"I also see a lot of “dungeon people” move to trials, and overall ignoring of dungeons when it comes to endgame."
Per that specific point, I used to be much more into DLC dungeons when the challenger achievements actually gave awesome rewards, like personalities and skins. Now I've only done a few of the recently released HMs and honestly can't keep track of which title is from which hard mode or trifecta. I bet endgame interest in them would be reignited if they gave cool rewards like they used to.
I’m pleasantly surprised by the results so far. Really was starting to feel like I was alone in this, glad to see that may not be the case.
@Nihilr in my experience, people don’t really get judgy in dungeons to peoples face unless things go wrong (dps is low, tank keeps dying, etc.) and if someone is judgy, the other members don’t appreciate it. It doesn’t happen very often, either. But I can understand not wanting to interact with people because judgy people are out there. Also not being able to fully listen to dialogue. I’d consider doing a DLC dungeon on normal, with any amount of players, as still enjoying them though.
I’m pleasantly surprised by the results so far. Really was starting to feel like I was alone in this, glad to see that may not be the case.
@Nihilr in my experience, people don’t really get judgy in dungeons to peoples face unless things go wrong (dps is low, tank keeps dying, etc.) and if someone is judgy, the other members don’t appreciate it. It doesn’t happen very often, either. But I can understand not wanting to interact with people because judgy people are out there. Also not being able to fully listen to dialogue. I’d consider doing a DLC dungeon on normal, with any amount of players, as still enjoying them though.
In our experience people in DF queue for DLC dungeons get angry when dps isn't high enough, even if we're doing mechanics well enough. The issue is that we don't want to rely on copy-paste builds to be viable and complete story content. We want to try new sets that aren't meta. We want to use abilities that match our needs, not a role's needs in a 4-12 player group.
As I said already, you can gut the rewards for this content and we'd still be happy as long as we don't have to adjust our playtime for speedrunners and treasurehunters just trying to rush the dungeons to get gear they want for sets/stickerbooks. It's not even that we're bad at playing the mechanics, but the players that want to skip mechanics through dps burn is a lot more frequent than players who can, so it sets the bar higher than we would like.
Telling us "play other content then" is unacceptable too, because we subscribe and purchase these dungeons (or used to), until this last year because what's the point anymore? It's all about who can do so much damage with the same rotation/sets that it becomes the standard expectation for everyone to achieve.
Obigatory other.
I have been fond of dungeons in the past but, after running them a lot, I'm much less inclined to do so now. I prefer random vet if I ever queue, usually pre-formed group but will sometimes solo queue. I'll run random normals if levelling a new character for skill points and xp.
I can solo the base game vet dungeons that don't have some sort of blocking group mechanic, like direfrost but vet dlc solo is too much effort. I had no idea of the story or even a lot of the ambience of design until I was able to solo these dungeons. Even pre-made groups prefer to get it over with as fast as possible for transmutation crystals, xp and gear.
I used to rush to try out new dungeons on launch but not so much these days. If there's necessary gear I'll do them but I find myself thinking about other stuff and am not really interested as much anymore.
With AwA there's even less of a point - it used to be that each character would get associated achievements which provided some incentive to doing dungeons mutliple times but with AwA there's no point.
This is a bit of a tricky one. I like dungeons, I like puzzles, and mechanics, but I hate 4-player and 12-player content. I'd love to play content more if there was a co-op or solo rebalance for dungeons, with even weaker drops. This way my husband and I can just enjoy the quest, explore, do side bosses, etc--but without the elitists getting mad that we get the same gear.
Heck, if they had "white-rarity" gear, 80% fewer drop rates-- yet full mechanics, same health/armor on enemies, and overland-level amount of damage they dealt, we'd be happier.
We don't like being forced to play with people who get judgy about our builds or roles and their preemptive expectations, people who demand we practice on target dummies just to compete with players who care more about burning through boss mechanics entirely rather than completing those mechanics, or those who rush through the dungeon while we have to wait for dialogue to finish before getting the next step in a quest for the dungeon...
The list can go on forever.
Forcing people to join guilds and socialize, or to group with strangers who have a different expectation for what dungeons are, is why PUGs fall apart.
TL;DR: My husband and I play together, but shouldn't lose out on the quests and story of a dungeon in how it ties into the DLCs and chapters because other players are the worst parts about playing dungeons/trials.
edit: Think about how fewer "fake" roles would infiltrate 4-player dungeon finder queues if those players could just play the dungeon solo, slightly easier difficulty to balance for not having additional support like a dps/tank/healer (unless you count companions).
Yes I love dungeons, and I especially like DLC dungeons.
The new ones have been great with beautiful scenery and interesting mechanics. ZoS seem to be listening by making the new ones have side bosses so the group can do a fast or slow option at their choice.
AvalonRanger wrote: »Tanking is just huge frustration because of brain dead DPS. Tanking is just for gear farming.
Tanking is just for saving my queue time.
Well, I want to be "Dragon Born" once again. Why? Because Dragon Born can do every role.
AvalonRanger wrote: »Yes I love dungeons, and I especially like DLC dungeons.
The new ones have been great with beautiful scenery and interesting mechanics. ZoS seem to be listening by making the new ones have side bosses so the group can do a fast or slow option at their choice.
Agree...but there're no chance for the tank or healer to enjoy scenery...(/._.\).
Exactly the same here, same approach to dungeons and same reasons. My list of soloed group dungeons is very modest, only 8 so far, but I'm looking forward to one day soloing some more. These dungeons also typically have some very nice scenery, so I take numerous screenshots while I'm in one I haven't entered before.AcadianPaladin wrote: »I love soloing group dungeons - no respawns on my head if I dawdle, unlimited time to smell the roses and loot everything, fun combat, savor the ambiance on my own timing, run to the bathroom/get a drink/change skills between fights, no other players in the way. All these things make group dungeons superior to publics or delves. Since I can solo almost a dozen non-DLC dungeons, those are the ones I love. Since I can't solo DLC dungeons, I ignore them completely.
I am grateful for the nice spectrum of 'challenge' afforded by group dungeons. That some are not appropriate for my playstyle is no problem since there are other players who enjoy the really hard ones and the game is big enough to allow tons of fun things to do even after filtering out things my character doesn't enjoy.