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No more DLC dungeons

RebornV3x
RebornV3x
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Just stop with the DLC dungeons almost nobody even trys them most of the player base can barely beat any of the DLC dungeons on Vet. Most players beat them once and never do them again.
4 DLC dungeons a year is too many when most of the player base barely even interacts with them.
I would rather have 1 or 2 DLC dungeons a year with bigger zones and better trials. 4 dlc dungeons a year is a waste of developers time and energy.
Xbox One - NA GT: RebornV3x
I also play on PC from time to time but I just wanna be left alone on there so sorry.
  • Hapexamendios
    Hapexamendios
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    I'm fine with 4 DLC dungeons a year. I do think they should add a new DLC pledge giver for the Undaunted tp split them up.
  • YandereGirlfriend
    YandereGirlfriend
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    I used to think that two per year were fine... until I actually started doing the Hard Modes and Trifectas... and now I really appreciate them as perhaps the highlights of any given year of content (along with the "main feature" like subclassing, IA, Scribing, etc.).

    This thread is a classic take of, "Since I don't personally engage with this content then ZOS should stop making it" which is super flawed and myopic. Like, I don't engage with housing, questing, companions, etc. but I'm glad that they keep getting expanded upon because there are plenty of folk out there who enjoys them.

    TLDR; Don't try to yuck someone else's yum.
  • prof-dracko
    prof-dracko
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    I don't care for multiplayer stuff, some of the most frustrating experiences I've had in this game came from random dungeon groups. I still do them now and then for antiquity leads or set farming or sometimes just to see if I've gotten any better since the last time I tried. The point when I soloed my first DLC dungeon felt so good. I think the issue right now is oversaturation. There are far more DLC dungeons than base game and some I haven't even glanced at since they came out. Either slow down to maybe two a year or add a new Undaunted quest giver so people are more incentivized to do more.
  • Soarora
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    Speak for yourself. "Most" players probably have negative experiences with dungeons because they get a lot of negative queue experiences. More people probably at least touch dungeons than trials because they're less intimidating. There's also plenty of people who prefer dungeons as their main content, just like others prefer trials or PvP. We deserve content too, and unlike trials, most dungeons usually don't require a long prog for most of the endgamers doing that content to get the trifecta.
    Edited by Soarora on September 4, 2025 5:46AM
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
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    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
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    • Dungeons: 32/32 HMs - 24/26 Tris
    • All Veterans completed!

      View my builds!
  • Soarora
    Soarora
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    I don't care for multiplayer stuff, some of the most frustrating experiences I've had in this game came from random dungeon groups. I still do them now and then for antiquity leads or set farming or sometimes just to see if I've gotten any better since the last time I tried. The point when I soloed my first DLC dungeon felt so good. I think the issue right now is oversaturation. There are far more DLC dungeons than base game and some I haven't even glanced at since they came out. Either slow down to maybe two a year or add a new Undaunted quest giver so people are more incentivized to do more.

    We had two a year for multiple years previous to this year. It made me miss the 4/year cadence because it felt like "okay you've completed the dungeons in the first month, have fun progging nothing for the rest of the year!", especially with the back-and-forth of difficulty they have. Going in blind and figuring out mechanics for the first time is the most fun I have in this game. I understand it can get overwhelming if you're getting further and further "behind" on dungeons but as the GM of a dungeon guild, people are more inclined to stay in my guild and further build a dungeon community if they have relatively consistent content to get through (hm -> tri -> side achievements -> occasional mask farms -> motifs -> repeat instead of hm -> tri -> side achievements -> occasional mask farms -> motifs -> occasional mask farms and nothing else for a year, people end up drifting away).
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
    • Warden Healer - Arcanist Healer - Warden Brittleden - Stamarc - Sorc Tank - Necro Tank - Templar Tank - Arcanist Tank
    • Trials: 9/12 HMs - 4/8 Tris
    • Dungeons: 32/32 HMs - 24/26 Tris
    • All Veterans completed!

      View my builds!
  • tomofhyrule
    tomofhyrule
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    Please don't speak for all of us.

    Absolutely keep the dungeons coming. They're hands down the best content in the game; Finn's team is consistently knocking it out of the park. No other ESO team is coming anywhere close to that quality of content - the stories have been geting more and more stale, the zones are less and less populated, the store team can't imagine people want new stuff that's not radiant crown crate mounts, and the combat team is just throwing anything at the wall randomly in the hope that something will stick.

    It's so much fun to go in blind and figure out the mechanics and then prog the HMs and tris. But yes, once you finish all of the achieves, there's really nothing else to do in there, so it helps if they give us more content or stuff to farm. Or, you know, finally release all of the missing monster style pages.
    But even just farming over and over with nothing new gets old.

    Personally, I prefer dungeons to trials. Dungeons are close 4-man groups and there's a bit more flexibility in allowing the 4 members to bring what they're comfortable with and not just be a meta beam bot. It's a lot more casual since the 4 players tend to be on mostly even footing instead of a single raid lead dictating everything. And of course, it's a lot easier to get 4 people than 12, and fill prog isn't the nightmare that it is in trial groups.

    I accepted the 2 dungeons in Q1 we had for 2023 and 2024, but that did got old really quick, especially if you got the tri before Q2 dropped... and then had basically nothing to do for a whole year. At least 2023 gave us a new Class so we could play around with levelling a new character. Bringing back 4 dungeons for 2025 was hands down the best thing that ESO did this year, especially considering a dungeon with incredible mechanics like BGF.
  • Gabriel_H
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    Dungeon team has been knocking it out of the park for the last 5 years. Interesting designs, fun mechanics, solid veteran mode, and tough trifectas. Whatever ZOS are paying the dungeon team they need to up it.
  • Treeshka
    Treeshka
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    I want more dungeons.
  • Maitsukas
    Maitsukas
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    Another one of those "Stop releasing X, Y & Z" threads...
    PC-EU @maitsukas

    Posting the Infinite Archive and Imperial City Weekly Vendor updates.

    Also trying out new Main Quests, Companions, ToT decks, Events and Styles on PTS.
  • ApoAlaia
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    I'm quite OK with going back to 4 dungeons myself.

    I haven't had the chance to check out the latest 2 yet - still 'stuck' in Lep Seclusa - but looking forward to do so in due course.

    The only thing that irks me a bit is the way they stretch stuff; personally I would rather if the motif pages/consumables were released at the same time or shortly after rather than six months later alas the likelihood of that seems pretty low.
  • colossalvoids
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    Yeah, chasing out last dedicated players who at least logging in twice a week for those only would do a great job keeping the game alive, keep up the good work!
  • ssewallb14_ESO
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    Dungeons are awesome, some of ESO's best content reliably for years.
  • JeroenB
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    Speaking as someone who just doesn't enjoy the scripted, repeat-until-you've-learnt-the-puzzle-mechanics-nature of boss combat encounters, and who also doesn't enjoy coordinated play with random strangers, and who also doesn't enjoy ESO combat mechanics enough to want to invest in learning about gearing and thus can't even beat some base-game normal-mode dungeons solo, i.e. someone who really isn't interested in ESO dungeons as implemented, I still disagree strongly with OP's "most of the player base" reasoning.

    I will say that as long as there is not a story-mode for dungeons (with commensurately light rewards), it does feel antagonistic towards a chunk of the player base for ZOS to force-bundle dungeon DLC with overland story zone DLC as in the Content Pass.
    Edited by JeroenB on September 4, 2025 11:50AM
  • Vynera
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    RebornV3x wrote: »
    Just stop with the DLC dungeons almost nobody even trys them most of the player base can barely beat any of the DLC dungeons on Vet. Most players beat them once and never do them again.
    4 DLC dungeons a year is too many when most of the player base barely even interacts with them.
    I would rather have 1 or 2 DLC dungeons a year with bigger zones and better trials. 4 dlc dungeons a year is a waste of developers time and energy.

    This same logic could be applied to literally any content type in the game. I don't care about zones and story content - I complete them once, skip through dialogue, and never return. By your reasoning, ZOS should stop 'wasting time' on overland content since most DLC zones are empty months after release. Following this logic, ZOS should just stop producing content altogether.
    I run vet dungeons daily with randoms, and almost all groups I've joined complete DLC vet dungeons without issues. Sure, HM and achievements are another thing and require pre-made groups, but even with random groups HMs are not 'impossible'. Can't say the same for trials, where I'd argue the completion rate is way lower than dungeons - so maybe cut those too?
  • twisttop138
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    Please speak for yourself. The dungeons are amazing content and if anything I would love more instead of less. You don't like them? Don't do them. Easy as that and then they don't exist for you. But to say we don't want dlc dungeons is absurdity at the highest level.
  • Renato90085
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    my tank queue vet dlc maybe 1-30 sec,and most can clean
    but if i looking for someone do old zone wb/daily need 10min +
    group a vet trial need 5-30 min(alway no other tank/healer
    where are most players?
  • Islyn
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    RebornV3x wrote: »
    Just stop with the DLC dungeons almost nobody even trys them most of the player base can barely beat any of the DLC dungeons on Vet. Most players beat them once and never do them again.
    4 DLC dungeons a year is too many when most of the player base barely even interacts with them.
    I would rather have 1 or 2 DLC dungeons a year with bigger zones and better trials. 4 dlc dungeons a year is a waste of developers time and energy.

    WHAT No thank you!

    YIKES.
    Member of the Old Guard - Closed Betas 2013
  • valenwood_vegan
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    How about focusing on requesting content that you *would* enjoy more of, instead of asking to take something away from other players because you personally don't enjoy it?

    Some players would essentially have nothing to do in the game most of the year without new dungeons. I know so many people who abandoned the game last year when they dropped down to only one dungeon DLC and there was basically no content at all for like eight months (between Gold Road and this year's first dungeon DLC). That is not a sustainable model.

    I've always thought they should include something in each dungeon DLC for new / less experienced / less sweaty players / players who don't enjoy dungeons. Be it a storymode version of the dungeons, adding something on the level of a new delve or public dungeon somewhere on the map with a couple new quests... I don't know. It's hard to please everyone.

    But that doesn't mean challenging content should be taken away. Overland zones are mind numbingly easy and boring and will not hold the interest of many experienced players. Some literally complete them (other than time gated achievements) within the first *day* - what would they do all year? The quality of overland stories and zones has dropped dramatically since the early years as well, while the quality of the dungeons has (with perhaps a couple exceptions) remained quite good.

    (ZoS has also stated that they are moving away from yearly large questing/story zones so I don't think that's somehow coming back to replace DLC dungeons regardless).

    What would groups of friends who want to play the game together do? Just the one trial a year (content that requires a much larger group and a different style of play and also doesn't appeal to everyone)?
    Edited by valenwood_vegan on September 4, 2025 4:43PM
  • tomofhyrule
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    I definitely see a bit of a red flag in the “let’s make ESO more like a single-player RPG to sate our TES6 hunger!” idea.

    Eventually, that game will release. And if ESO ends up pushing out everyone except the playerbase which is mostly people who are just biding their time until TES6 does release, what do we think’s going to happen to ESO’s numbers when it does?

    A lot of us are waiting for TES6. But if I get everything I want from that game, why am I gonna bother spending money and time on this one anymore? It’s probably a good idea for ESO to give people a reason to come back that won’t be in TES6… like endgame group play and PvP. That way your game doesn’t have a death date of a different game releasing, and even the people who do play that other game will have a reason to play both instead of just the new hotness.
    Edited by tomofhyrule on September 4, 2025 2:11PM
  • preevious
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    Thanks for your opinion .. it's, like .. an opinion.
  • peacenote
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    Could not disagree more. I love the dungeons and they are my favorite content!
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • CalamityCat
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    Personally if something isn't fun in a game, I just don't do it and leave it for those who do. I've got all the gear I need from dungeons and trials so I just don't do those activities now. But I don't mind if they're added to the game as other players do enjoy them.

    My one criticism is that the dungeons were bundled in the season pass this year, because that was 50% of why I didn't get it. I don't like having dungeons fully unlocked unless they're ones I actually want to replay. This year I wasn't interested in the new dungeons/trials, so it made no sense to just get the season pass just for Solstice and the wall event.

    I'm hoping the overland revamp will bring new activities that aren't dungeons/trials, because I prefer to go wandering, kill any world bosses I find, loot chests and dip into a delve or public dungeon just because I'm passing. It's one of my hobbies when I have a newly trained alt who hasn't unlocked the map -drop her at one end of the map and get her to fight her way to where she actually wanted to be :D With the obligatory pauses to just admire the view and remember why I enjoy Elder Scrolls games so much.
  • Erickson9610
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    Every time I ask for more Companions, someone always says something like "please no more companions" or "this is an mmo, companions shouldn't even be a thing".

    Like with Companions, there is also an audience for 4-man Dungeons. Hopefully we continue to get more of both.
    Edited by Erickson9610 on September 4, 2025 3:55PM
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • El_Borracho
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    So no new 4 man content, just new 12 man content and solo content. What??
    Edited by El_Borracho on September 4, 2025 4:13PM
  • Grizzbeorn
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    Please stop with the personal requests made on behalf of the community at large.
    Your desires are not ours; you do not speak for us.
    Edited by Grizzbeorn on September 4, 2025 4:16PM
      PC/NA Warden Main
    • XSTRONG
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      I also want other new content in game but I also like dungeons so removing new dungeons to do something else wouldnt be fair.

      We pay enough with content pass and Eso+ so we should expect both.

      One thing Zos could do with new DLC dungeons are better sets and maybe come up with something new that rewards players for doing them not counting the usual stuff thats been the same for years.
    • Oberon45
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      To each their own, I guess, but to me the 4 man dungeons are my favorite content in the game. Easy to hop into if you are willing to pug, pretty easy to put together a team if you have even semi-active guilds. I prefer the dungeons to even the trials as those require a lot more coordination and often time commitment. Dungeons can be super fun and sociable or quiet and business like depending on the group. If new dungeons annually disappeared from this game, I would likely follow in time.
    • spartaxoxo
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      I don't think any content in this game should be deleted or stopped. People enjoy it. A game that solely caters to ultra casual players that barely login (which btw makes us the majority of most game's playerbases) is a game that is asking to die out. Core players may generally be smaller in number but their the ones that keep a game's hype alive.
    • Malprave
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      Keep the dlc dungeons coming! This is my favorite part of the game! They are creative, fun, and challenging.
    • Castagere
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      I just wish some of the new dungeon DLC had a solo/story mode for those who don't like the group content. For me, the dungeon group stuff I've done in the past was not fun at all because of some players. So I don't do them anymore. If they are going to put out 4, can 2 of them have a story /solo mode on them.
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