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Need to fix people instantly leaving DLC dungeons

Korsario
Korsario
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This has to be the MOST infuriating aspect of the game whenever you queue for a DLC dungeon or a random normal dungeon and it comes up with a DLC one there's a 90% chance people will instantly leave which makes the whole ordeal even a worse experience specially since the replacement tool doesn't work very well it took around 30 minutes to get a DPS replaced the other day when im sure there's probably thousands of DPS queued at any time for a random normal.

Heres 3 possible fixes that come to my mind:

- Make all the dungeons in normal mode take the same amount of time and have more or less the same difficulty on NORMAL mode, this will be labour intensive and cramp the style of developers but is probably the most fair and best solution in the long run. Check FFXIV for this all their dungeons take more or less the same amount of time give or take and have more or less the same difficulty, they even retool old dungeons if they get out of the norm.

- Increase the rewards you get for running a DLC dungeon if you get them in your daily random normal. This iis tricky cause the balance needs to be perfect so people dont start leaving the the pre DLC ones but might be an easier path.

- The stick, punish HEAVILY leaver of dungeons and keep a track of how much they do this if they are repeated offenders start taking actions against their accounts for harassment, punishing is never fun but is probably the most effective way to correct bad habits.


This is seriously the biggest issue for me with the game currently what makes me think its probably not worth to spend a subscription on the product.
  • colossalvoids
    colossalvoids
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    Easiest partial fix would be less people spreading a word how those are "impossible", most of the times people just afraid of something they were told being too difficult or broken which might not be the case for a lot of folks who have never even tried em.
  • Korsario
    Korsario
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    Easiest partial fix would be less people spreading a word how those are "impossible", most of the times people just afraid of something they were told being too difficult or broken which might not be the case for a lot of folks who have never even tried em.

    I dont think the problem is they are "difficult" yeah some mechanics are a lil more complex in normal but the main reason people skip is because they take 2-4 times as long than the base game one it just isnt time efficient. Now adays people jsut want efficiency on their time so they prefer tow ait 15 mins doing something else and then just fish for another fast dungeon.

    So im afraid we cant really change mmo player mindset on this day an age, so this will require developers doing something about it.
  • colossalvoids
    colossalvoids
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    Korsario wrote: »
    Easiest partial fix would be less people spreading a word how those are "impossible", most of the times people just afraid of something they were told being too difficult or broken which might not be the case for a lot of folks who have never even tried em.

    I dont think the problem is they are "difficult" yeah some mechanics are a lil more complex in normal but the main reason people skip is because they take 2-4 times as long than the base game one it just isnt time efficient. Now adays people jsut want efficiency on their time so they prefer tow ait 15 mins doing something else and then just fish for another fast dungeon.

    So im afraid we cant really change mmo player mindset on this day an age, so this will require developers doing something about it.

    That's why it won't change as policing such stuff is worse than a lost queue time. If players have no time for a game and they're going for a low effort same reward stuff they're probably just quit all along instead of obeying some new rulesets.
  • Grizzbeorn
    Grizzbeorn
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    Korsario wrote: »
    - The stick, punish HEAVILY leaver of dungeons and keep a track of how much they do this if they are repeated offenders start taking actions against their accounts for harassment, punishing is never fun but is probably the most effective way to correct bad habits.

    Wow.

    People don't like running DLC dungeons with pugs, and ZOS refuses to remove the DLCs from the random dungeon finder, which is precisely why people leave when they get placed in one, but you see it as a personal attack (harassment), so your solution is to have official action taken against their accounts.

    I don't even use the dungeon finder, but, Wow.
      PC/NA Warden Main
    • Korsario
      Korsario
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      Korsario wrote: »
      Easiest partial fix would be less people spreading a word how those are "impossible", most of the times people just afraid of something they were told being too difficult or broken which might not be the case for a lot of folks who have never even tried em.

      I dont think the problem is they are "difficult" yeah some mechanics are a lil more complex in normal but the main reason people skip is because they take 2-4 times as long than the base game one it just isnt time efficient. Now adays people jsut want efficiency on their time so they prefer tow ait 15 mins doing something else and then just fish for another fast dungeon.

      So im afraid we cant really change mmo player mindset on this day an age, so this will require developers doing something about it.

      That's why it won't change as policing such stuff is worse than a lost queue time. If players have no time for a game and they're going for a low effort same reward stuff they're probably just quit all along instead of obeying some new rulesets.

      I mean if all the dungeons are made to last around the same amount of time in normal mode it fixes the problem by default or if players are rewarded to stay for the longer ones.
    • Brrrofski
      Brrrofski
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      I think increasing the awards for them is a good idea. Even if its a .3 multiplier.

      The real reason people leave on normal, isn't because it's hard, but because of how they are.

      The newer ones are good in that they're quick with optional bosses.

      But one's like Lair of Marselok and whatever one hollowfang drops from take forever. You can get the 100k zp a lot quicker by grinding.

      I don't think removing them is a good idea. At the end of the day, a random normal puts you into a dungeon that someone wants to do. You're rewarded for helping them.

      But with longer ones, the reward doesn't feel that it's worth it.
    • bmnoble
      bmnoble
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      Or you could go another route incentivize people to queue for specific DLC dungeons offering specific rewards for each dungeon that change daily for example:

      3 DLC dungeons each day get a completion bonus separate from the random dungeon rewards, encouraging people to queue for those specific dungeons increasing the number of people actually wanting to run those dungeons.

      Rewards could be transmute stones, extra weapon/jewelry drops, a guaranteed motif drop, undaunted keys, etc.. mix and match the rewards give people a reason to go back to those specific dungeons make them worth the extra time it takes to complete them.

      While keeping it to a set number of dungeons a day rather then all of them offering rewards at once so people can't just pick an easy DLC dungeon to do over and over for the rewards alone tie the quantity of the rewards to the difficulty of the dungeons with higher rewards for Vet and HM clears.

      Exclude the base game dungeons from the extra reward rotation.
    • kwinter
      kwinter
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      Wth exception of fungal grotto 1 most dungeon are about the same length. Some DLC are shorter then base game if you skip side bosses you can run drake villa in less time then vaults of madness. A lot times you can tell by 1st boss if group will have issues quickly clearing or not.
    • Roztlin45
      Roztlin45
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      How.to.do plan to distinguish between people.that leave and people that were disconnected? Really.nothing can be done to punish without also punishing the innocent. So.that is a no go. I understand the frustration but it is what it is. What your really asking is for people to be thoughtful and be courteous.
    • colossalvoids
      colossalvoids
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      Korsario wrote: »
      Korsario wrote: »
      Easiest partial fix would be less people spreading a word how those are "impossible", most of the times people just afraid of something they were told being too difficult or broken which might not be the case for a lot of folks who have never even tried em.

      I dont think the problem is they are "difficult" yeah some mechanics are a lil more complex in normal but the main reason people skip is because they take 2-4 times as long than the base game one it just isnt time efficient. Now adays people jsut want efficiency on their time so they prefer tow ait 15 mins doing something else and then just fish for another fast dungeon.

      So im afraid we cant really change mmo player mindset on this day an age, so this will require developers doing something about it.

      That's why it won't change as policing such stuff is worse than a lost queue time. If players have no time for a game and they're going for a low effort same reward stuff they're probably just quit all along instead of obeying some new rulesets.

      I mean if all the dungeons are made to last around the same amount of time in normal mode it fixes the problem by default or if players are rewarded to stay for the longer ones.

      Meaning getting stale standardised experience for ones who actually love dlc dungeons the way they are currently. It's already a niche experience and bringing it another blow won't be a good idea to just mildly satisfy random queuers.
    • Jpk0012
      Jpk0012
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      You want to punish people for leaving bad content, and force them to do what you want them to do? Peak ESO forums.
      Edited by Jpk0012 on July 5, 2022 11:15AM
    • Korsario
      Korsario
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      Roztlin45 wrote: »
      How.to.do plan to distinguish between people.that leave and people that were disconnected? Really.nothing can be done to punish without also punishing the innocent. So.that is a no go. I understand the frustration but it is what it is. What your really asking is for people to be thoughtful and be courteous.

      Pretty easy if they keep playing after they leave the dungeon vs people who disconect and dont come back? seems very easy to me
    • Korsario
      Korsario
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      Jpk0012 wrote: »
      You want to punish people for leaving bad content, and force them to do what you want them to do? Peak ESO forums.

      Did you read the whole post?
    • Korsario
      Korsario
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      Korsario wrote: »
      Korsario wrote: »
      Easiest partial fix would be less people spreading a word how those are "impossible", most of the times people just afraid of something they were told being too difficult or broken which might not be the case for a lot of folks who have never even tried em.

      I dont think the problem is they are "difficult" yeah some mechanics are a lil more complex in normal but the main reason people skip is because they take 2-4 times as long than the base game one it just isnt time efficient. Now adays people jsut want efficiency on their time so they prefer tow ait 15 mins doing something else and then just fish for another fast dungeon.

      So im afraid we cant really change mmo player mindset on this day an age, so this will require developers doing something about it.

      That's why it won't change as policing such stuff is worse than a lost queue time. If players have no time for a game and they're going for a low effort same reward stuff they're probably just quit all along instead of obeying some new rulesets.

      I mean if all the dungeons are made to last around the same amount of time in normal mode it fixes the problem by default or if players are rewarded to stay for the longer ones.

      Meaning getting stale standardised experience for ones who actually love dlc dungeons the way they are currently. It's already a niche experience and bringing it another blow won't be a good idea to just mildly satisfy random queuers.

      Well they dont have to be stale just balanced time/difficulty wise.
    • TheGreatBlackBear
      TheGreatBlackBear
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      As bad as leavers are vet dlcs it’s even worse when people don’t leave and actually try to do the dungeon with like 10k dps and no knowledge of mechs. It’s a lose lose tbh.
    • EnerG
      EnerG
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      Honestly most people leave from the belief that dlc dungeons are hard in any way, they really arent and if you Que with me I may call you stupid but ill give you the 5 second explanation.

      Other tanks tend to leave because they see a dps below a certain lv/cp and they think itll take forever.
    • bmnoble
      bmnoble
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      Korsario wrote: »
      Korsario wrote: »
      Korsario wrote: »
      Easiest partial fix would be less people spreading a word how those are "impossible", most of the times people just afraid of something they were told being too difficult or broken which might not be the case for a lot of folks who have never even tried em.

      I dont think the problem is they are "difficult" yeah some mechanics are a lil more complex in normal but the main reason people skip is because they take 2-4 times as long than the base game one it just isnt time efficient. Now adays people jsut want efficiency on their time so they prefer tow ait 15 mins doing something else and then just fish for another fast dungeon.

      So im afraid we cant really change mmo player mindset on this day an age, so this will require developers doing something about it.

      That's why it won't change as policing such stuff is worse than a lost queue time. If players have no time for a game and they're going for a low effort same reward stuff they're probably just quit all along instead of obeying some new rulesets.

      I mean if all the dungeons are made to last around the same amount of time in normal mode it fixes the problem by default or if players are rewarded to stay for the longer ones.

      Meaning getting stale standardised experience for ones who actually love dlc dungeons the way they are currently. It's already a niche experience and bringing it another blow won't be a good idea to just mildly satisfy random queuers.

      Well they dont have to be stale just balanced time/difficulty wise.

      Problem with that is the difficulty can shoot right up depending on what kinda group you end up with, I have had times when even the 2nd version of the base game dungeons on normal difficulty have taken an hour or more to complete due to how low the damage quite a few of those queued for DPS roles manage, back in those days I prayed for a fake healer hoping I might actually get a damage dealer.

      It was not some isolated event either its one of the reasons I rarely tank or heal PUG groups anymore and when I do I judge the group based on the performance on the first boss if it looks like its going to be a long slog I leave, been fooled too often seeing high CP numbers and expecting good things, I use to stick it out with whatever group I got I don't have the patience for that anymore.

      When I first started I thought that was just how it was that dungeons would take 30 minutes to an hour on average, getting some decent damage dealers dispelled that illusion for me doing even DLC dungeons in 15 - 30 mins at most.
    • Thysbe
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      I love to do the DLC dungeons and really dont mind being queued there - rather prefer it, even if the other DD is not so strong but I leave instantly when I see its a fake tank.

      Maybe thats one of the reasons why some here experience so many instant leaves in nDLC - I dont see that many when I queue.
    • AvalonRanger
      AvalonRanger
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      if it's normal DLC dungeon run, not problem for me. I can save 2 DPS player from
      dangerous foe without healer. But, only I play it as my tank character.

      I've seen several times too much unreliable tank player or too much bad fake tank.
      If your character is pure DPS build, maybe you can't do dlc normal, or may die several times
      even you have huge burst damage.

      When I started DPS life, I finally understand how decent role is important for PUG
      normal dungeon run. If I see tank player is killed by just 5 or 6 mobs at the
      start point of the dungeon, maybe I'll leave instantly. Because it's a time wasting.
      My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
      I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
      with [1Stam Blade].
      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".

      2024/08/23
      Farewell Atsuko Tanaka...(-_-) I never forget epic acting for major Motoko Kusanagi.
    • LashanW
      LashanW
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      Korsario wrote: »
      This has to be the MOST infuriating aspect of the game whenever you queue for a DLC dungeon or a random normal dungeon and it comes up with a DLC one there's a 90% chance people will instantly leave which makes the whole ordeal even a worse experience specially since the replacement tool doesn't work very well it took around 30 minutes to get a DPS replaced the other day when im sure there's probably thousands of DPS queued at any time for a random normal.
      Wow which server is that?

      I've been doing like 6 random normal dungeons per day (1 on PC-NA and 5 on PC-EU) for the past few weeks and I very rarely see people leaving instantly in DLC dungeons.
      But I'm almost always in the tank role. Never in DD role.
      ---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
    • Artim_X
      Artim_X
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      - Dungeons should be varried in terms of difficulty. Having dungeons with different levels of difficulty allows players to pick the easier ones when starting out before going for the harder ones. Even without a subscription one can still get a part 2 dungeon for their random.

      - Rewards should be the same. Random is random. If one doesn't like it, then they should specifically pick which dungeons they are willing to do when they queue while forfeiting the random bonus.

      - Current punishment is fine when you consider that people might leave due to a group being toxic.
      (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
      Electric-Stun
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      • Roleplay Damage Dealing Build.
      • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
      • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
      • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
        Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
      Electric-Pets
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      • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
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      • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
      • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
      • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
      Electric-Ward
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      • My Meme Tank Build that uses high resistance and variety of wards.
      • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
      • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
      • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
      Electric-Vamp
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      • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
      • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
      • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
      • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
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      • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
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      Duskfang
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      • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
      • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
      • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
      Eye of the Queen
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      • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
      • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
      Eye of the King
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      • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
      • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
      • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
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      • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
      Race
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      • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
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      Current Champion Points
      https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
      • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
      • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
      • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
      • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
      • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
      Favorite Foods and Potions
      https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
      • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
      • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
      • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
      • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
    • Freelancer_ESO
      Freelancer_ESO
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      I'd suggest a carrot and a stick approach.

      Allow players to deselect some dungeons and still get random normal credit.

      Increase the rewards on the the dungeons that generally take longer/are deselected.

      Increase the rewards for running repeated random normals.

      Gradually scale up the penalties for leaving and make them account wide. I'd suggest going after the rewards instead of going for account actions. If you leave enough in a period of time, your transmute rewards across the entire game will be reduced and your loot drops from bosses will diminish until you complete enough without leaving.

      Finally, I'd suggest adding a system where once per day you can Commend or Censure a player that is matched with you.

      If you were Commended, you will be notified that someone Commended you and you might occasionally get a minor reward for it and if you are Censured you will not know but, it will be marked down for data analysis.
    • Korsario
      Korsario
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      I'd suggest a carrot and a stick approach.

      Allow players to deselect some dungeons and still get random normal credit.

      Increase the rewards on the the dungeons that generally take longer/are deselected.

      Increase the rewards for running repeated random normals.

      Gradually scale up the penalties for leaving and make them account wide. I'd suggest going after the rewards instead of going for account actions. If you leave enough in a period of time, your transmute rewards across the entire game will be reduced and your loot drops from bosses will diminish until you complete enough without leaving.

      Finally, I'd suggest adding a system where once per day you can Commend or Censure a player that is matched with you.

      If you were Commended, you will be notified that someone Commended you and you might occasionally get a minor reward for it and if you are Censured you will not know but, it will be marked down for data analysis.

      Sounds like some nice solutions without alot of dev work.
    • xgoku1
      xgoku1
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      Punishing players for the way they want to play is ridiculous. If 90% of players just leave at the start of a DLC dungeon, it means that 90% of players don't want to do a PUG DLC dungeon.

      FYI we already have a "punish" mechanic, there is 15 minute cooldown if you leave. That means 90% of players would take a 15 minute cooldown before they can queue again, rather than do a DLC dungeon.

      If anything, ZOS is the problem here, not your fellow players. There's been a million threads asking for a separate DLC dungeon queue which ZOS hasn't acknowledged. Blame ZOS.

      Actually, if you're in the apparent majority of people who want to do a random normal dungeon BUT not a random DLC dungeon the only ways are:
      1. Don't have access to DLC dungeons - don't buy ESO+
      2. Queue with an underleveled non CP character in group to manipulate queue logic to not include DLC dungeons
      3. Try queueing for a dungeon, if it's DLC, leave group and try again after 15 minutes
      Korsario wrote: »
      This is seriously the biggest issue for me with the game currently what makes me think its probably not worth to spend a subscription on the product.

      This will solve your problem. No sub = no DLC dungeons = queues only for Base game dungeons. Vote with your wallet.
      Edited by xgoku1 on July 5, 2022 4:12PM
    • Paralyse
      Paralyse
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      I'm still in favor of split queues, one with DLC's included and one with base game dungeons only.

      There are quite a few of us players out there who actually enjoy things like random veteran dungeons, including DLC, but probably far many more players who would rather just get in, get their crystals from a random normal or their base game pledges for their keys and then get out as fast as possible, not spending hours with people who don't know or refuse to follow or learn some of the more complex DLC mechanics.

      People claim that a split queue would increase queue times but I fail to see the logic behind that. In my opinion, a non-DLC queue would REDUCE queue times because people would be less afraid to queue one up in fear of getting a DLC dungeon.

      Queue times for the queue with DLC dungeons included might go up, but many players run that sort of content in guild groups already, not through the Dungeon Finder. That would have the knock-on effect of encouraging players to join guilds for learning and completing the more challenging content.
      Paralyse, Sanguine's Tester - Enjoying ESO since beta. Trial clears: vSS HM, Crag HM's, vRG Oax HM, vMoL DD, vKA HM, vCR+1, vAS IR, vDSR, vSE
    • phileunderx2
      phileunderx2
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      I'll stay until the first boss and if it is apparent that the group is going to have major problems I'm going to bail.
      Not spending hrs in a random normal.
    • DigiAngel
      DigiAngel
      ✭✭✭✭✭
      Full disclosure: I'm one of the people that will usually leave DLC dungeons as a tank no less. I've a limited amount of time to play (usually in the morning before work), and spending it all on 1 dungeon is ridiculous. My suggestion has been to have a checkmark in the dungeon queue to "disable DLC dungeons". I'd say give a key on DLC random dungeons, and an extra key on pledge dungeons.

      I get the length of DLC dungeons....you paid the cash for it, you don't want to have it over in a few minutes. But once you've done it, you've done it. I did March of Sacrifices just once....vet mode and got the headgear I wanted. If it ever pops for me as a random I will drop right out...it is WAY TOO LONG.
    • DagenHawk
      DagenHawk
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      Or you know they could not make those DLC dungeons idioticly hard...

      Just sayin
    • DigiAngel
      DigiAngel
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      Eh....I've found the normals just tedious time consuming (ya hola Frostvault).
    • radiostar
      radiostar
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      If a player is continually bailing on DLC dungeons, it means they were in queue for a random (otherwise it would be the dungeon they selected). Maybe just have the GF stop placing that player into the DLCs and only give them a choice of a base game dungeon. Either that or put a checkbox in the Finder, which has been suggested before.
      "Billions upon Billions of Stars"
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