Balticthunder wrote: »Why those two dungeons are in "normal" dungeon finder suggested for level 10!!! (or it was lvl15, no matter). Low level PUGs struggle so hard - never finished one so far (lvl 25 now), groups mostly give up at second or third boss. Those two DLC (if I'm not mistaken) dungeons are much bigger than your standard low level first dungeons and bosses do insane damage. At low levels people don't have that good gear, skills and general skill to do such stuff, they are still learning! Why someone thought that it would be fine to send low level noobs in these dungeons, which probably was suggested for V16?
Scaled normal dungeons are stressful enough for low levels to complete, but this two... I see it kinda of "shooting yourself in own leg" doing by Zenimax themselves: new players get very bad first experience with such ""starter dungeons" and many give up on game - is it your goal, i bet no!?
I think those two dungeons, WGT and ICP, must be moved up as suggested ones for higher levels!
Balticthunder wrote: »Lol sure, lvl 46 tank! You carried your group - you can stand long enough in red to survive, while lvl 20 or 10 tank is almost oneshoted there and the rest is of party of course is dead in few seconds after, c'mon!
Balticthunder wrote: »Oh my, I repeat - I'm not asking how someone managed to beat that dungeon at lvl 40 or how good they are, I am saying that these two are brutal being suggested as first dungeons for low level players, who just begins the game, which causes bad experience with game and makes people ragequit. /sigh
lolo_01b16_ESO wrote: »It's due to scaling. In the past you used to have different dungeons for different levels. Starting with Banished Cells / Spindlecluth / Fungal Grotto at lvl 12 up to Vaults of madness at 45. The ver dungeons had a similar setup with 3 dungeons for v1-v5, 3 dungeons for v6-10, crypt of hearts at v12 and city of ash at v14. As a general rule the mechanics in these dungeons became harder and harder. In banished cells you have a lot of time to dodge before you get hit, in vet city of ash you need to be fast.
Now at some point they addet scaling to allow everyone to play every dungeon at every time (with vet dungeons being restricted to vet players) but they didn't change the mechanics. So there are still dungeons with harder and easier mechanics, they just removed the lables.
This is something I totally want to see changed as I think a lot of problems and discussions about difficulty come from the problem that new players don't know which dungeons should be entered to get some base experiance about group play in eso.
ShedsHisTail wrote: »
Edit: Honestly, I think having challenging dungeons up front is a good thing. It teaches players to learn the mechanics early on, making them less helpless down the road. Nothing worse than running a Vet dungeon with a group of folks who don't know what they're doing because they never had to learn.
I'm sorry you had a bad experience, but that's gonna happen sometimes.
Balticthunder wrote: »ShedsHisTail wrote: »
Edit: Honestly, I think having challenging dungeons up front is a good thing. It teaches players to learn the mechanics early on, making them less helpless down the road. Nothing worse than running a Vet dungeon with a group of folks who don't know what they're doing because they never had to learn.
I'm sorry you had a bad experience, but that's gonna happen sometimes.
But it does exactly opposite! If low level player get through such dungeon because there is higher levels in their group, they learn almost nothing, because as tank, for example, they get outhealed or dps tear down bosses in seconds, so they think everything was cool and fine and they continue to stand in red, never block, disrupt or dodge in next dungeons, because in reality they learned nothing. As a healer I see it every time - in best cases tank puts up his shield, but that's all, people stand in red, never disrupts, bash, tanks never go after ranged NPC, just stand in front of boss with shield up, then group get wiped, everybody quits and with same skill/knowledge go into next dungeon.
Balticthunder wrote: »Yea, I heard that, good for you, but I instead talk about new low level players.
I repeat once more, I"m not asking remove any challenge or any dungeon, I just suggest to move those particular two dungeons up to higher levels, when noobs already learned some mechanics and are ready for bigger challenges, these two dungeons is no way meant for level 10 new players!
Balticthunder wrote: »Yea, I heard that, good for you, but I instead talk about new low level players.
I repeat once more, I"m not asking remove any challenge or any dungeon, I just suggest to move those particular two dungeons up to higher levels, when noobs already learned some mechanics and are ready for bigger challenges, these two dungeons is no way meant for level 10 new players!
No, that's wrong. I recently got grouped for vaults of madness on my new templar way before I reached it's original level. I still remember it since I struggled a bit getting skyshards in alik'r afterwards due to being underleveled, so I guess I was around lvl 25.ShedsHisTail wrote: »lolo_01b16_ESO wrote: »It's due to scaling. In the past you used to have different dungeons for different levels. Starting with Banished Cells / Spindlecluth / Fungal Grotto at lvl 12 up to Vaults of madness at 45. The ver dungeons had a similar setup with 3 dungeons for v1-v5, 3 dungeons for v6-10, crypt of hearts at v12 and city of ash at v14. As a general rule the mechanics in these dungeons became harder and harder. In banished cells you have a lot of time to dodge before you get hit, in vet city of ash you need to be fast.
Now at some point they addet scaling to allow everyone to play every dungeon at every time (with vet dungeons being restricted to vet players) but they didn't change the mechanics. So there are still dungeons with harder and easier mechanics, they just removed the lables.
This is something I totally want to see changed as I think a lot of problems and discussions about difficulty come from the problem that new players don't know which dungeons should be entered to get some base experiance about group play in eso.
No, I'm pretty sure the level restrictions for those dungeons still exist.
If you queue up for Randoms at level 12, I'm pretty sure you'll only get placed in Fungal, Banished, or Spindle (or ICP or WGT, if they're open). The reason you can get placed into WGT or ICP is because they're gated by PvP, not by level. Since you can enter Cyrodiil at level 10, level 10 characters have to have access to the dungeons.
If you set a higher minimum level, then you lock out those low level PvP players who want in.
lolo_01b16_ESO wrote: »No, that's wrong. I recently got grouped for vaults of madness on my new templar way before I reached it's original level. I still remember it since I struggled a bit getting skyshards in alik'r afterwards due to being underleveled, so I guess I was around lvl 25.ShedsHisTail wrote: »lolo_01b16_ESO wrote: »It's due to scaling. In the past you used to have different dungeons for different levels. Starting with Banished Cells / Spindlecluth / Fungal Grotto at lvl 12 up to Vaults of madness at 45. The ver dungeons had a similar setup with 3 dungeons for v1-v5, 3 dungeons for v6-10, crypt of hearts at v12 and city of ash at v14. As a general rule the mechanics in these dungeons became harder and harder. In banished cells you have a lot of time to dodge before you get hit, in vet city of ash you need to be fast.
Now at some point they addet scaling to allow everyone to play every dungeon at every time (with vet dungeons being restricted to vet players) but they didn't change the mechanics. So there are still dungeons with harder and easier mechanics, they just removed the lables.
This is something I totally want to see changed as I think a lot of problems and discussions about difficulty come from the problem that new players don't know which dungeons should be entered to get some base experiance about group play in eso.
No, I'm pretty sure the level restrictions for those dungeons still exist.
If you queue up for Randoms at level 12, I'm pretty sure you'll only get placed in Fungal, Banished, or Spindle (or ICP or WGT, if they're open). The reason you can get placed into WGT or ICP is because they're gated by PvP, not by level. Since you can enter Cyrodiil at level 10, level 10 characters have to have access to the dungeons.
If you set a higher minimum level, then you lock out those low level PvP players who want in.
I'm sure if you mention where exactly you had trouble people would be glad to give suggestions, but just saying the same thing over and over is not going to get you very far.
Balticthunder wrote: »
I'm sure if you mention where exactly you had trouble people would be glad to give suggestions, but just saying the same thing over and over is not going to get you very far.
I thought I mentioned problem very clear, but it seems people just don't get it! I'm not asking you any advice or help how to complete dungeon, this topics is not about this, but you people, turn it that way every time!
I am talking about fresh low level players, who have no skill, no set gear, no game experience and their frustrating experience in those first two dungeons!
But ok, I see that you think that those two dungeons are perfectly fine for level 10 player to start their dungeon experience and must stay that way.