The only mention on dungeons is there might be a scale system in place soon. Where the level of the group leader determines the level of the enemies.
Other than that, no clue sorry.
I advise you to install a mod that calculates experience...
or
Look at how much experience you start with then compare that to how much experience you end with for your answer.
Ultimately, all I can say is no dungeons are a poor source of exp.
Normal mobs that can kill you quickly, game 5-30 exp each...
You get more experience questing, or killing the named mobs in solo/public dungeons. AKA what the botters did originally. The named mobs are 100 to 300 exp each and spawns relatively fast so yea.
They need to increase dungeon XP. at the moment it's laughable that grinding mobs is the fastest way to level.
I agree completely, however I'm not asking for them to be the fastest method to level, but increase them so it is a possibility to do so.
I did city of ash again last week after doing the original quest to see what XP I would get from it.
I got 4% of my total level 30 XP bar, which is ridiculous.
That in my opinion needs to be significantly increased to about 30-40%. depending on the time taken to do the dungeon, and the amount of mobs / bosses to kill, this would obviously change, if a dungeon has 2 bosses, I wouldn't expect it to have the same XP gain as a 5 or 6 boss dungeon.
A method around this would be to give an experience boost on each boss kill, and an increase in small mobs would also be a wise move.
Those all sound amazing
VycDarkshadow wrote: »And as far as dungeons go, i see those as a "one and done". I find the quests a lot more interesting than running the same instance over and over and over and over again. Maybe i just care too much about storylines and not enough about speed running to max level. (Shrugs)
Toorlokviing wrote: »the closest thing to it being viable is zos is looking into giving repeatable rewards when doing dungeons multiple times when in a group...i think this may only apply to private dungeon for 4 ppl
Re phase displacement:
I don't understand why all the members of a group can not be synchronized to the lowest phase of any group member. e.g.:
Player1 is on phase 3
Player2 is on phase 2
Player3 is on phase 1
Player4 is on phase 4
Player5 has completed the quest
Players 1, 2, 4, and 5 are all brought down to phase 1 and are allowed to repeat the content because they are assisting another player.
Problem solved.
I'm still not sure if i feel like grinding mobs is the fastest route, i feel like questing and exploration are where it is at early on. I could be wrong but meh, I got from 1 to 30 something in like 3 days and enjoyed myself doing it. I'm sure i could grind dungeons and mobs all day but it would be a drag and really be less fun seeing as the one purple item i found wasn't even from a dungeon. So why bother with a grind I'll just keep RPGing my Dunmer ass off
That would be unfortunate.GrimCyclone wrote: »I'm pretty sure they will mostly remain this way. ZoS will probably include a better party finder/organizer system, but that'll be about it other than a few encounter fine tunings.