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Why haven't you done a dungeon yet?

  • Ylmir
    Ylmir
    I had some really bad experiences on online games, especially on a very well known F2P MOBA where being new to the game and not knowing all the mechanics was the best way to be insulted/flamed/reported. Since then, I decided to stop playing online games for the group content, unless I am playing with people I know.

    When I bought the game, one year ago, I bought it with four other friends, but two of them stopped playing after less than a week, and the others left after about a month or two. But I kept playing solo, because the content was interesting enough for me : apart from Skyrim, I was new to the ES universe, and discovering every race, every culture, one by one, is in my opinion a perfect introduction to this world.

    I kept playing and reached CP250 while playing alone. I PvPed occasionally, because in zergs and large random groups, people will rarely get angry at a single player - most of the time, they won't even communicate. I tried once Banished Cells as a low-level templar healer for laughs, and soloed my way to the second boss with a ridiculously low DPS, before dying because I didn't know his attacks at all. And, of course, it wasn't an issue to help a lone player on a dark anchor or a world boss. I progressively discovered the ESO community wasn't that bad, after all.

    I then had to stop playing because of the TG patch and the change in system requirements (my video card was compatible with DirectX 10.1, not DX11, my system was optimised more for music production than for gaming, and while I needed a better computer, I just couldn't afford it). But when I finally came back on ESO one month ago, I discovered some of my friends actually came back on the game, and we finally ran our first dungeons : The reason why I didn't ran dungeons before was the fact that I still lacked some confidence, I was afraid I wouldn't be competitive enough. But with friends, you just don't care about dying or failing, you're just having fun together, as you should be.

    While I still haven't played through dungeons with random people, I noticed I'm grouping more and more with random people for other things. Maybe I'll give it a try, someday, as soon as I'll have some experience carrying my low-level friends in this kind of content.
    Edited by Ylmir on August 2, 2016 9:19PM
    PC EU player, CP500+
  • cyclonus11
    cyclonus11
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    The play style / build I enjoy isn't desired in vet dungeon groups, so I don't bother with them.
  • Smasherx74
    Smasherx74
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    I haven't played yet because I'm not wasting my hard earned money on unfinished / broken content.
    Master Debater
  • Curragraigue
    Curragraigue
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    Same issue I have mentioned before re new dungeons. Like other people have mentioned I have limited time to play and while dungeons can be done in 30 mins or less in groups that know the dungeons and their builds most PUGs will take longer, which is fine but the longer dungeons can be painfully long sometimes in PUGs. So Vet CoA, WGT and ICP and as I understand it from the ESO Live the new dungeons are going to be the same.

    Can we just have more trials and Arenas added for people that want long content and keep the dungeons like the size of the first and second zone Vet Dungeons?
    PUG Life - the true test of your skill

    18 characters, 17 max level, at least 1 Stam and 1 Mag of every class, 1 of every race and 1200+ CP

    Tanked to Undaunted 9+ Mag and Stam of every class using Group Finder for 90+% of the Vet Dungeon runs
  • Ghost-Shot
    Ghost-Shot
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    Ghost-Shot wrote: »
    MopeyHat wrote: »
    I keep seeing people say they've never done a dungeon, or only done one or two.

    What keeps you out of dungeons? Is it the dungeon finder being glitchy? Players turn you off? Does PvP or roleplaying keep you busy?

    Why? I'm too scared the community might be similar to WoW's community. If you're new to the dungeon, they might kick you for not knowing what to do and/or don't have the patience to allow you to learn.

    I started playing WoW a few months ago and after hitting 100 I started doing some of the Draenor heroics to get my self ready for LFR/normal raids. I had only done one of the normals before this and I have literally never been vote kicked for not knowing what I was doing.

    I haven't either (this was before I hit 100 on my pally). However, I have heard horror stories from people on the forums. But, they could be just anecdotal evidence of the community. I mostly solo on my 100 pally though, since I don't want to be responsible for tanking for people, heh.

    Try out ret! They are ridiculous right now from what I hear.
  • TheUrbanWizard
    TheUrbanWizard
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    ZOS_Finn wrote: »
    @ZOS_Finn any plans for solo versions of the dungeons in the future?

    We have no plans for that right now.

    Why would they? Dungeons are group content :|
  • code65536
    code65536
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    AshTal wrote: »
    I don't want to stand around shouting - Sorc looking for a group over and over again. If group finder actually found me a group I would like to do a dungeon.

    When I queue as a tank, I'm usually in a group within seconds. I always make sure I have all my affairs in order before I queue as a tank, whereas as a DD, I would queue early, before I'm fully ready, because I know it'll take a while.

    And that's just a matter of simple supply and demand. You want to run more dungeons without waiting for a long time? Then either join a guild and stop PUGing or make sure your character can do one of the support roles. Every one of my DDs can gear-swap into either a healer or a tank. The reason DDs wait so long in the queue is because so many people prefer it as a no-special-responsibilities role.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    Media: YouTubeTwitch
  • MopeyHat
    MopeyHat
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    ZOS_Finn wrote: »
    Being that this is a topic near and dear to my heart I appreciate this discussion. There is a lot of good information here. Regarding the difficulty - the normal versions of Dungeons we are pretty happy with difficulty wise, but if the general perception is that they are too difficult we will definitely take a look. For Veteran Difficulty, it may be an issue where a couple of Dungeons skew perception about them as a whole. This is something we are very much looking at for future content and as we adjust older content. Part of the concern players have also stems from the pledge system and how players are rewarded. We hope to have that issue addressed in the future as well :smile:

    Great discussion folks, keep it coming!

    @ZOS_Finn Thank you for some input on this, I'm amazed I struck up a conversation worth a ZOS comment :D

    I honestly think it isn't that the dungeon content is too difficult, it's the gap between solo content and these dungeons. There are a few particular quests that come to mind, but for the most part there is little middle ground that these solo players encounter.

    I think from what I see here that there's also some difficulty of players learning to work as a team. The "holy trinity" structure gives players guidelines of how to work through a dungeon - but there are certainly other strategies for getting through them, and I think these get neglected because the players that would be using them aren't doing dungeons at all, because these same guidelines create expectations.

    There's definitely some interesting places you could go, content-wise, if you started to break down the expectations.

    Unfortunately, I really don't see that happening without some more technical robustness. The state of the group finder is still not great.
  • KerinKor
    KerinKor
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    The age-old MMO mantra "PUGs suck" basically sums it up for me.
  • Eradrann
    Eradrann
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    I don't have any friends that play. (Those that did, quit the game early on or didn't even try the game.) And can't find anyone to help me (even after posting a thread here...) :neutral:
    Xbox Series X - GT: VintageVinyl450 NA Player on the EU Server (always looking for help with dungeon/job dailies)Main - Eradrann, AD, Wood Elf, Bow/Bow Stamblade, 1500+CP
  • S'yn
    S'yn
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    I ran dungeons almost constantly when the grouping tool was introduced. Prior to that change, I was sitting in Eldenroot begging in trade chat to let a pre-made group allow me to tag along.

    I don't mind PUG's. I've made some decent friend contacts from PUG-ing, even gotten guild invites from a PUG.

    Right now, the very thing that made dungeon content possible for me, is what is currently holding me back- the grouping tool is not working, so no PUG's for me to explore new content. I'd have thought for sure, with 2 new dungeons, that the grouping tool would be nearly insta-queue, but the reality is "forever-queue."

    ZOS- if you're reading these threads, please fix the grouping tool for dungeons, and if I may suggest something, add an option of "Random/Specific trial" to the grouping tool. I have done every dungeon a number of times, except the two new ones, but I have NEVER done a trial. The main reason- can't find a PUG that big to run it. The bigger the group, the longer it takes to form up and organize, and by the time 11-12 random people get their collective selves together, SOMEONE always gets tired of waiting on everyone else and bails, then a few more bail, and you have to send someone back to town to recruit replacements... you may spend 2-3 hours just getting a team together and that is the duration of total play time for most casuals.

    Hey community- what do you guys thing of being able to queue up for a trial in the grouping tool?
  • Robo_Hobo
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    I would want to do the dungeons the first time with people I know or even friend's with. I can understand wanting to go fast and all but the first time through I would want to do it with being able to take as much time as I want, without having to worry how many times I die or if we lose, what gear I have, etc.
  • kevlarto_ESO
    kevlarto_ESO
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    No hurry two 4 man dungeons is all the content we got, not going to rush it
  • Epona222
    Epona222
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    I do dungeons occasionally with a small group of friends, I am very wary about inflicting myself on a group of randoms tbh, even for normal setting.

    The step up to some of the veteran dungeons from normal can be quite big for inexperienced players. I have put a bit of thought towards it and came to the conclusion that it might be a good idea to have a 3rd "training" difficulty mode - that doesn't give the gear/xp/achievement rewards and doesn't have the quests, but has the vet level boss mechanics, and allows the group leader to pick the level that it scales to from a drop down box in the party screen - this would allow more inexperienced players to form groups to learn the mechanics in an easier setting without devaluing the dungeon and its rewards for more experienced/hardcore players.
    Edited by Epona222 on August 3, 2016 1:53AM
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
  • Appleblade
    Appleblade
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    I don't play well with others.

    I can dig up my ancient report cards from my childhood. They all say it.
  • AzraelKrieg
    AzraelKrieg
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    Only dungeons I haven't attempted are vWGT, vICP, nCOS, nROM, and vROM. Why is vCOS not listed? Because I attempted a blind run last night. Got to the final boss before it was running late on time for me. Didn't get passed the first maze phase.
    Gold Dragons Guildmaster PC-NACR2000+
    Kalthar Wolf-Brother – EP Templar - 50 Maeli Valen - EP NB - 50Naps-During-Trials – EP Templar - 50Rulnakh - EP Sorc - 50Azrael Krieg - EP NB – 50Uvithasa Telvanni – EP DK – 50More-Tail - EP Warden - 50Narile Galen - EP Sorc - 50Bone Soldier - EP Necro - 50Naps-During-Trails - EP Necro - 50
  • Fruitmass
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    Asmael wrote: »

    I had some really amazing times in some dungeons, and there are some boss mechanics that I'd actually like to see in action. An example? Do any new player knows about the Mad Architect glass move? I'm pretty sure they don't, because this fight, like many others, has turned into a "stack & burn" strategy.

    First time I went into Vaults my group wiped on both that ability and the one where he summons up spirits or what have you from the ground around him. It was so very worth it because not only did I now know what to watch out for but it was a pretty cool effect too (one of the most epic ways to die IMO, lol). You don't get to enjoy that anymore because most groups will pretty much drop him in 30 seconds or less.

    Actually there's a lot of mechanics that people don't seem to know or care about. Part of that is because with so many groups you'll never encounter it considering how fast you can kill so many bosses (Mad Architect being a perfect example) . Part of it is also because folks take it for granted that someone else will handle it.

    Major example of that is First Mate Wavecutter in Blackheart Haven. Nearly every time I do that dungeon not only do I have to explain that interrupting her Volley attack is crucial because it's a hard hitting AoE that can end up causing a wipe, many times I am the only one who will actually interrupt her.

    It's gotten to the point where every time I face this boss I'm sorely tempted to just ignore it and see if anyone else steps up. I don't want to be mean but if that's what it take to get folks to care then that may be what I start doing. After all, if I keep doing it for them then they'll likely never bother to learn. >:)
    Asmael wrote: »
    If you want to rework old content, I have no issue with this, even better, I'll encourage it, but toning the difficulty down will do nothing more than increase the insane gap between a very easy "run, press 1 AoE ability twice, move on to next room" and a "you need perfect BiS gear, very good positioning, need to block every single AoE, or you'll die instantly".

    This is a very good point too and one I agree with.

    I think it would be a much better effort to try to do more to prepare player for and encourage them to rise to the challenge of over coming more difficult content but there needs to be a gradual progression in difficulty. That's just not there right now and it's desperately needed. There's a major jump there in difficulty between open world and dungeons. As well as between normal and veteran difficulty. It's like going from training wheels strait into the Tour de France. It's staggering and it's not hard to see why people would be intimidated.

    Lowering the difficulty of content has the potential of becomes a crutch. Especially if it's taken too far, too often. There has to be some challenge otherwise there's nothing to test ability, nothing to learn from, nothing to build upon. Nothing to encourage improvement.

    I would rather see (and whole heartedly support) the idea of an Undaunted tutorial quest chain and mentor program added as an alternative to the idea of lower the difficulty. I feel such features would go much farther towards helping player. Giving them a means to learn and practice different builds, mechanics and even whole dungeons.

    Perhaps those features could even include some way for players to progressively adjust between different difficulty levels?

    Consider for instance a group being able to run a practice dungeon for either normal or veteran mode with difficulty settings of novice, apprentice, adept, expert and master.

    Players can either choose to set the difficulty at a specific level or they can set it to change dynamically according to performance (i.e. the better they perform the the difficulty increases, the worse they perform the difficulty decreases).

    At easier difficulties enemy suffer a debuff where they do less damage, attack slower so there's a bigger window of opportunity to interrupt and block attacks, bosses don't use their special attacks as much, ect. So players have a chance to see what's going on and learn the basic fundamentals of combat. However as the difficulty increases the debuff lessens, players have to pay more attention to boss mechanics, positioning, status effects like debuff and conditions, stuns and snare. All the way up until master difficulty which would be being equivalent to playing through the dungeon as if it were set at CP160 with no handicap.

    Players are blocked from entering a boss chamber either for sixty seconds or until a ready check is passed to provide a chance for everybody to swap skills or gear, ask questions, explain tactics and so on.

    And naturally, practice dungeons wouldn't be eligible for monster helms/shoulders, titles, achievements or anything like that as they're there for the express purpose of practice and not farming.
    Edited by Fruitmass on August 3, 2016 4:48AM
    Beware all ye who log on for here there be typos...
  • Nightenhowl
    Nightenhowl
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    I wonder if daily quests can have a timer much like the others seen in this game, it would be nice to see how long you have left until the next daily and its most helpful to work out times to carry out the quests, particularly for those from various time zones.
  • Serjustin19
    Serjustin19
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    Sadly I quit doing dungeons. I keep getting teabagged in dungeons. Mostly in Dark Shade Cavern? (Guardian Engine) I'm just not good. Which is true.
    Formerly Serjustin19, Save for Forum Of Course.... Fiery_Darkness (PC NA) currently.
  • Runefang
    Runefang
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    Lag is the biggest reason I don't do more dungeons. I have a great internet connection but I find group content so laggy, too often stuff kills me because I'm dead before I can react to it.
  • Fettkeewl
    Fettkeewl
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    ZOS_Finn wrote: »
    Being that this is a topic near and dear to my heart I appreciate this discussion. There is a lot of good information here. Regarding the difficulty - the normal versions of Dungeons we are pretty happy with difficulty wise, but if the general perception is that they are too difficult we will definitely take a look. For Veteran Difficulty, it may be an issue where a couple of Dungeons skew perception about them as a whole. This is something we are very much looking at for future content and as we adjust older content. Part of the concern players have also stems from the pledge system and how players are rewarded. We hope to have that issue addressed in the future as well :smile:

    Great discussion folks, keep it coming!

    Hiya Finn,
    In regards to your post (bold part), to adress this, how about adding a "star-system" where difficulty could be ranked by 1-3 stars in the grouping tool and when hovering over a dungeon on the map?

    This could either be set by you (ZoS) or by a formula that takes note of the amount of successful dungeon runs, how many player deaths occured and how long it took to complete etc.

    Just some food for thought :smile:
  • Iselin
    Iselin
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    Leaving aside vet dungeons and the CP501 (531 now I guess) elitism that is off-putting, normal dungeon PUGs are a a bit of a mess.

    First off, you have the unlocking at level 10 for the first 3 (+ Imp city) and good luck to new players getting in through the group finder against mobs scaled to CP160. It's fine for low level alts who are level 10 AND have a few hundred CP from their main, but it's silly for new players who don't even have a firm grasp on the mechanics, much less how to build a proper level 10 with the limited skills and skill points they have at that level... and that is their introduction to ESO dungeons! Who would blame them for being permanently put off after that?

    Level 10 unlocks and running the dungeons scaled to level 10 to 15 is one thing. That's very doable for new players. But CP160 scaling? That's nuts for them.

    Add to that any lack of role validation, which admittedly would be very tough to do with the ESO skill system, where you can have players without a single group healing ability slotted queue as a healer, which happens frequently, and you're just adding to the mess.

    Leveling from 10-15 is actually the part of the leveling curve where most new players start to "get it" and unlocking that second weapon/skill bar also helps them a lot - not just because they have more skills but because it forces them to think a bit deeper about their build.

    At the very least, delaying group finder dungeon access until level 15 would be a step in the right direction. Which is also something you might want to consider when One Tamriel arrives and it's CP160 mobs everywhere: let new players at least learn how to play the game in non-bolstered areas while they get to level 15 and only then release the hounds.
  • Epona222
    Epona222
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    I just want to give a shout out to the group that I joined to do Maw of Lorkaj with scant time before the server went down - we didn't manage to get through it in time, but everyone was good-natured and friendly and it was fun, even though we didn't finish before the servers went down.
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
  • DreadKnight
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    Sadly I will probably never play most of the Dungeon content for many of the reasons stated - mostly to do with not wanting to let anyone down and getting kicked - but if they could be made doable with 2 man teams that would be great.
  • Tipsy
    Tipsy
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    I'd love to see 'public dungeon' versions of the other dungeons.
    There is a truth to " true friends are made on the battlefield"
    A more natural way of teaming up to overcome a greater challenge, might be the better way to go.
    I believe random group finder in mmo's has caused players to not truly appreciate the players around them,and
    has made players into "temporary hirelings" rather than "potential friends"
    In short,random group finder is an anti social solution that needs replacing.On top of that,group finder is a mess at the moment

    One reason I can't do a lot of the dungeon at the moment,is that because i'm behind compared to the rest of my guild.
    And if i'm able to run a dungeon,its with my guild.
    But they ofcourse prefer to do trials,because thats where all the lucrative rewards are at.
    For gold and silver pledges I sometimes get the opportunity to do a dungeon(with the guild cause group finder just wont do)
    .Or a random one,when grouped with guild members
    But for how many times that random one is Fungal Grotto,i'll grow some fungi myself before i'm able to complete all dungeons
    Edited by Tipsy on August 3, 2016 11:13AM
  • Nuntjako
    Nuntjako
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    woops...
    Edited by Nuntjako on August 3, 2016 11:14AM
  • tryia3b14a_ESO
    tryia3b14a_ESO
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    I don't have a ton of time during the week, but on the weekends I used to queue up for dungeons during my all day play sessions. I got in once, but then never again. Eventually, I just stopped queueing.

    FFXIV has a pretty cool feature in their group finder that actually tells you how many people are queued in your role in front of you. It's super helpful because I can go ahead and grab lunch if I see I'm the 30th DPS waiting, and I know not to afk when I'm the second in line.
  • Kronuxx
    Kronuxx
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    ZOS_Finn wrote: »
    Being that this is a topic near and dear to my heart I appreciate this discussion. There is a lot of good information here. Regarding the difficulty - the normal versions of Dungeons we are pretty happy with difficulty wise, but if the general perception is that they are too difficult we will definitely take a look. For Veteran Difficulty, it may be an issue where a couple of Dungeons skew perception about them as a whole. This is something we are very much looking at for future content and as we adjust older content. Part of the concern players have also stems from the pledge system and how players are rewarded. We hope to have that issue addressed in the future as well :smile:

    Great discussion folks, keep it coming!

    I think the importance here is not to make dungeons easier. Rather, there needs to be a way, whether through quests that involve training and teaching of gameplay mechanics that will help both new and future eso players have a better deeper understanding of the combat.

    For example, ESO is only my second MMO after GW2. Even then, I played GW2 for about a year, so dungeons weren't necessarily a big thing for me. BUT, since I come from primarily a Action RPG and single player RPG background I've done relatively well, both when it comes to grouping in dungeons or PvPing. Why? Because I believe these games (heck even FPS) gave me a solid foundation in the ability to maneuver easily and understand when to dodge, block, bash, heavy attack, light attack and when to use skills. See, ESO really is different from a lot of MMO's. Remember quite a few of the previous generation MMO's were tab targeting and you essentially stood in one place while pressing keys. It's different here. The combat is responsive to individual clicks. There is no auto-attack (and to be honest, this is really the main and primary reason why I keep coming back to ESO. It's the action combat that is interactive akin to Skyrim, except for magic casting though.)

    Now, I believe when you guys designed dungeons and their mechanics, you did so with the knowledge of how ESO's combat works. What one has to understand is that 1) There are quite a few people who may not come from a background in gaming that involves active, fluctuating combat. I've created A LOT of alts throughout my ESO history, and I can't tell you how many times when I watch (what I think is) a new player fighting mobs, they are turning with just the keys. Or, they get surrounded by lower level open world mobs and get overwhelmed, despite the fact that they could have had the upperhand. The problem is their timing is off along with understanding when to evade, block, heal, etc. This brings me to my second point: 2) The introductory quest through coldharbor prison does a pretty poor job in instilling into the player's minds of how combat works in ESO. It talks about the fighting mechanics once and that's it (and not all of them mind you, like when to dodge). Rather it's like having them ride a bicycle for the first time with no training wheels. Yes they will learn eventually through trial and error, but more often than not you'll have them either quit or just complain, which is why vMA has so many people complaining about it. Which is the third point: You need progressively more difficult content throughout our leveling and not just at the end of our characters leveling progression. Too much of the world in ESO allows players to ignore boss/mob mechanics because of how non threatening some of the content is.

    ESO really does have some great aspects, and part of that is how the combat almost plays out like a single player game. Well guess what? There are numerous single player games that I've played where part of the introduction to the game, is where a player goes to a training session with some NPC. Here the player is presented different scenarios as the NPC talks to that character explaining the different mechanics. It could be like contextual quests such as in the beginning of cold harbor prison, where in order to advance you have to bash the mob first. The difference here being that you give the player the option to come back to train with that NPC whenever they want to practice, and not just a one time off type of thing. Remember practice makes perfect.
    Edited by Kronuxx on August 3, 2016 11:56AM
  • Eshelmen
    Eshelmen
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    ZOS_Finn wrote: »
    Being that this is a topic near and dear to my heart I appreciate this discussion. There is a lot of good information here. Regarding the difficulty - the normal versions of Dungeons we are pretty happy with difficulty wise, but if the general perception is that they are too difficult we will definitely take a look. For Veteran Difficulty, it may be an issue where a couple of Dungeons skew perception about them as a whole. This is something we are very much looking at for future content and as we adjust older content. Part of the concern players have also stems from the pledge system and how players are rewarded. We hope to have that issue addressed in the future as well :smile:

    Great discussion folks, keep it coming!

    Please! No more nerfing!
    You guys have given plenty of tools to help noobies out. Any more help and you might as well scale everyone in all zones/content.

    Oh wait... Tamriel One.. nvm



    what-is-that.gif
    Edited by Eshelmen on August 3, 2016 11:57AM
    PC and PS4 EP only player
  • Cerby
    Cerby
    Soul Shriven
    Bad first experiences is probably what's mostly driven me to just continue questing and not really dive into too many dungeons

    First 2-3 groups I had barely get in, before someone left and there couldn't be found a replacement with the group finder.

    Next there was that one time, where the game just kept loading forever and i got kicked within a minute

    Then there's been a few times, where we made it to some boss and then died one or two times and then somebody leaves and there's again no replacement in the group finder.

    I think out of 6 or 7 attempts, I have completed 2 dungeons. That's a pretty bad statistic imo and it certainly doesn't leave a positive impression on the dungeons and dungeon finder tool or the community as a whole.

    I'm not in a guild and I never see anyone recruiting while i'm playing, so no guildruns like in other mmo's.
    Edited by Cerby on August 3, 2016 12:00PM
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