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https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

Please remove the 2 lever mechanic in Imperial City Prison

Krayvaan
Krayvaan
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A simple request - probably that has been made before - and due to the desire for many folks to try and solo group content.

With the Imperial City being the oldest DLC, and the unavoidable power-creep, the ICP (especially on normal) like many dungeons is soloable for the most part. But just prior to the Lord wardens council is this room that requires 2 levers pulled at the same time to open a gate.
Aside from maybe one other place, it's the only one I can think of that has a non-boss 'mandatory group mechanic'; as distinct from some bosses 'pinning' or other CC abilities (which power creep even circumvents in a few cases)

The room just prior to the one with 2 levers is basically identical, but just has one. As such, the code change to make the subsequent room work the same way would be quite simple.

I can understand not being powerful, or skilful enough to do something; or boss fights having interesting mechanics that require a/some partner(s) (especially when new).
But having 2 essentially identical rooms, but with the second being 'that's it, no further', I don't see the point. Especially so many years later when the mechanics and power levels have moved on.


As a working adult, with limited free time - I really like the that the way ESO works is that seriously heavy group intended content can at least be tried solo. As I often have to play solo, and getting a chance to run a dungeon with guildies is a rare treat. I often have to play for an hour here and there, later in the evening, when many guildies are offline. I also like the challenge.

Discovering I couldn't progress through the last 2 bosses of ICP on normal was disappointing.

A bit of research also showed that certain classes have abilities that allow you to get through it (or possibly use a Psjic Ult - I haven't reached that DLC yet, as I'm trying to do it in story order). Classes should have their unique skills ofc - but when some allow bypassing of base mechanics, it adds to the redundancy of keeping them in.


Lastly, to potentially pre-emt some responses:
- I'm totally aware and on board with some content being intended for groups; so please, I'd rather not have 'it's intended to be a group dungeon'
- I'm more commenting on consistency of mechanics (this setup is almost never used), and its increasing redundancy vs. caused frustration
  • Necrotech_Master
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    i have seen similar complaints with "optional" bosses in dungeons such as black drake villa, red petal bastion, and dread cellar because all of the side bosses require between 2 and 4 players to activate the mechanic

    so while the rest of the dungeon is doable solo, those few bosses are locked behind multi-person trigger mechanics
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014
  • Krayvaan
    Krayvaan
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    Aye, I saw a couple of those posts - additional/optional bosses seem to be a newer mechanic.

    I expect some folks feel similarly about those as I do here.


    Though I'd say this lever mechanic (and any like it) is more frustrating and egregious; as at least those dungeons with 'additional' bosses are:
    (a) acknowledging that many people solo, but are giving some extra stuff if you do socialise (it's more a reward for grouping than a punishment for not)
    (b) You can still at least finish the dungeon (provided you have the skills and time) solo. So any quests, achievements, and story progression can still be attained; as opposed to a hard-block and a bunch of lost time and the quest resetting.
  • deleted221205-002626
    deleted221205-002626
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    They are group dungeons and meant to be done in groups not farmed by bots all day.. There is a reason those mechanics are in place
  • Necrotech_Master
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    for ICP: ive seen it mentioned somewhere before, but a NB can use shadow image and warp fast enough between the levers to hit both of them close enough to the same time, but this is the only class that can cover that distance fast enough to hit the levers within the same time window
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014
  • Elendir2am
    Elendir2am
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    sinnereso wrote: »
    They are group dungeons and meant to be done in groups not farmed by bots all day.. There is a reason those mechanics are in place

    Why are you so obsessed with preventing others have their fun? An farming is much better in group, when run is faster and you get 4x more loots.

    Solo running of group dungeons has two reasons:
    -Be free in doing it your own way;
    -Testing that you can do it solo.
  • LashanW
    LashanW
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    sinnereso wrote: »
    They are group dungeons and meant to be done in groups not farmed by bots all day.. There is a reason those mechanics are in place
    I'd like to see a bot that can solo a normal DLC dungeon.
    ---No longer active in ESO---
    Platform: PC-EU
    CP: 2500+
    Trial Achievements
    Godslayer, Gryphon Heart, Tick-Tock Tormentor, Immortal Redeemer, Dro-m'Athra Destroyer, vMoL no death

    Arena Achievements
    vMA Flawless, vVH Spirit Slayer

    DLC Dungeon Trifectas
    Scalecaller Peak, Fang Lair, Depths of Malatar, Icereach
  • AvalonRanger
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    Please remove the 2 lever mechanic in Imperial City Prison Bookmark

    Agree. This should be for every dungeon.
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
    But, I'm Tank main player. Recently I'm doing Healer.

    2023/12/21
    By the way...Dungeon-Meshi(One of Famous Japanese fantasy story comic book) got finale...
    Good-bye "King of Monster Eater".
  • AvalonRanger
    AvalonRanger
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    Elendir2am wrote: »
    sinnereso wrote: »
    They are group dungeons and meant to be done in groups not farmed by bots all day.. There is a reason those mechanics are in place

    Why are you so obsessed with preventing others have their fun? An farming is much better in group, when run is faster and you get 4x more loots.

    Solo running of group dungeons has two reasons:
    -Be free in doing it your own way;
    -Testing that you can do it solo.

    " An farming is much better in group"

    It will work for only good friend or good guild mate.
    PUG group work is terrible for the decent tank or good solo build player mostly.
    I don't want to do care taker job for the too much bad players.
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
    But, I'm Tank main player. Recently I'm doing Healer.

    2023/12/21
    By the way...Dungeon-Meshi(One of Famous Japanese fantasy story comic book) got finale...
    Good-bye "King of Monster Eater".
  • chessalavakia_ESO
    chessalavakia_ESO
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    sinnereso wrote: »
    They are group dungeons and meant to be done in groups not farmed by bots all day.. There is a reason those mechanics are in place

    The thing is, the mechanics are only in a limited number of dungeons. Most dungeons can be solo'd. Bots also would not necessarily need to work alone.
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