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Dolmen scaling needs to work better.

Tapio75
Tapio75
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Hey, poor Molag Bal(lls) is owned by farmers and grinders. Pro Molly society with support of Sheogoraths asks, no demands.. That higher powers grant minions of Molag bal a buff to give Molag Bal a fighting chance..

I mean seriously.. these Dolmens scale pretty nicely up to 4 players but after that, they just come unbearably boring and also not very believable "Daedric invasion". These Dolmens need to scale in both mob numbers and in streth to much gigher level of players, perphaps to infinity and beyond so that they remain as fun as they can be. They are not simply grinding spots, they are part of the main story and need to pose some sort of danger to players doing them as well. Something like outdoor dungeons as they do drop items players also need for competitive play. The RNG is not good mechanic there, the drops need to have more consistency and predictability as wwell so players wanting them dont need to farm there forever.

Perphaps jewelcrafting would help so that players can upgrade the lower quality drops to the quality they need or something.

Anyway, main problem is, that Dolmens are still being camped by players which would be not that bad, if the Dolmens actually scaled enough to give players some challenge.
>>PC-EU Mostly PVE. Played since BETA<<
  • Wing
    Wing
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    I would like an army to drop at high numbers, would be fun, not to punish grinders or anything to each his own, but to make it feel more like the trailer. perhaps an ominous fog in the area too for some confusion and more scary fight as deadra and players move and ight through the fog.

    actually eso just needs fog in general that would be cool
    ESO player since beta.
    game got too disappointing.
  • parkham
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    Could you still do fighter's guild daily quests if the dolmens didn't drop anything.

    Maybe the chests should just go away (or drop just gold like with bosses) after completing it the first time and experience gained from monster kills would get lower and lower the more you did them within x amount of time?

    Then bump up the daily quest reward substantially. I would think that would cut dolmen drones and mindless farming out?
    Edited by parkham on March 10, 2017 1:36PM

    PC-NA-EST

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  • Tapio75
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    @Wing

    The fog would be great, perphaps some local weather changes as well to invoke a storm of sorts, would be cool though it could create some FPS issues. Good id@ea anyways.

    @parkham

    I dont think the chest needs to go away, not completely anyways. The better way would be to have 1 chest/Dolmen/ day so you could get 3 chests per zone per day and do the dauly at the same time, would also reduce some camping and encourage players to move. There could also be a goldsink where you can upgrade existing zone sets to higher quality and level so if you got a required piece of some set from early questing, you could upgrade it to CP 160 when you reach that level.
    >>PC-EU Mostly PVE. Played since BETA<<
  • GreenhaloX
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    Ehh, the bosses just need a tweak in hp. Keeping the lowbies in mind, still, would be nice to have, once in a while, a big boss or two with 600k or above hp to emerge in a dolmen, from time to time. Perhaps.. with still lots of time until the Morrowind expansion hits, the good developers can add a new dolmen or two where the final boss is comparable to normal dungeon bosses' hp. Hint, hint.. ha ha
  • Turelus
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    It would be nice if the bosses could feel more epic when there are that many numbers.

    @Turelus - EU PC Megaserver
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  • Phatmattfu
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    Was just thinking about this. They either need to scale a bit harder or have a chance of a trial level boss spawning when there is a a large zerg, wtfpwning everyone who isn't ready.
  • Everstorm
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    Agreed, tougher boss, multiple bosses and maybe most of all: a randomized spawn point so it's not greeted with 10 ultimates and dead on arrival.
  • Tapio75
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    @Everstorm

    Yea, i have seen some generals go down like butter in a volcano when theres enough players, ultimates, volleys and all sorts of other AOE stuff going on.

    Randomized timing for Dolmen activation would be great too, right now they seem to activate after 5 minutes when someone aproaches them.
    >>PC-EU Mostly PVE. Played since BETA<<
  • [Deleted User]
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    The user and all related content has been deleted.
  • Tapio75
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    Increase enemy damage and their health per player present.

    Alik'r Desert Dolmen oneshots ( ͡° ͜ʖ ͡°)

    Could be nice. Also when more are present, some tactics so that AOE spamming would not work that well.. For example, there are often healers present, make it so, that those healers need concentrated effort of more players to kill, otherwise the "DPS" mobs would not die when healed.

    >>PC-EU Mostly PVE. Played since BETA<<
  • Feric51
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    Tapio75 wrote: »

    I dont think the chest needs to go away, not completely anyways. The better way would be to have 1 chest/Dolmen/ day so you could get 3 chests per zone per day and do the dauly at the same time, would also reduce some camping and encourage players to move..

    ^^^ This.

    There are a lot of things in the game already that are based on a daily schedule, I don't see why dolmen chests cannot be included in this. I would go a step further and say that I would like to see world bosses in all zones react the way bosses do in Craglorn and spawn a loot chest (rather than loot being on the boss corpse) that could be made available on a once-daily basis as well.

    Yeah I'm sure all the spriggan and spinner gear farmers will flame this suggestion, but in all honesty it would pump the market back up for the desired gear pieces, especially purple jewelry and BiS trait items. It would definitely help reduce the endless zergs running from dolmen to boss and back again repeatedly, and make for a more immersive, and less laggy, experience.

    There's so much more I could expound upon, but I'm at work and have to be semi-productive today, so I'll leave it at this for now.

    tl;dr - Daily reward chests for dolmens and world bosses has my vote.
    Feric51
    Xbox NA

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  • Tapio75
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    Feric51 wrote: »
    There are a lot of things in the game already that are based on a daily schedule, I don't see why dolmen chests cannot be included in this. I would go a step further and say that I would like to see world bosses in all zones react the way bosses do in Craglorn and spawn a loot chest (rather than loot being on the boss corpse) that could be made available on a once-daily basis as well.

    Yeah I'm sure all the spriggan and spinner gear farmers will flame this suggestion, but in all honesty it would pump the market back up for the desired gear pieces, especially purple jewelry and BiS trait items. It would definitely help reduce the endless zergs running from dolmen to boss and back again repeatedly, and make for a more immersive, and less laggy, experience.

    There's so much more I could expound upon, but I'm at work and have to be semi-productive today, so I'll leave it at this for now.

    tl;dr - Daily reward chests for dolmens and world bosses has my vote.


    Good idea, world bosses 1chest/day/player. Also, diminishing XP gain from second kill on the same day. Dolmens should also give even less XP on second go on the same dolmen than they do now, in retuyrn, the first time XP gain should be increased so that those who just want to level to 50 fast, would be able to get to 50 by doing each dolmen once. I dont see a point forcing people who dont like leveling anyways to stay on zones, might as well ease up their leveling speed and let them do PVP or veteran PVE or what ever they want to do in level cap.



    >>PC-EU Mostly PVE. Played since BETA<<
  • idk
    idk
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    Dolmens are not instances so scaling would be a challenge.
  • Sygil05
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    I like the idea of one chest per dolmen per day, along with the diminishing returns on XP for completing the same Dolmen over and over. Prior to One Tamriel, Dolmen fights always seemed pretty epic (granted, I was lower leveled and had worse gear), but now it's just 100 people at a single dolmen spamming light attack at the spot where mobs first gather or repeatedly popping AoEs.
  • DMuehlhausen
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    I think they should something along the lines of Rift, where they all open at the same time and it becomes a zone wide event where they just keep flowing forth.
  • Nestor
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    Dolmens already drop more mobs in relation to the number of players at the dolmen. You can see this when you solo one vs using 3 to 6 players.

    What they need to do is drop a cruise ship load of Deadra on the Grind Zergs. So if there are more than 12 players at a dolmen then the they get 60 or 100 mobs, per wave. And 3 to 5 trial level bosses.

    Oh, that's mean, but it would be nice to sit and watch that in Alikir sometime.
    Enjoy the game, life is what you really want to be worried about.

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  • Tapio75
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    Dolmens are not instances so scaling would be a challenge.

    incorrect, they allready scale to certain number of players after which, they scale no further. Something can be instanced separately from other areas without any wall that player can see.


    Nestor wrote: »
    Dolmens already drop more mobs in relation to the number of players at the dolmen. You can see this when you solo one vs using 3 to 6 players.

    What they need to do is drop a cruise ship load of Deadra on the Grind Zergs. So if there are more than 12 players at a dolmen then the they get 60 or 100 mobs, per wave. And 3 to 5 trial level bosses.

    Oh, that's mean, but it would be nice to sit and watch that in Alikir sometime.

    Or it could be like when Dolmen is destroyed, Daedra pour from the anchor mooring.. Exept at this point, the Dolmen would not be destroyed and the waves of Daedra keep puring from the mooring until everyones dead...

    >>PC-EU Mostly PVE. Played since BETA<<
  • Waffennacht
    Waffennacht
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    But... why?
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  • MythicEmperor
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    Wing wrote: »
    I would like an army to drop at high numbers, would be fun, not to punish grinders or anything to each his own, but to make it feel more like the trailer. perhaps an ominous fog in the area too for some confusion and more scary fight as deadra and players move and ight through the fog.

    actually eso just needs fog in general that would be cool

    Temporarily turn down your render distance :tongue:
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  • Dagoth_Rac
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    It is casual overworld content for random groups of players of a large variety of skill levels. If you turn them into brutal battlefields that require everyone to go in with min/max gear and 600CP and perfect rotations, you kind of ruin the concept of group areas that are open to pretty much all players, regardless of level, skill, gear, etc. That seems to be the purpose of dolmens and world bosses - cannot be beat by one typical casual player, but can be beat by a large number of casual players.

    Does that mean they are going to be quite easy for the kind of players who are so dedicated to game they spend time on forums? Yep. But we have veteran DLC dungeons, veteran Trials, PvP, etc., that is a challenge for the best players and where casual players are in big trouble. I have no problems with dolmens and world bosses continuing to be tuned for casual players. They make up a large portion of player base and need repeatable content, too. And overworld content, which is non-instanced and pretty much PUG-on-the-fly for everything, seems like best place for casual group content.
  • Tapio75
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    @Waffennacht

    So they are meaningful part of gameplay and pose some sort of threat to players. Currently some players just have to spam stuff like light attacks to just land a hit or two, cant be that much fun for them. Also if you go and read the whole posts here, you will also notice that i suggested some better rewards and systems to upgrade allready dropped sets and XP changes that would make it easier to get to 50 for those who dont want to spent time in questing zones and just wan t to go full PVP or competitive PVE.


    @Dagoth_Rac

    We both know that skill level has nothing to do with current zerging state. Then again if new players are leveling with Dolmens, it leads to another problem which is players still spammng light attacks and AOE in dungeons without any idea how to really play. Players should be encouraged to learn the very basics.

    If you happen to get to Dolmen alone, the scaling is in right degree, anyone with basic knownledge can solo them and up to 4 players they still feel meaningful and engaging part of content. After that the more the players, the bigger joke dolmens are.


    >>PC-EU Mostly PVE. Played since BETA<<
  • Rickter
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    Dolmens were this game's Rifts from the game Rift. Except Rift did them waaaaaay better. So much potential. you shouldnt be able to solo a dolmen, they are meant as world events - not bosses but events.
    RickterESO
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  • Waffennacht
    Waffennacht
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    Again Dolmens are just PvE content.

    I mean they aren't even instanced.

    Why waste improving something so meaningless?

    Well not meaningless, but it seems no different than "buff mudcrabs!"

    You got trials, and solo veteran dungeons for a challenge
    Gamer tag: DasPanzerKat NA Xbox One
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  • idk
    idk
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    Tapio75 wrote: »
    Dolmens are not instances so scaling would be a challenge.

    incorrect, they allready scale to certain number of players after which, they scale no further. Something can be instanced separately from other areas without any wall that player can see.


    Nestor wrote: »
    Dolmens already drop more mobs in relation to the number of players at the dolmen. You can see this when you solo one vs using 3 to 6 players.

    What they need to do is drop a cruise ship load of Deadra on the Grind Zergs. So if there are more than 12 players at a dolmen then the they get 60 or 100 mobs, per wave. And 3 to 5 trial level bosses.

    Oh, that's mean, but it would be nice to sit and watch that in Alikir sometime.

    Or it could be like when Dolmen is destroyed, Daedra pour from the anchor mooring.. Exept at this point, the Dolmen would not be destroyed and the waves of Daedra keep puring from the mooring until everyones dead...

    @Tapio75 ID suggest you read posts more carefully. Just because it's done doesn't mean it's easy.

    Besides. don't really care about such a petty issue.
  • Tapio75
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    Clearly they are not meaningless for all the zergs doing them. Then again its not meaningful enough just because all the zerging amkes them meaningless after the point where daedra pose no threat to anyone and they just melt to the spamming they are not designed for.

    While making them feel more like a daedric invasion, they can at the same time improved so that people can level to their idea of meaningful content faster while at the same time, encourage people to move from Dolmen to dolmen and not do them more than once a day by giving enough XP from every dolmen they do the first time so that after completing every dolmen once, they are at level 50 and can proceed to PVP or veterean PVE, Trials, what ever they wan t to level to. Also make loot less abundant and therefore better for economy by dropping chest only once/dolmen/day/player. Also would add an upgrade system so people can upgrade set items to higher level and jewellery to also higher quality so that people dont have to be stuck on RNG hell.
    >>PC-EU Mostly PVE. Played since BETA<<
  • zaria
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    Dagoth_Rac wrote: »
    It is casual overworld content for random groups of players of a large variety of skill levels. If you turn them into brutal battlefields that require everyone to go in with min/max gear and 600CP and perfect rotations, you kind of ruin the concept of group areas that are open to pretty much all players, regardless of level, skill, gear, etc. That seems to be the purpose of dolmens and world bosses - cannot be beat by one typical casual player, but can be beat by a large number of casual players.

    Does that mean they are going to be quite easy for the kind of players who are so dedicated to game they spend time on forums? Yep. But we have veteran DLC dungeons, veteran Trials, PvP, etc., that is a challenge for the best players and where casual players are in big trouble. I have no problems with dolmens and world bosses continuing to be tuned for casual players. They make up a large portion of player base and need repeatable content, too. And overworld content, which is non-instanced and pretty much PUG-on-the-fly for everything, seems like best place for casual group content.
    Its not even normal raids we talk about here, just that the difficulty scales a bit better. right now its pointless to use other than instant area effect as everything including boss melts at once.

    The zerg would still burn it down but making it a bit more fun and you have to be more careful, like taking an dolmen with 4-6 guys.
    This combined with an fix that they don't attack casters at long range will fix the boters.
    All other enemies will attack you even if you hit them with snipe.

    No need to fix the xp, you get more xp questing than doing dolmens with zerg and it eat armor as mad.
    One thing its nice for is leveling skills you don't use questing or grinding like tank or healer skills.
    It looks like skill xp and armor degradation is not affected by the zerg debuff.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Tapio75
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    zaria wrote: »
    No need to fix the xp, you get more xp questing than doing dolmens with zerg and it eat armor as mad.
    One thing its nice for is leveling skills you don't use questing or grinding like tank or healer skills.
    It looks like skill xp and armor degradation is not affected by the zerg debuff.

    I was only suggesting to increase XP of the first do and lessen the seconds so that people who really dont like questing or anything like that, can get fast to 50 and go to do what they really like, be it Trials, PVP or whatever they wanna be level capped for. I dont think they need to be stuck in questing zones for too long.

    I myself, still do leveling by questing, have been doing it since beta and i suspect i will continue to do so for a long time as i wiev questing like a "Virtual interactive book" with self developed main character :)

    >>PC-EU Mostly PVE. Played since BETA<<
  • leeux
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    ZOS should make dolmens spawn a biffy-ed up version of Zandadunoz the Reborn when there are above 50 players in a dolmen >:)
    Edited by leeux on March 10, 2017 8:48PM
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  • Tapio75
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    These wweekends are nightmare. I have been going from Dolmen to Dolmen to collect them all and each and every one dolmen is so crowded that they barely stay up for a minute, have to just keep Lightning staff heavy attack down and rotate to hit something, there is no fun in "Fighting" that way :((
    >>PC-EU Mostly PVE. Played since BETA<<
  • AcadianPaladin
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    I have seen a mass gaggle at one of the Auridon dolmens where you had to be really quick with some light attacks to even get the chest credit.

    That said, I normally run into no probs. I generally hit a dolmen in my chosen zone for about 3 dark anchor cycles each day. My purpose is twofold. One is to farm for particular jewelry sets and the other purpose is that dolmens are a fabulous training ground for my healer to practice her stuff in a wildly uncontrolled unpredictable setting. This causes her to constantly read and adapt to the situation based on the number and skills of those closing the anchor.

    Her preferred crowd size is 3-5. Too few and she gets pulled into dps. Too many and her support is not needed at all.

    When farming a Shadowfen dolmen for some time, we intentionally chose 'peak' time of the day in order to have enough players. Currently farming one in Rivenspire and it not only requires peak time of day but my elf is often closing it with only one or two others. And sometimes she has to wait a time for even one other to show up. And this is one of the dolmens that drops the popular necropotence jewelry.

    She doesn't mind stressing her dps some to close an anchor with only one or two others if that is the support that is needed so that is okay. Solo is a no go though. Soloing an anchor is quite challenging for her as a primary healer and a waste of why she's there - to practice supporting others.

    I'm on PC NA and scratching my head as to why my impressions are so different than those of many others. I can only guess it is the rather isolated dolmens I work.
    PC NA(no Steam), PvE, mostly solo
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