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Is there any challenging fun dungeon mechanics in this game at all?

stefanosbekrwb17_ESO
Ive done the first 4 dungeons im lvl 30 so far, and all of the runs have been facerolls with no wipes or deaths, and all the boss fights seems to be: run into room and start hitting the boss, no special mechanics, no hard hitting attacks. does the group content becomes more fun and interesting at later levels?
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  • Dominoid
    Dominoid
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    Early dungeons teach mechanics. The challenge is later. There are 15 group dungeons. 4 veteran dungeons and counting. 2 soon to be 3 12-man trials, etc.
  • stefanosbekrwb17_ESO
    Dominoid wrote: »
    Early dungeons teach mechanics. The challenge is later. There are 15 group dungeons. 4 veteran dungeons and counting. 2 soon to be 3 12-man trials, etc.
    I see what you mean, but so far the dungeons have no mechanics at all you just hit mobs and bosses, i might be wrong and gets better at later levels

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  • Ohioastro
    Ohioastro
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    Are you talking about the actual group dungeons (e.g. Banished Cells, Fungal Grove, etc.) or the delves? Because the true 4 person group dungeons have interesting mechanics from the first zones on, and they're quite challenging at level.
  • stefanosbekrwb17_ESO
    Ohioastro wrote: »
    Are you talking about the actual group dungeons (e.g. Banished Cells, Fungal Grove, etc.) or the delves? Because the true 4 person group dungeons have interesting mechanics from the first zones on, and they're quite challenging at level.

    no they dont have mechanics bud, tahts not mechanics, after playing other mmos that is kinda pathetic if thats the mechanics the kill extra mobs etc. staff
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  • theyancey
    theyancey
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    Just do them naked.
  • UPrime
    UPrime
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    The Vet versions of the dungeons are harder, and they're not the same bosses. The mechanics themselves are pretty straight forward to figure out. I think an experienced MMO player can figure them out by 2nd or 3rd try if not on the fly.
  • stefanosbekrwb17_ESO
    UPrime wrote: »
    The Vet versions of the dungeons are harder, and they're not the same bosses. The mechanics themselves are pretty straight forward to figure out. I think an experienced MMO player can figure them out by 2nd or 3rd try if not on the fly.

    Thanks that was helpful :)
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  • navarat9
    navarat9
    Vet dungeons are different from 1-49 dungeons
    They are harder. from my exp i played Ragnarok, Lineage2, Aion, Tera, Guild wars2. ESO vet dungeons are harder. Some dungeon such as Trials, you can't do it with uncoordinated group. You and your team have to plan before killing boss.
    Vet crypt of heart is the hardest 4 people dungeon by this time.

    sorry for my english.
  • navarat9
    navarat9
    The mechanism of vet bosses is straight forward but not easy to do with uncoordinated team.
  • Ser Lobo
    Ser Lobo
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    As with most PvE content ... if you are good at learning and reacting to predictable AI, there really isn't a dungeon in any game that isn't bugged to hell that'll give you a challenge after the third or forth try. In fact, the only real frustration is the team you bring with you.

    But as far as ESO goes: delves (solo and group, non-instanced dungeons out in the world) are simple facerolls with no mechanics really to speak; non-veteran dungeons (up to four players, instanced to you, rewards a skill point for completion, contain their own quest story) are a little more complex but not by much; and veteran dungeons (up to four players, instanced to you, rewards a skill point for completion, continues the quest story from earlier dungeon) are standard MMO fare with various mechanics that you either learn, or die rather easily on.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • MasterSpatula
    MasterSpatula
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    Dang, it's rough out there for a 133t gamer.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • poodlemasterb16_ESO
    poodlemasterb16_ESO
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    Ive done the first 4 dungeons im lvl 30 so far, and all of the runs have been facerolls with no wipes or deaths, and all the boss fights seems to be: run into room and start hitting the boss, no special mechanics, no hard hitting attacks. does the group content becomes more fun and interesting at later levels?

    Those are the public dungeons. Should be pretty easy. I just go get the shard kill the boss. Now my crafters do the same thing at much lower levels. A level 12 crafter in a level 30 dungeon is hilarious fun. I get the shard and have even been in on a few boss kills but they did not come to fight.

    My level 36 vampire witch is now doing the + 4 person dungeons by herself. Nothing like taking down nice 8 - 10 person groups a bit higher level than your char and walking away. So much fun.
  • DeLindsay
    DeLindsay
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    Ive done the first 4 dungeons im lvl 30 so far, and all of the runs have been facerolls with no wipes or deaths, and all the boss fights seems to be: run into room and start hitting the boss, no special mechanics, no hard hitting attacks. does the group content becomes more fun and interesting at later levels?
    I would have loved to see you hit VR Dungeons in the first month after launch. They were so hard back then that ZoS had to nerf them down because of non-stop complaining. People were going in and dying until their gear broke and not finishing the runs lol. Once you get a little higher they do improve somewhat in difficulty. Selene's Web is no cake walk if all are at level and not very skilled.
  • stefanosbekrwb17_ESO
    Ive done the first 4 dungeons im lvl 30 so far, and all of the runs have been facerolls with no wipes or deaths, and all the boss fights seems to be: run into room and start hitting the boss, no special mechanics, no hard hitting attacks. does the group content becomes more fun and interesting at later levels?

    Those are the public dungeons. Should be pretty easy. I just go get the shard kill the boss. Now my crafters do the same thing at much lower levels. A level 12 crafter in a level 30 dungeon is hilarious fun. I get the shard and have even been in on a few boss kills but they did not come to fight.

    My level 36 vampire witch is now doing the + 4 person dungeons by herself. Nothing like taking down nice 8 - 10 person groups a bit higher level than your char and walking away. So much fun.
    No they aren't the public dungeons. I'm talking about the normal mode 4 man dungeons the ones with guest line etc. They are very easy but apparently it gets harder later on. I'll have check it
    Spoiler Alert
    I AM SUPERMAN
  • poodlemasterb16_ESO
    poodlemasterb16_ESO
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    Ive done the first 4 dungeons im lvl 30 so far, and all of the runs have been facerolls with no wipes or deaths, and all the boss fights seems to be: run into room and start hitting the boss, no special mechanics, no hard hitting attacks. does the group content becomes more fun and interesting at later levels?

    Those are the public dungeons. Should be pretty easy. I just go get the shard kill the boss. Now my crafters do the same thing at much lower levels. A level 12 crafter in a level 30 dungeon is hilarious fun. I get the shard and have even been in on a few boss kills but they did not come to fight.

    My level 36 vampire witch is now doing the + 4 person dungeons by herself. Nothing like taking down nice 8 - 10 person groups a bit higher level than your char and walking away. So much fun.
    No they aren't the public dungeons. I'm talking about the normal mode 4 man dungeons the ones with guest line etc. They are very easy but apparently it gets harder later on. I'll have check it

    I'm lost. The ones with a + sign are 4 man. The ones without are just public dungeons.
  • TeraAngelos
    TeraAngelos
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    Ive done the first 4 dungeons im lvl 30 so far, and all of the runs have been facerolls with no wipes or deaths, and all the boss fights seems to be: run into room and start hitting the boss, no special mechanics, no hard hitting attacks. does the group content becomes more fun and interesting at later levels?

    Those are the public dungeons. Should be pretty easy. I just go get the shard kill the boss. Now my crafters do the same thing at much lower levels. A level 12 crafter in a level 30 dungeon is hilarious fun. I get the shard and have even been in on a few boss kills but they did not come to fight.

    My level 36 vampire witch is now doing the + 4 person dungeons by herself. Nothing like taking down nice 8 - 10 person groups a bit higher level than your char and walking away. So much fun.
    No they aren't the public dungeons. I'm talking about the normal mode 4 man dungeons the ones with guest line etc. They are very easy but apparently it gets harder later on. I'll have check it

    I'm lost. The ones with a + sign are 4 man. The ones without are just public dungeons.

    The ones with a + sign are public dungeons (not group instanced, but group recommended). The ones without are delves (soloable). What the OP is referring to are the group dungeons (group instanced), which are crossed torches.
    Edited by TeraAngelos on July 20, 2014 8:41PM
  • poodlemasterb16_ESO
    poodlemasterb16_ESO
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    Ive done the first 4 dungeons im lvl 30 so far, and all of the runs have been facerolls with no wipes or deaths, and all the boss fights seems to be: run into room and start hitting the boss, no special mechanics, no hard hitting attacks. does the group content becomes more fun and interesting at later levels?

    Those are the public dungeons. Should be pretty easy. I just go get the shard kill the boss. Now my crafters do the same thing at much lower levels. A level 12 crafter in a level 30 dungeon is hilarious fun. I get the shard and have even been in on a few boss kills but they did not come to fight.

    My level 36 vampire witch is now doing the + 4 person dungeons by herself. Nothing like taking down nice 8 - 10 person groups a bit higher level than your char and walking away. So much fun.
    No they aren't the public dungeons. I'm talking about the normal mode 4 man dungeons the ones with guest line etc. They are very easy but apparently it gets harder later on. I'll have check it

    I'm lost. The ones with a + sign are 4 man. The ones without are just public dungeons.

    The ones with a + sign are public dungeons (not group instanced, but group recommended). The ones without are delves (soloable). What the OP is referring to are the group dungeons (group instanced), which are crossed torches.

    Cool, like BC etc. The Undaunted ones. My son and I do them for jollies.
    Edited by poodlemasterb16_ESO on July 20, 2014 8:53PM
  • poodlemasterb16_ESO
    poodlemasterb16_ESO
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    Ive done the first 4 dungeons im lvl 30 so far, and all of the runs have been facerolls with no wipes or deaths, and all the boss fights seems to be: run into room and start hitting the boss, no special mechanics, no hard hitting attacks. does the group content becomes more fun and interesting at later levels?

    Those are the public dungeons. Should be pretty easy. I just go get the shard kill the boss. Now my crafters do the same thing at much lower levels. A level 12 crafter in a level 30 dungeon is hilarious fun. I get the shard and have even been in on a few boss kills but they did not come to fight.

    My level 36 vampire witch is now doing the + 4 person dungeons by herself. Nothing like taking down nice 8 - 10 person groups a bit higher level than your char and walking away. So much fun.
    No they aren't the public dungeons. I'm talking about the normal mode 4 man dungeons the ones with guest line etc. They are very easy but apparently it gets harder later on. I'll have check it

    Do em' by yourself. That's how my son and I started doing them, he is crazy and was doing them himself but not finishing. So we have done a few now.
  • Kayira
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    Dungeons lvl 1-49 are a cake walk. I am a healer and I usually finished them all without dying even ones in a PUG. Vet dungeons are a PUG nightmare. So many people at vet ranks have not understood that they have to stay reasonably close to the healer to get heal, that AOE fields are things you should not stand on, that blocking is a virtue and that knowing how to do dps with your class is a given.

    I have done some vet dungeons in PUG and it is a nightmare because people just don't listen. They don't listen to the strategy just run in and surprisingly die, making these dungeons hard to do.
    If you are in a guild or you have a set up group every vet dungeon is possible to do in the speed run time. It is not a cake walk as lvl 1-49 ones but it is very doable. But after you have done a dungeon ones it becomes easy anyway because you know the strategy. You just need the team for it that can pull the dps, has the skill and listens.

    Trials are much harder. Finding 12 people that listen and know their class is hard to find, because people just grind up to vet 12 nowadays. They are definitely doable but you need a coordinated team.

    Worry not lvl 1-49 is not a correct representation of the games dungeons. :)
    EU PC
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  • Ohioastro
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    For the people saying that the true group dungeons are cakewalks:

    Come off it. Seriously. There are unique boss mechanics in all of them. Pick up groups can-and do-fail at finishing them, If you do them over-leveled, or if you've done them a million times and know the drill, then they can be done. If your group is not experienced, if they are not at level, and if there are less than four people they are challenging. (Yes, I'm a gaming vet. No, that doesn't make them easy.)
  • Csub
    Csub
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    My favourite boss is Bogdan when people HAVE to read the book and don't dodge :P
    "The Divines gave you a nose for a reason, Tharn. So you can keep your mouth shut and still keep breathing. - Lyris Titanborn
  • Ser Lobo
    Ser Lobo
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    Ohioastro wrote: »
    For the people saying that the true group dungeons are cakewalks:

    Come off it. Seriously. There are unique boss mechanics in all of them. Pick up groups can-and do-fail at finishing them, If you do them over-leveled, or if you've done them a million times and know the drill, then they can be done. If your group is not experienced, if they are not at level, and if there are less than four people they are challenging. (Yes, I'm a gaming vet. No, that doesn't make them easy.)

    You are correct. If you are not sufficiently prepared, you can have a really hard time. But this can be said for the easiest content.

    Not up to level? Don't know the mobs behavior? Aren't communicating with your group mates? Don't know your role?

    This isn't a problem with game design, this is a problem with the team itself. All that said, veteran dungeons are a significant challenge for many pick up groups, those new to MMO dungeon mechanics, and those who are fairly inexperienced or don't understand mob AI systems.

    If you DO understand those, and you DO have a good amout of experience, and you DO have an organized team ... well, VR dungeons are a cakewalk.




    The other, larger problem, is trying to figure out how to make it harder. I don't like speed runs, personally, but that is one mechanic games use. Completely reducing the room for error (i.e. bosses hit harder, have harder DPS checks, etc) is another way many games do it.

    Even still, I've yet to find PvE out there that can really feel challenging after a few tries. It's not cause I'm awesome, it's just cause I 'get' how predictable the system is, and I only play with known groups anymore (say no to PUGs). So even when I am learning a mechanic, I still have friends that can carry me a little.

    I think they should personally make mobs less predictable (give them a larger variety of skills and abilities they could *possibly* use, as well as the ability to run away or do something else random). But this actually goes against what many dungeons are designed for. Developers intentionally give bosses huge tells and predictable mechanics, because so many ENJOY it, even when I personally don't after a run or two.

    Which is why I love PvP so much. Something new, every time. Never know if that fight will be easy, or impossible. Never know if you are facing a twink, or a bought account.

    Like it or not, PvE mechanics will never be as difficult or challenging to many players as simple PvP can offer.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • someuser
    someuser
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    Ive done the first 4 dungeons im lvl 30 so far, and all of the runs have been facerolls with no wipes or deaths, and all the boss fights seems to be: run into room and start hitting the boss, no special mechanics, no hard hitting attacks. does the group content becomes more fun and interesting at later levels?

    My experience has been much different from yours. I am a group dungeon junkie. I love doing them. So I get into a lot of random groups from /zone chat. Sometimes I get into groups where its a cake walk and we bulldoze through the content. Other times, there are players who have NO concept of fight mechanics. They are usually either much older players, single player types who stumbled into a group dungeon or have very limited experience with MMO group content, and lastly just bad character builds.

    However, I do agree with @stefanosbekrwb17_ESO that the boss fights in the first 2 maps (as each alliance has a dungeon you can complete until level 47) are very straight forward. On the third map you have the first dungeon that I know of that does have *mandatory* mechanics. Disclaimer: I have not completed the 4th and 5th map dungeon runs yet. I am only commenting on all the dungeons prior to the 4th map.

    On Arx Corinium you do have mechanics that you need to know to complete the dungeon without wiping (when playing at the intended level range of 28-31). It's the first dungeon that feels like an MMO dungeon.

    Now, every group dungeon does have boss mechanics... they are just simple pre-50 as everything is toned down. I heard the vet instances bring out those mechanics more where you do have to be mindful of boss abilities and how to avoid them.
    To make ESO look and feel like a PC MMO check out the following:

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  • infraction2008b16_ESO
    infraction2008b16_ESO
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    They have been nerfed a bit, that kwarma on darkshade for example used to be a raid stopper especially for melee. Now it hardly does that big red circle as often and when it does it's not as nasty to be in it as it was.
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