I feel like there are a few aspects to Dungeons and the Activity Finder which could be improved to influence the overall player experience in a more positive way.
Potential Improvements 1 and 2: Queue Time, and “Fake” Tanks and Healers
I’d like to talk about the first two at the same time as they kind of feed into each other. One is the sometimes ridiculous wait times for a group to be found and a dungeon run to begin, and the other is people queueing as Tanks or Healers, despite having no intention whatsoever of playing those roles, purely because the time spent in the queue is much longer as a Damage Dealer.
Nobody likes the long queue, so some people get around it by queueing as a role they have no intent to play, which causes further problems when the team has no functioning Healer or Tank. When it comes to Tanking, the most basic of tasks is to taunt powerful opponents and lure them away from your allies. Everything else is secondary to that, and so a “taunt” ability, such as the Puncture skill from the One Hand and Shield line, should be an absolute requirement when queueing as a Tank. The Activity Finder should not let someone queue as a Tank if they have no taunt skills slotted on either of their bars, the only exception being if they are wearing 5 pieces of the Tormentor set
and a skill that can trigger its bonus taunting ability. Similarly, Healers are expected to heal allies, not just themselves, so to queue as one it should be an absolute requirement that an ability (or armor set) capable of healing allies is equipped. With these changes put in place, the amount of "fake" Tanks and Healers will undoubtedly decrease (though by what amount is a complete guess), which means less instances of players having to suffer through having one of these guys on their team, which should be a net positive.
With that, one of the main queue workarounds has been hindered, now we should tackle the long queue itself so people have less reason to want to queue as a "fake" role in the first place.
One of the causes of the long queue time is that not enough players are in the playlist outside of peak gaming hours. The best way to get more people into the playlist during these times would be to incentivise them with additional rewards. Whenever the population dips below certain thresholds, additional rewards would be added to the playlist to incentivise players to come back in. A simplified example of this would be if the minimum population for optimal queueing was 10k players, once the population dipped below that, players either currently in an Activity Finder dungeon or who queue into one at that point would receive a small portion of Transmute Crystals for every dungeon cleared. This would encourage players to start queueing for activities and help the population rise back above the 10k threshold, at which point (and maybe for 10-15 minutes after) the bonuses would subside (they'd persist for players that had already queued until their dungeons were finished). Populations at lower and lower thresholds, for longer periods of time, would need a larger influx of players to raise the population back to where it should be, and so the reward bonuses would increase.
This would be a drastic improvement as even if it doesn't work and the queue time isn't reduced, players will be more willing to put up with it if they get something worthwhile for their troubles.
Another cause for the long queue time is that the quantity of Damage Dealers drastically outweighs the quantity of Tanks and Healers combined, and I think that a large reason for that is because the game in a solo environment is much less friendly to Tanks and Healers. Questing while specced as a Tank is horrible, which is why people who make Tanks will usually have an entirely separate gear and skill set for questing, but even that is a drag as having to swap everything around every time you want to do group stuff can negatively affect the flow of the game. Healers are a little better as they can more easily fit as a Magicka Damage Dealer, but having to swap your gear and skills around to accommodate this is still an issue. Damage Dealers, on the other hand, simply fly through questing content. They carve through their enemies like butter, players get far more done when questing as a Damage Dealer, and players are more inclined to play as Damage Dealers in a group setting as a result.
Don't have my own solution for this, as I feel like the solutions already exist somewhat. Making questing more accommodating to Tanks and Healers is something I think would help tremendously, and it looks like Companions are going to help here at least a little. Also, when it comes to swapping gear and skills when moving between different types of content, Players on PC have a marvelous add-on that I believe is called "Dressing Room" that fixes this issue by allowing players to save their equipped skills and gear as a set, then swap between them via customizable hotkeys. Console players like me can't make use of this right now, but if it was implemented into the game itself, I can see a ton of players making use of it, and it would absolutely go a long way to making questing more comfortable for characters that aren't primarily DPS-oriented.
Potential Improvement 3: Dungeon Difficulty Indicator
Next potential improvement I’d like to discuss is how different dungeons, even on the same difficulty setting, can be more or less difficult than others. A well-known example would be comparing the DLC dungeons to the dungeons from the base game, with the DLC Dungeons being far more challenging, even on normal difficulty.
Often, which dungeons are more or less difficult depends on the players who run them and what roles they’re in. Even so, I think it would be helpful to newer players if there was an indicator of sorts next to each dungeon showing how difficult they are, and for which roles. To this end, I propose that an optional feedback system be implemented into the Activity Finder, where players can state how easy or hard they found their most recent dungeon activity, and the game would also record things like the player’s role, how many times they died, what caused their deaths, etc. This data from many players would be compiled to generate a general difficulty rating for each dungeon (possibly displayed next to their name on the Activity Finder), as well as a difficulty rating for each role within that dungeon. This would also be separate for normal, veteran, and veteran hard mode.
Potential Improvement 4: Random Dungeon Finder
Most players will do precisely one random dungeon per character, per day, and usually to get their fix of Transmute Crystals. As more DLC is released, and more “difficult” dungeons are added to the game, the chances of encountering something far more difficult than what you can handle are increased with each new drop. For this reason, most players, even those who are comfortable doing some dungeons on veteran difficulty, will always pick normal difficulty for their daily random. Signing up for a daily random dungeon only to end up in Veteran Depths of Malatar can cause some players to leave immediately, which isn’t good for the other players in the team who now have to queue again and wait for someone to fill the empty space.
Here, I feel like there should be a toggle for the DLC dungeons in the randomiser, as they are undoubtedly more difficult than the others, and as of now there is no additional reward for completing them. In addition, for players that want a challenge, there should be an option to restrict the randomiser to only those dungeons.
To incentivise players to aim higher, I also feel like the following changes are in order:
- Daily bonus rewards should be increased by 50% on Veteran Difficulty.
- Daily bonus rewards should be increased by 50% on DLC Dungeons.
Potential Improvement 5: Undaunted Pledges and Veteran Hard Mode
Everyone knows how the Undaunted Pledges work at this point; each day, players can receive three pledges from the Undaunted, each requiring them to complete a dungeon. This is the only way for players to receive Undaunted Keys outside of the Undaunted Event, and thus the only gameplay loop that can lead players to shoulder pieces from the game’s various monster sets. You get 1 Undaunted Key for clearing the required dungeon on Normal or Veteran Difficulty, and 2 Keys if you manage to complete the dungeon on Veteran Hard Mode (i.e. do the dungeon on Veteran Difficulty and clear a variant of the final encounter where the difficulty is increased even further, sometimes drastically so).
As shoulder sets are found in coffers (offer players a single randomly chosen shoulder piece out of each coffer’s possible six), and each coffer costs 5 Undaunted Keys. What some players will tend to do is clear the first two pledges on Veteran Hard Mode, and do the third (which will always be a DLC Dungeon) on Normal Difficulty. It provides players with exactly the 5 Keys needed to get themselves a coffer, and a chance at the shoulder pieces they want.
A potential improvement here is bridging the gap between Normal and Veteran Hard Mode by adding a more significant reward increase when players clear a pledge on Veteran Difficulty but are unable to clear Hard Mode.
The reward tiers as they stand are as follows:
- Normal = 1 Transmute Crystal + 1 Undaunted Key
- Veteran = 3 Transmute Crystals + 1 Undaunted Key
- Veteran Hard Mode = 5 Transmute Crystals + 2 Undaunted Keys
The improved reward tiers would be this:
- Normal = 1 Transmute Crystal + 1 Undaunted Key
- Veteran = 3 Transmute Crystals + 2 Undaunted Keys
- Veteran Hard Mode = 5 Transmute Crystals + 3 Undaunted Keys
In addition, clearing any dungeon on Veteran Hard Mode, pledge or not, would guarantee a weapon drop from whatever set is most relevant to the player’s current role (e.g. If the player is currently running a Healer and one of the dungeon sets is relevant to Healers, clearing it on Veteran Hard Mode would guarantee a weapon drop from that set). This would serve as an additional incentive to clear the hardest mode of a given dungeon even when nobody has a pledge to run it. It would also provide a more direct avenue for players to farm for weapons from dungeon sets, something that is currently sorely lacking.
Lastly, since there is a finite amount of Undaunted Keys that can be earned in a day, and they are the only method of obtaining shoulder pieces from monster sets, it is understandably irritating to farm as many keys as allowed, spend them all on the same coffer each day, and consistently get duplicates of items you already have, as opposed to the item you’re actually looking for. A potential improvement here would be to increase a player’s chances of getting a new item with each consecutive time they open a specific Undaunted Coffer, with the drop chances resetting when the player got a new item or bought a different coffer. This ensures that if they are persistent, they
will eventually get the item that they're looking for.
Bad luck protection is important, as while RNG keeps things fresh and interesting for the most part, it shouldn’t be a source of frustration for the player.
Summary
In short, the potential improvements I'd like to suggest are:
- Prevent players from queueing for a role if their current setup is unable to perform the most basic of tasks for that role.
- Implement a system that keeps track of the population currently running Dungeons through the Activity Finder, and when it dips below certain thresholds, add some incentive to coax players into participating, hopefully helping to alleviate the abysmal queue times.
- Add the features of the Dressing Room addon to the base game.
- Implement an optional feedback system into the Activity Finder that allows players to comment on the difficulty of a dungeons they've just completed, and compile the data to give each dungeon a difficulty rating that is visible to players.
- Allow players to exclude, include, or restrict their random dungeon results to DLC Dungeons.
- Give increased rewards for players that do the daily random on Veteran Difficulty
- Give increased rewards for players that do the daily random on DLC Dungeons.
- Increase the quantity of Undaunted Keys awarded to players who complete Pledges on Veteran or Veteran Hard Mode by 1.
- Give Veteran Hard Mode clears (even outside of pledges) a guaranteed weapon drop from the Dungeon set most relevant to the player's current role.
- Each consecutive time a player buys a specific Undaunted Coffer, their chances of obtaining an item not currently in their collections should increase, resetting when they get a new item or buy a different coffer.