A tutorial mode for dungeons would not be a bad idea. (Naming it story mode isn't necessary because you can already enter solo for the story).
spartaxoxo wrote: »@BretonMage
My Bastian has just enough Vigorous gear to get to 35k and the rest is in Bolstered.
ETA: He has a couple of purples too.
spartaxoxo wrote: »Necrotech_Master wrote: »ive also had problems with companions on the first boss of coral aerie when you have to swim and jump on the ledges, the companions dont "jump down" and will just die
Heavy attack as soon as you get up the ledge, and as soon as you get down, and they will join you. It may be best to swap to a sword and board if you're using an ice staff. I'm guessing if they are in range to do a ranged attack, they won't. But I know for sure they will if they need to be in melee range to target what you just told them to target with the heavy, they will relocate to you. I actually had Bastian tank for most of the bosses the first time I did normal Coral Aerie (with a group) because the tank left.
magnusthorek wrote: »I craved a Story Mode for a long time but, by now, if it gets implemented, I'd probably have no motivations for it because most likely I would need to do it in a different character other than my main.
Now, if ZOS makes it repeatable, so players who can't stand/don't have time to level/gear a new character or those with bad memory (also me, he-he) could do it every now and again would be awesome.
I heartily support implementing a story mode! It has bugged me since starting doing group dungeons that the quests just zip by incoherently when running the dungeon through with a pug. When I have soloed those dungeons I'm able to, I've seen that many of the quests are actually well written. But they can't be enjoyed with a pug and I feel guilty when asking guildies to do a story run with me (for wasting their time). So there should be an easier difficulty option.
Fortunately I haven't ruined the quests yet with more than one character who was the first to be dungeon-ready. So I can still build for soloing and experience those stories with a bunch of other characters. But then, we run into the problem having bosses and other mechanics that require multiple players in many dungeons. So, a big chunk of content is still unsoloable. Therefore, a story mode option is still needed.
The way I see it, the story mode could be somewhere between public dungeons and present normal difficulty. Basically, it would be designed to be ideally played with an NPC companion. The rewards, of course, should be more restricted. The skill point for the quest is fine, we get those even for certain public dungeon bosses. The gear drops, however, could be reduced to one green item from the final boss - or something similar. No titles or awards would be awarded for a story run. That way the challenge and the reward would be balanced.
This would be one of the biggest positive things I'd like to see in the game. I can always run the "proper" dungeons later with some randoms, but as a story- and questing-fiend I'd like to experience the quests first at my own pace.
I_killed_Vivec wrote: »I was in total agreement, I've said before that it is unfortunate some great stories are locked behind "difficult" content, until this: " ideally played with an NPC companion".
So people who don't want to play with a companion get excluded? And people who don't have access to companions, but do have access to base game dungeons are excluded?
In several threads (particularly the one about overland difficulty) I have commented about the "cheat" that companions provide: if you want harder overland content then don't bring along a companion to make it easier - and if you do then your rewards should be reduced.
The comments I get say that companions don't make that much difference, they get in the way, pull the boss when they shouldn't, die when they shouldn't. And yet here is a thread about how "soloing" with a companion gives a story mode - with people saying that dungeons are so much easier with a companion!
Story mode should not be designed to be played with a companion.
I_killed_Vivec wrote: »I was in total agreement, I've said before that it is unfortunate some great stories are locked behind "difficult" content, until this: " ideally played with an NPC companion".
So people who don't want to play with a companion get excluded? And people who don't have access to companions, but do have access to base game dungeons are excluded?
In several threads (particularly the one about overland difficulty) I have commented about the "cheat" that companions provide: if you want harder overland content then don't bring along a companion to make it easier - and if you do then your rewards should be reduced.
The comments I get say that companions don't make that much difference, they get in the way, pull the boss when they shouldn't, die when they shouldn't. And yet here is a thread about how "soloing" with a companion gives a story mode - with people saying that dungeons are so much easier with a companion!
Story mode should not be designed to be played with a companion.
Oh, I didn't mean that the story mode should be impossible without a companion or anything like that. I meant the difficulty should be designed with using them in mind, like the dungeon difficulty now is designed for a team of four players. And people still solo many dungeons even so. But of course an easier mode should be completeable all alone, that's the very idea. Thus, I merely meant that the difficulty and completion time should be designed to be "just right" with a companion-using player, not that completion should be impossible without a companion. After all, even if many don't use companions, an even greater proportion of players do. Speaking about excluding and so on is, frankly speaking, quite an overreaction when no such thing is meant or even implied.
honestly "story mode" is my guess for the "long requested feature" they are teasing. it opens up a lot of content to people who otherwise avoid it and they might actually feel more comfortable joining a group after they have seen the dungeon and know what to expect.
I_killed_Vivec wrote: »In several threads (particularly the one about overland difficulty) I have commented about the "cheat" that companions provide: if you want harder overland content then don't bring along a companion to make it easier - and if you do then your rewards should be reduced.
The comments I get say that companions don't make that much difference, they get in the way, pull the boss when they shouldn't, die when they shouldn't. And yet here is a thread about how "soloing" with a companion gives a story mode - with people saying that dungeons are so much easier with a companion!
Facefister wrote: »I am ok with a story mode as long as they don't drop gear, title and skins.
But ESO is a Massively Multiplayer Online Role-Playing Game (MMORPG), and a very social game. If that's not what your experiencing or you want play it with no other players. I can understand that but the content is for everyone. Easy mode, Storybook mode, Solo mode what ever you want to call it. If its not the Normal / Vet Dungeon or Trial mode, than you should not reap any of the rewards that are given out in Normal or Vet modes.
Remathilis wrote: »Facefister wrote: »I am ok with a story mode as long as they don't drop gear, title and skins.
Skins and titles I agree. Same with monster helmets. But I got no problem with dropping green or blue dungeon sets, along with the quest skill point.
spartaxoxo wrote: »Luckylancer wrote: »Looks cool. I think the main pain point of story mode supporters is they want to play with their own rythm. 4 people who want to listen every dialogue and fool around at every corner will raeraly, very very rarely, be in same party. Therefore a story mode will enable a new way to play for casuals.
Cons: If the rewards wont be reduced appropriately, everyone will start playing story mode to get what they want (undaunted/gear). They will be forced into it because they are players, they have to get from point A to point B by shortest route.
Whatever, when will we talk about veteran overland and veteran questing content?
I agree.This is why I don't think it should give credit for pledges or drop set pieces. I do think the first time you do it, it should count for some small amount of Undaunted skill line credit. No different than the public dungeons. But that's about as rewarding as it should get. No gear sets, no skill point, no keys or transmute crystals. Should be about on par with the rewards of doing a delve, minus the 5pc gear sets.
I don't want people to do it because it's rewarding, but because they want to hear the story. I don't want middle finger type punishments like no exp but doing it on normal group should still be superior for rewards.