the lore at all? This is pathetic, there was even a Dragon Priest in that dungeon, who couldn't even stand up to us for 10 seconds before going down. That was supposed to be a Dragon Priest. You don't even get a mask or anything of any value for defeating it. Is this the quality paying customers can expect now, just a few bad stories thrown together in an afternoon with some thoughtless mobs dropped mindlessly throughout an otherwise beautifully rendered game world?

    Oh and 50 fragments to get one of those target dummies. 50??? Are you kidding? Who decided that would be fun and engaging content? So you have to run the public dungeon at least, say 30 times or something to get all the fragments? What is the purpose of this? You get no profit from forcing players to do this, there is nothing to be gained from forcing players to do this. Or is this the pre-emptive strike to forcing people to buy the target dummy from the crown store at a later date? Urrgh >:(

    This is a plea to fix the public dungeons, put some effort into the writing and lore and take out those mindless grinds that actually make no sense.

    As another poster mentioned, they're basically just big delves. I can't tell much difference.

    There was a boss in "Nttchuenkarts" that gave me some problems though - a giant robot that had some cheese move that would just obliterate me.
  • Daemons_Bane
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    I've never had problems with the public dungeons, except maybe boss respawn timers.. I see them as upgraded delves.. If a regular delve was a bandit lair, the public dungeon is a stronghold.. So it makes sense to me with more mobs..
    What I say is MY opinion and MY pov
  • josiahva
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    Why do the devs think its cool to have mobs every 5 metres? EVERY 5 METRES? I've just done Nthchuenkarst or whatever it's stupid name is and instead of a Skyrim or Morrowind like immersive dungeon I get a complete mess filled with mobs every 5 metres and bosses that instead of being fun to fight or challenging go down in 2 hits. There is nothing engaging or fun about this, OR Labyrinthian, in that one there are Draugr Deathlords as TRASH MOBS even though they are supposed to be, and shown to be in Skyrim, as powerful, ancient warriors, with shouts and who are pretty badass and tough in combat. Here they are nothing. Do the devs even care about the lore at all? This is pathetic, there was even a Dragon Priest in that dungeon, who couldn't even stand up to us for 10 seconds before going down. That was supposed to be a Dragon Priest. You don't even get a mask or anything of any value for defeating it. Is this the quality paying customers can expect now, just a few bad stories thrown together in an afternoon with some thoughtless mobs dropped mindlessly throughout an otherwise beautifully rendered game world?

    Oh and 50 fragments to get one of those target dummies. 50??? Are you kidding? Who decided that would be fun and engaging content? So you have to run the public dungeon at least, say 30 times or something to get all the fragments? What is the purpose of this? You get no profit from forcing players to do this, there is nothing to be gained from forcing players to do this. Or is this the pre-emptive strike to forcing people to buy the target dummy from the crown store at a later date? Urrgh >:(

    This is a plea to fix the public dungeons, put some effort into the writing and lore and take out those mindless grinds that actually make no sense.

    You do realize that when target dummies first came out it took WEEKS to get one through writs right? 50 fragments is nothing to complain about.
  • scorpius2k1
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    Darkstorne wrote: »
    In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".

    I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)

    Way off topic, but I just dream of an ESO world since we are all on the same megaserver already and don't need to port to our friends instance to see them 99% of the time if we are in the same zone. Dungeons, Trials, group content, etc...makes sense BUT If I goto a city, I should see my friend or others there too automatically. Kind of makes the whole "megaserver" seem more like a split server which is probably the case in the backend. I understand there are reasons for this but I'm gonna pull the WoW card here and say that you NEVER had to port to anyone if they were in the same area, they were just there.

    More potential QOL idea to be put on the backburner, i know...performance first.
    [Zenimax Online] zone: WTS [Turning Players Into Payers]
    [Bethesda] zone: ;o)
  • Playboy_Shrek
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    public dungeons are basically where you farm stuff, mostly furnishing plans, and gold from trash that you sell to NPC. they are not very fun because its just trash enemies.
  • Pevey
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    Personally, I love the new dwarven dungeon. I’ve gone through it about a million times now. I loot all the urns, kill all the bosses, and kill all the mobs. I get a cartographer’s piece almost every time I visit. I hit the container limit right before I get to the haj moto enemy, so that is when I port out and go do something else. Most times, I see no other players because of the long, passage-like design of the dungeon. I go slow, and all the bosses are usually up. Contrast this to something like the one in Deshaan, where there truly are mobs every 5 meters, and either none of the bosses are up because another player just killed them, or the boss is up but you get no loot because you just killed another boss 2 seconds ago who was 5 feet away. NK (can’t spell the whole name) in Greymoor is way, way better.
    Edited by Pevey on August 12, 2020 6:41PM
  • Jeremy
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    Pevey wrote: »
    Personally, I love the new dwarven dungeon. I’ve gone through it about a million times now. I loot all the urns, kill all the bosses, and kill all the mobs. I get a cartographer’s piece almost every time I visit. I hit the container limit right before I get to the haj moto enemy, so that is when I port out and go do something else. Most times, I see no other players because of the long, passage-like design of the dungeon. I go slow, and all the bosses are usually up. Contrast this to something like the one in Deshaan, where there truly are mobs every 5 meters, and either none of the bosses are up because another player just killed them, or the boss is up but you get no loot because you just killed another boss 2 seconds ago who was 5 feet away. NK (can’t spell the whole name) in Greymoor is way, way better.

    I think that's because the Mother's Sorrow Staff drops in Deshann and that thing is pretty much on farm 24/7.
  • Taleof2Cities
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    There is nothing engaging or fun about this, OR Labyrinthian, in that one there are Draugr Deathlords as TRASH MOBS even though they are supposed to be, and shown to be in Skyrim, as powerful, ancient warriors, with shouts and who are pretty badass and tough in combat. Here they are nothing. Do the devs even care about the lore at all?

    While I agree Nchuthnkarst is horrible from a lore perspective, public dungeons aren't delves where you run in, collect your skyshard, and run out. Which has been explained in a number of posts above mine.

    Jeremy wrote: »
    There was a boss in "Nttchuenkarts" that gave me some problems though - a giant robot that had some cheese move that would just obliterate me.

    Public dungeons group events are exactly that, @Jeremy ... group events.

    Bring a friend or two next time before calling a mechanic a "cheese move" just because you couldn't solo it.

    Edited by Taleof2Cities on August 12, 2020 8:38PM
    "May you walk on warm sands."
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  • AlnilamE
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    Darkstorne wrote: »
    AlnilamE wrote: »
    Darkstorne wrote: »
    In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".

    I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)

    I like running into players in the world, though. Even in games where it's not an advantage.
    When it comes at the cost of respawning mobs and breaking quest immersion though? So many crutches of MMO design that could be solved by phasing players in for specific group events only. You'd still run into other players, and cities would still be social hotpsots. And you could still travel with friends everywhere by grouping up. The current design adds very little for a huge amount of game design sacrifices.

    ESO was my first MMO, before then, I had never encountered other players in a game, with the exception of playing a couple of co-op Halo or Borderlands games. I've never found respawning mobs to be a hindrance, and most of the questing is done in the dialogue window, when other players are not affecting me (unless you are questing in a group). So no, seeing other players in the world makes it feel more alive.
    The Moot Councillor
  • Nairinhe
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    This is a plea to fix the public dungeons, put some effort into the writing and lore and take out those mindless grinds that actually make no sense.

    No, this is Patrick a "content is not to my liking therefore it's bad" rant
    None of us is getting any younger, you know.
    Each event is preceded by Prophecy. But without the hero, there is no Event. > https://nairinhe.github.io/
    ...All true adventures include some deep bruises and frantic screaming, right?
    bluebird wrote: »
    is Fennorian a light source?
    PC EU - EP
    Annarath - Dunmer stamblade. Hero, thief, murderer. Of House Dres by blood, raised by Khajiit and Argonian people.
    Norra Storfjallet - a mountain range Nord frostwarden. Must. Protect. Everyone. Found out that world is bigger than dad's farm.
    Soothing-Paws Habasi - Khajiit healplar. Grandma you wish you had, but Annarath ain't sharing.
    Serpentina Scintilla - Imperial magcro. If she said she's from Tharn family, even Tharn family would believe.
    Gentle-Like-Snow - Argonian healblade. When she grows up she wants to be like Fennorian, but vampirism is a questionable first step.
    Nuada Vendresi - Dunmer fire DK. Annarath's brother. Our mistakes shape us in most peculiar ways.
  • Sarannah
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    I like public dungeons as they are!

    PS: What is with all the complaining about early-game difficulty lately? ... Just ask for new uber endgame content instead please!
  • SeaGtGruff
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    Jeremy wrote: »
    Pevey wrote: »
    Personally, I love the new dwarven dungeon. I’ve gone through it about a million times now. I loot all the urns, kill all the bosses, and kill all the mobs. I get a cartographer’s piece almost every time I visit. I hit the container limit right before I get to the haj moto enemy, so that is when I port out and go do something else. Most times, I see no other players because of the long, passage-like design of the dungeon. I go slow, and all the bosses are usually up. Contrast this to something like the one in Deshaan, where there truly are mobs every 5 meters, and either none of the bosses are up because another player just killed them, or the boss is up but you get no loot because you just killed another boss 2 seconds ago who was 5 feet away. NK (can’t spell the whole name) in Greymoor is way, way better.

    I think that's because the Mother's Sorrow Staff drops in Deshann and that thing is pretty much on farm 24/7.

    Oh, is that what it is? I was soloing the Deshaan PD with my newest character on PC EU a month or two back, and there was a group of players running around farming the bosses. I had assumed they were farming XP, but farming gear to sell sounds like a likely explanation as well. It was a PITA trying to kill all of the bosses and get the achievements due to these players looping through over and over and over again. I would wait for them to pass through, then wait for the boss to respawn, then try to kill it before they came back through. Then their "leader" (I presume) complained in chat that "Someone's messing up our timing." I didn't respond, but I felt like saying "You do realize that this is a PUBLIC dungeon, right?"

    It amazes me whenever a group of players acts like they can just move in (as in "settle in to stay"), lay claim on some content, and get offensive if anyone else dares to come along and try to enjoy the same content. Aside from PDs, the other place I've seen this is in the Imperial City, where a small group or duo of players might be looping through the IC districts farming the patrolling horrors, and get offensive if anyone else dares to join in, as though they own the place.

    But to get back to the OP's complaint, I think the comment about
    bosses that instead of being fun to fight or challenging go down in 2 hits.

    speaks to the general problem of players who become too OPed for their own good, who I call "1-shot wonders."

    Don't get me wrong; I don't think there's anything wrong with having such awesome DPS that you can take down a powerful boss or fellow PvPer in a few shots. But what I do have a problem with is when OPed players ruin content for other players by melting a boss in 2 seconds so no one else has time to do any damage, or who whine about the game being too easy.

    My two main characters (PC NA and PC EU) are somewhat tanky and definitely low on DPS, and I have a lot of fun on them-- precisely because it takes me longer to kill things. I've got some alts who are much more powerful, and I know I could respec and re-outfit my mains to make them more powerful, but I'm having too much fun playing on them as they are.

    So I can absolutely understand why anyone else would want to feel challenged by the content; there's no question about it, it's just a lot more fun. But I don't get how the 1-shot wonders can disparage low-DPS players by calling them "pathetic," or telling them to "L2P" and "git gud," yet turn around and start whining about how "This game is so easy it's boring!" Maybe they should try not always whipping out their OPed AoEs, DOTs, and long-distance attacks on everything they see.

    If you enter a boxing match or a knife fight, but as soon as the fight starts you whip out a machine gun or laser rifle and wipe out your opponent in 2 seconds, then golly gee, it's going to be pretty boring. I mean, you might feel powerful and awesome for a while, but eventually you're going to get very bored by it. So I think the "L2P" mantra can work in the other direction, too-- that is, learn to play with a build and a playstyle that makes the game more challenging and, hence, more interesting for you. People can call it "self-nerfing" if they want, but I think that's putting it in a disparaging light that encourages people to sneer at it instead of exploring it as a more common-sense notion of finding a balance where things are neither too difficult nor too easy, and a willingness to change up your skills to fit the situation so you still feel at least a little bit challenged.
    Labyrinthian, in that one there are Draugr Deathlords as TRASH MOBS even though they are supposed to be, and shown to be in Skyrim, as powerful, ancient warriors, with shouts and who are pretty badass and tough in combat. Here they are nothing. Do the devs even care about the lore at all? This is pathetic, there was even a Dragon Priest in that dungeon, who couldn't even stand up to us for 10 seconds before going down.

    Actually, it's really easy to become so OPed in Skyrim that Draugr Deathlords and Dragon Priests go down PDQ. I should know, because my Skyrim character is so ridiculously OPed that most enemies are a pushover, which is very boring. Then I'll run into one of those NPCs who wander the roads and attack you out of the blue, who are scaled to the player's level and hence take a long time to beat, and they seem so OPed compared to everything else in the game. The same is true in Oblivion, where most of the enemies become pushovers when you've gotten all leveled up, but then you run into a pack of goblins who are scaled to your same OPed level-- boring, boring, boring, followed by a sudden "OMG! WTF?" It's just easier to become godlike in Skyrim, because the ability to make skills "legendary" lets you keep leveling up your Health, Stamina, and Magicka indefinitely.

    As for ESO, if you play through the zones on a new character without assigning your CPs before the character has hit L50, and don't try to power level your characters as fast as possible, or farm all of the skyshards and SPs as fast as possible using an add-on, wiki, or walkthrough that tells you exactly where to go-- check, check, check, this zone's all done, now on to the next-- then the game can be a lot of fun. But it seems like a lot of players just want to hit CP160 ASAP (for the gear), then hit CP810 (for the CPs), and level up their skill lines ASAP, so they can be competitive against other players ASAP. That's fine, if it's what they want to do-- but it shouldn't be a surprise that most of the game becomes a pushover as a result.

    The only real difference between ESO and the solo games like Oblivion and Skyrim in this respect is (IMHO) how much more quickly players can power level in ESO, probably due to the way that low-level players can group with high-level players to farm high-level content for massive XP gains. And again, that's fine; I don't have a problem with anyone who wants to do that, and I'll help them to whatever extent I can by crafting gear for them or grouping up with them, because I want to have fun and help other players have fun. But don't scoff at the idea of climbing out of your Iron Man suit and slipping into your street clothes, or leaving your atomic rocket launcher at home and taking nothing more than a switchblade with you, if you'd like to feel less bored and more challenged.

    I apologize for the rant, and I don't wish to tell anyone else how to play the game and have fun doing it. But I think it's worth remembering that sometimes we are our own worst enemies, and that you can kill your own enjoyment by making the game too easy for yourself. If you're going to shrug off any responsibility for that, and insist that the devs take full responsibility for it, then you're probably not going to be happy with the results, because they're inevitably going to nerf some things that you like, and boost other things that you don't like, in their thankless quest to keep the game well-balanced for everyone.
    I've fought mudcrabs more fearsome than me!
  • Pevey
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    Jeremy wrote: »
    Pevey wrote: »
    Personally, I love the new dwarven dungeon. I’ve gone through it about a million times now. I loot all the urns, kill all the bosses, and kill all the mobs. I get a cartographer’s piece almost every time I visit. I hit the container limit right before I get to the haj moto enemy, so that is when I port out and go do something else. Most times, I see no other players because of the long, passage-like design of the dungeon. I go slow, and all the bosses are usually up. Contrast this to something like the one in Deshaan, where there truly are mobs every 5 meters, and either none of the bosses are up because another player just killed them, or the boss is up but you get no loot because you just killed another boss 2 seconds ago who was 5 feet away. NK (can’t spell the whole name) in Greymoor is way, way better.

    I think that's because the Mother's Sorrow Staff drops in Deshann and that thing is pretty much on farm 24/7.

    Yes, I am well aware, but people are farming NK endlessly right now, too. It’s just designed differently. In Deshaan, there are 2 bosses literally in the same room.
    Edited by Pevey on August 12, 2020 11:20PM
  • volkeswagon
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    I made a post about that as well because I found it really monotonous and exhausting to have to kill a mob, run 5 metres and kill another. Rince and repeat 50 times to get what you want. When it was time to leave i would teleport out or run like hell past everyone hoping I can make it to the door and allow me to exit. So I know how you feel but I don't see how they can fix it without making it easier.
  • Everest_Lionheart
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    That Deshaan public dungeon has an easy layout and it is farmed to death and yes I have been know to farm it for hours at a time myself. When you know the spawn order (first-third-fourth-second-repeat) and there is a large group smashing that dungeon you don’t have to wait around for any of the bosses because they will literally spawn one after another. That’s what makes this farming route so good.

    Now when I’m in there and there is a group going I try to hold back. I’ll throw down 1 or 2 aoe, usually something with a synergy for the group, collect the loot and move on. Sometimes on the first boss i will race ahead to pull the other mobs on top of it so people get that extra loot or pull the 4th boss out of his corner and over the the group.

    Other public dungeons I try to hold back with other random players too to give them a chance to get their hits in because my solo setups are AOE death machines. Public dungeons are where I make most of my gold, that a few other grind spots that drop white/green trash equipment and glyphs that I break down and resell. Some of those loops have heavy sacks and chests too. And when there is another person running it, particularly low level I point them to the chests and heavy sacks so they can get some good equipment or mats to level their crafting.

    It all comes down to how selfish players really want to be. I’m one of the nice guys that lets people have a chance, but when I’m farming and someone is low level I’m not gonna watch them test their rotation on a mini boss. You hit it a few times I’ll smash it and we move to the next. Free exp/gold/mats for everyone.
  • buttaface
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    Public dungeons are fine. They are full of fast spawning mobs because they are -public- dungeons designed to have many players in them. There are many of them with many different layouts, if you don't like one, try a different one. Having a huge amount of overland choices is not one of ESO's many problems. The game does that part of MMOs very well.
  • Jeremy
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    There is nothing engaging or fun about this, OR Labyrinthian, in that one there are Draugr Deathlords as TRASH MOBS even though they are supposed to be, and shown to be in Skyrim, as powerful, ancient warriors, with shouts and who are pretty badass and tough in combat. Here they are nothing. Do the devs even care about the lore at all?

    While I agree Nchuthnkarst is horrible from a lore perspective, public dungeons aren't delves where you run in, collect your skyshard, and run out. Which has been explained in a number of posts above mine.

    Jeremy wrote: »
    There was a boss in "Nttchuenkarts" that gave me some problems though - a giant robot that had some cheese move that would just obliterate me.

    Public dungeons group events are exactly that, @Jeremy ... group events.

    Bring a friend or two next time before calling a mechanic a "cheese move" just because you couldn't solo it.

    I usually have no problems soloing so-called "group events" in public dungeons. in fact: most of them I can't even tell it's any different than a regular boss fight because they are so easy to solo. So if they are "exactly that" then they are doing a very poor job of it.

    Which - by the way - was the same in regards to the robot fight in the Greymoor Public Dungeon. The actual fight itself was quite easy. The only problem was the boss had some cheap move that would just one shot me. So yeah - it was cheese and I would have called it cheese whether it was just me there or a hundred other people. Giving bosses stupid moves that just instantly kill you is not a good way to make a fight challenging in my opinion. So I'll continue to call it a cheesy move. ^^ There are a lot of fights I can't solo that I don't refer to as cheese also. So my ability or inability to solo it has nothing to do with it.
    Edited by Jeremy on August 13, 2020 3:21AM
  • buttaface
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    Jeremy wrote: »
    The only problem was that the boss had some cheap move that one just one shot you. So yes - it was cheese and I would have called it cheese whether it was just me there or a hundred other people. Giving bosses stupid moves that just instantly kill you is not a good way to make a fight challenging.

    Not being snarky, and I avoid lots of the cheesy content in ESO myself, but past the mid game in ESO, it's NOTHING but cheese, and this may not be the game for you, or may be a lesser game that's fun to mess around in as it is for me. Based on the above, it's a near certainty that you will not like what ESO has in store for you as anything other than a light questing game.

    There are games with parkour, true aim, team tactical play, lots of them. Those are worth getting good at. Then there are "console/arcade" type games where rote learning a script (or inaptly named "mechanics"), -many- many scripts, ALL full of "cheese" and ESO is one of those latter games. You may find a better "skill" game to your liking or just take ESO for what it is, a casual game to mess around in and skip the "higher" parts of the game. But past the earlier parts of the game, ESO is ALL cheese, fair warning.

  • Jeremy
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    Pevey wrote: »
    Jeremy wrote: »
    Pevey wrote: »
    Personally, I love the new dwarven dungeon. I’ve gone through it about a million times now. I loot all the urns, kill all the bosses, and kill all the mobs. I get a cartographer’s piece almost every time I visit. I hit the container limit right before I get to the haj moto enemy, so that is when I port out and go do something else. Most times, I see no other players because of the long, passage-like design of the dungeon. I go slow, and all the bosses are usually up. Contrast this to something like the one in Deshaan, where there truly are mobs every 5 meters, and either none of the bosses are up because another player just killed them, or the boss is up but you get no loot because you just killed another boss 2 seconds ago who was 5 feet away. NK (can’t spell the whole name) in Greymoor is way, way better.

    I think that's because the Mother's Sorrow Staff drops in Deshann and that thing is pretty much on farm 24/7.

    Yes, I am well aware, but people are farming NK endlessly right now, too. It’s just designed differently. In Deshaan, there are 2 bosses literally in the same room.

    Maybe. Though I only saw a couple of people there when I did the place. It is a larger area though, so you might be right that the layout has something to do with it. Though I suspect if there was an item in high demand that dropped there you would see a similar outcome to the Forgotten Crypts.

    I think more of the problem with Public Dungeons on this game is they are just too easy to steamroll through so players just blast their way through the trash to kill the bosses as soon as they spawn.
  • Jeremy
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    buttaface wrote: »
    Jeremy wrote: »
    The only problem was that the boss had some cheap move that one just one shot you. So yes - it was cheese and I would have called it cheese whether it was just me there or a hundred other people. Giving bosses stupid moves that just instantly kill you is not a good way to make a fight challenging.

    Not being snarky, and I avoid lots of the cheesy content in ESO myself, but past the mid game in ESO, it's NOTHING but cheese, and this may not be the game for you, or may be a lesser game that's fun to mess around in as it is for me. Based on the above, it's a near certainty that you will not like what ESO has in store for you as anything other than a light questing game.

    There are games with parkour, true aim, team tactical play, lots of them. Those are worth getting good at. Then there are "console/arcade" type games where rote learning a script (or inaptly named "mechanics"), -many- many scripts, ALL full of "cheese" and ESO is one of those latter games. You may find a better "skill" game to your liking or just take ESO for what it is, a casual game to mess around in and skip the "higher" parts of the game. But past the earlier parts of the game, ESO is ALL cheese, fair warning.

    I've been playing this game since beta Buttaface and it's rare that I encounter the kind of cheese I am talking about in that post. The vast majority of this game's content I enjoy. Come to think of it, that's actually the only public dungeon boss I can think of (and I've done them all) that had a move like that. I might be forgetting one but I don't think so. So I look at that guy as the exception not the rule.

    It was also the first time I did the fight so I may have just been unaware of how to stop it. Though I should point out it was instantly killing everyone else I saw fight it too. lol ; ;

    I just don't like cheesy one hit death moves. They get on my nerves.
    Edited by Jeremy on August 13, 2020 3:17AM
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