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Wow the new dungeon dlc is boring

Lyserus
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We asked for new contents to make breton lore interesting... not new contents as boring as the breton in ESO

I basically abandoned ESO for quite some months, then decided to get back and have a look...I really shouldn't have

Reused assets, boring quest and same old humanoid bosses with no interesting mechnic, the year of breton is looking pretty rough right now
  • paulsimonps
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    Did we play the same dungeons? New and challenging mechanics on multiple bosses, everything from Yaghras to Spriggans to Gryphons to sea sloads with giant tentacles to fight.... Story is a bit generic for sure but we don't do dungeons for the story now do we? Name a dungeon story that was actually super engaging. Most of them are centered around what happens just right there and nothing more and are over in 10min or less.
  • ApoAlaia
    ApoAlaia
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    Is uncanny how two people can experience the exact same thing and come away feeling wildly differently about it.

    I found the story in Shipwright's Regret quite charming - but again I found the characters charming previously so rather biased there - and the mechanics caught us off-guard a few times. I'm a mediocre player, fortunately my party members are more skilled, but the HMs still weren't a walk in the park for us.

    The story in Coral Aerie was not as remarkable for me but it wasn't terrible or anything, and the mechanics on the first boss I found rather entertaining.

    Haven't managed all the HMs there yet though.

    In both cases I didn't mind the reused assets, in fact I would expect existing assets to be reused creatively whenever possible, and in this regard seems to me like they succeeded.
  • CyberOnEso
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    Lyserus wrote: »
    Reused assets
    Yeah, to make 4 dungeons a year you need to re- use assets. Although there are quite a few new mechanics and effects.

    The way their art seems to work is that new art assets are created for the chapter/ year and are first used in the chapter.
    The dungeon team work on an offset schedule from the main zone teams and use assets they have to create new dungeons and some additional assets are made entirely for the dungeons.

    For example, the summerset assets used to make Coral Ayrie are not new, but there has never been a dungeon set in Summerset. It would be stupid to not re- use the summerset assets to make the layout of the dungeon.

    As someone who plays dungeons for the dungeons sake and cares infinitely more about the mechanics than how many new art assets were used to make them it makes total sense to do it this way.

    The boss fights do feature a lot of new, interesting, mechanics. Mind Link and obliterate on Varillion, the whirlpool on Maligalig, the double soul bombs on Foreman Bradigan, the tentacles on Z'Baza and throughout the dungeon.

    I don't care if I have seen the same wall texture before I just care if the mechanics are fun and fresh, which they are.
    @CyberOnEso PC | EU - Jack of all Trades - Armory Style Manager Planesbreaker | Godslayer | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
  • Grandchamp1989
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    I quite enjoy the theme and the style of the dungeons.
    I also like how solo friendly they are.

    One thing that maybe worries me a little bit is the hardmode bosses. Some around 15 million hp, with adds that spawn in the fight that have collectively millions of hp aswell..

    The HP is getting rather High imo and I hope we dont end up with bullet sponges at some point.
  • M0ntie
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    What? Especially Coral Airie is great! Did you do Vet HM? The mechs are really fun!
    Congrats to the developers.
    The Shipyard one is fun too.
  • Bobby_V_Rockit
    Bobby_V_Rockit
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    Meh, just another two dungeons to add to the “bail” list. I think there are now more DLC dungeons than base game? Leave group ahoy!
  • LashanW
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    Lyserus wrote: »
    Reused assets, boring quest and same old humanoid bosses with no interesting mechnic, the year of breton is looking pretty rough right now
    Either me or you ported to wrong dungeons.
    ---No longer active in ESO---
    Platform: PC-EU
    CP: 2500+
    Trial Achievements
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    DLC Dungeon Trifectas
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  • BloodyStigmata
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    The frick? I actually liked this one--it's exactly what I want out of dungeon DLC. Not too long--only three mandatory bosses and the maps themselves are not gruelingly large. Three completely optional bosses for those that want the gear drops/buffs. Interesting mechanic-wise. Perfectly soloable on normal while still being a decent challenge. Challenging enough on vet hard mode to keep groups happy.
    Owner and proprietor of the Northern Elsweyr Guar Reserve and The Hunting Grounds Guar Reserve, Tamriel's home to all things guar.
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  • LesserCircle
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    I liked the new dungeons actually.
  • Arthtur
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    Well there are ppl complaining that they cant enjoy the story in Dlc dungeons so if zos would put a lot of lore in them... Well there would be more complains most likely.

    The only thing i dislike about new dungeons are rewards.
    PC/EU @Arthtur

    Toxic Tank for the win :x
  • sharquez
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    The 2 new dungeons check all the boxes for me.
    • Soloable
    • Optional secret bosses
    • Cool atmosphere
    • Digestible Mechanics
    • Memorable characters making a comeback
    • Good sets to play with for theory crafting

    They knocked it out of the park as far as I'm concerned.

    No accounting for taste I guess.
    Edited by sharquez on March 23, 2022 4:43PM
  • Oreyn_Bearclaw
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    Did we play the same dungeons? New and challenging mechanics on multiple bosses, everything from Yaghras to Spriggans to Gryphons to sea sloads with giant tentacles to fight.... Story is a bit generic for sure but we don't do dungeons for the story now do we? Name a dungeon story that was actually super engaging. Most of them are centered around what happens just right there and nothing more and are over in 10min or less.

    Seriously. Very well designed boss fights. Challenging on HM, reasonably difficult but not over the top on vet, and a pushover on normal. HM requires you to respect mechanics, movement, group coordination. They cant be stacked and burned (on HM), but do reward good DPS. Trash is not over the top, but can get you if you aren't paying attention. Side bosses are also appropriately balanced, maybe a touch easy in Coral. Overall length is maybe on the shorter end if you skip side bosses, but truthfully, I am okay with that. Side bosses allow you to make the dungeon longer if you want. Maps and scenery are interesting. I wont say the stories are the most engaging I have experienced, but 4 man dungeon stories are usually pretty bland and brief. Hey something has got my whatever, kill them and help me get it back.

    This is one of the better dungeon packs in a long while.

    @paulsimonps, Lets runs some new dungeons. Been too long.
    Edited by Oreyn_Bearclaw on March 23, 2022 5:05PM
  • fiender66
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    I've not tried them yet, but all in all comments make me eager to
  • Vaoh
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    I’m excited to play these but still waiting because I’m a console player :(

    With that said, I’m still concerned we might be forced to deal with the buggy issues PC NA had
  • morrowjen
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    Are you talking about the dungeon that looks like Summerset and has mechs from vCR? Most players haven't run Cloudrest on any setting so I'm guessing it's going to be new to the majority of dungeon runners. The assets will still look the same tho.
    Edited by morrowjen on March 23, 2022 6:03PM
  • FluffWit
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    The first two dungeons of the year always use old assets, they like to hold the new assets back for the big summer dlc.
  • Parrot1986
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    morrowjen wrote: »
    Are you talking about the dungeon that looks like Summerset and has mechs from vCR? Most players haven't run Cloudrest on any setting so I'm guessing it's going to be new to the majority of dungeon runners. The assets will still look the same tho.

    The dungeon that is in summerset looks like summerset? Pretty much the same as every other dungeon in the game being linked aesthetically to its zone.

    The swimming phase and electric dot was really cool on first boss, 2nd boss was a real pain but a good fight overall and last boss was really fun, loved the mind link mechanic and the constant moving for the huge ground aoe as well as gryphon mechanics. Secret last boss was great too.

    These are way better than some of the more recent dungeons For me and a step up in difficulty which was nice.
  • SeaGtGruff
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    Lyserus wrote: »
    same old humanoid bosses with no interesting mechnic,

    Well, there's your problem right there-- your group apparently skipped over all the non-humanoid bosses who have interesting mechanics.
    I've fought mudcrabs more fearsome than me!
  • morrowjen
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    Did we play the same dungeons? New and challenging mechanics on multiple bosses, everything from Yaghras to Spriggans to Gryphons to sea sloads with giant tentacles to fight.... Story is a bit generic for sure but we don't do dungeons for the story now do we? Name a dungeon story that was actually super engaging. Most of them are centered around what happens just right there and nothing more and are over in 10min or less.

    The most exciting dungeons to me were the necromancer dungeons. Icereach and Unhallowed Grave but most especially Unhallowed. Unhallowed sets the bar, imo. I can still remember the first time I ran it, my jaw dropped at the final boss (I won't describe it bc ppl may not have run it) and I actually ended up dying because I was too busy staring. Those were great dungeons. All hail Harrowstorm!

  • Ragnarok0130
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    I personally enjoyed the new dungeons and the interesting new mechanics. It was also cool that the Maomer made a return, I'd like to know more about them.
  • Iselin
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    The hidden bosses in CA that lead to the slightly diminished giant Sload boss fight was pretty cool. If you didn't bother and just went zoom, zoom well, that's on you.
  • CyberOnEso
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    morrowjen wrote: »
    mechs from vCR?
    What mechanics are from vCR? The fact that it has Gryphons and a sload does not mean it copies mechanics from vCR.

    The first two bosses in Coral Ayrie have no mechanic overlap with vCR at all. The Gryphon's on last boss have entirely different mechanics than those in vCR.

    Ofallo has a heal negate, Mafremare has swirling tornadoes, Iliata has a roaming lightning circle, and Kargaeda has swirling lightning and protects the boss. None of these are present in vCR.

    Varillion's Mind Tether, Obliterate, Creeping Shadows and Tidal Waves are not like vCR at all.

    Z'Baza, the sload, has a similar light attack, and reposition, as Z'Maja as they are both Sea Sloads. But their mechanics are not the same, the orbs from one tenril is the only similarity but even they have different mechanics.
    Edited by CyberOnEso on March 23, 2022 6:17PM
    @CyberOnEso PC | EU - Jack of all Trades - Armory Style Manager Planesbreaker | Godslayer | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
  • Oreyn_Bearclaw
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    Vaoh wrote: »
    I’m excited to play these but still waiting because I’m a console player :(

    With that said, I’m still concerned we might be forced to deal with the buggy issues PC NA had

    To be fair, once you are inside the dungeons, there weren't any issues other than maybe a few random crashes, but nothing wildly out of the ordinary. Group finder is super broken, but if you have a premade, or even a two man group, it seems to work. Sometimes it doesnt port everyone into the instance and you have to manually port.

    If planning to do on HM, you def want a group that knows their stuff. Both took 2 hours or so to do all bosses on HM with groups that really didnt know the fights going in the first time. Obviously, much faster the second time around. Deaths will be the issue with trifecta, not speed. On non HM with no side bosses, both can be run very quickly.

    I will also say, that I think a healer is superior to 3DPS, and havent said that in a while. I did Shipwright with 3 guys I actually met in groupfinder, first boss was the hardest, but we got through it with tank 3 DPS. Did it with a healer later and it was easier. Did Coral with 2DPS and healer, last boss is hardest. I think Coral is slightly harder on the actual bosses, but easier mini bosses. Fights reward DPS but aren't races because you do need to play mechanics.
    Edited by Oreyn_Bearclaw on March 23, 2022 7:46PM
  • Vrienda
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    You were never going to get interesting lore in a dungeon dlc sadly. ESO isn’t set up to tell stories in them at all.
    Desperate for Roleplaying servers to bring open world non-organised RP to Elder Scrolls Online. Please ZOS.
  • Dragonnord
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    Both dungeons are great!

    Non-hard modes are easy, for casuals mostly, and the real challenge comes with hard modes and trifectas.

    Don't judge a dungeon as easy if you didn't get its hard modes and, mostly, the trifecta.

    And mechanics are great too, different, several new ones, that requires you to be focused on every single hard mode, regardless wich one of the two dungeons. Even the last secret boss hard mode is challenging.

    I really like them, both.
    Edited by Dragonnord on March 23, 2022 10:34PM
  • drsalvation
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    Did we play the same dungeons? New and challenging mechanics on multiple bosses, everything from Yaghras to Spriggans to Gryphons to sea sloads with giant tentacles to fight.... Story is a bit generic for sure but we don't do dungeons for the story now do we? Name a dungeon story that was actually super engaging. Most of them are centered around what happens just right there and nothing more and are over in 10min or less.

    Only the REAL prologue quest from blackwood where Eveli finds the book, which sucks because in the actual game you have to ask her how she got it, and then it turns out that you were actually there all along?
    Someone suggested making separate modes for dungeons, one for actual dungeon crawling, and another one purely for story/quests you could go through on your own, which I think is a great idea.
    It sucks needing to go through dungeons with a very specific group of friends just to see the story and actual lore (I've been able to manage vanilla normal dungeons with my brother and both our companions, but we will never get through mechanics that involve other players).
    There's just little to no chance people would get to enjoy dungeon stories.
    If a player decides to rush through the whole thing, your dialogues will skip as well, and there's no way to replay the stories.
    Edited by drsalvation on March 23, 2022 10:55PM
  • Ilsabet
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    sharquez wrote: »
    • Soloable
    • Optional secret bosses

    Is it possible to do all the secrets without a full party? The most recent previous DLC dungeons required 4 people to activate doodads together.
    Edited by Ilsabet on March 23, 2022 10:59PM
  • SpacemanSpiff1
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    thank you for your input.
  • Dragonnord
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    Ilsabet wrote: »
    sharquez wrote: »
    • Soloable
    • Optional secret bosses

    Is it possible to do all the secrets without a full party? The most recent previous DLC dungeons required 4 people to activate doodads together.

    Only the last secret boss you can't activate it solo, the rest, yes, you can.
  • SeaGtGruff
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    I haven't played through many of the DLC dungeons, but some of the base game dungeons do have interesting stories and lore if you take them slowly, read every book or piece of paper, and talk to everyone and exhaust all of their dialog options.

    I've run a few dungeons with groups, but none of them have ever gone through slowly enough for me to absorb and enjoy the story and lore. Nowadays I'll immediately decline the quest if it pops up while I'm in a group, so I can leisurely do the quest at some future time if I'm ever able to solo the dungeon. I wish I'd known to do that years ago, but at least I've got several alts who haven't run very many (if any) dungeons yet.
    I've fought mudcrabs more fearsome than me!
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