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The new DLC dungeons too long..

RouDeR
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I just completed the 2 new dungeons on VET , and I can say that they are too big with so many trash fights...
Expecialy the Fang Lair is even larger than Imperial City Prison ...
The mechanics are okeyish I guess and the Art is good. But for the love of God , don't make future dungeons so long ...
  • redspecter23
    redspecter23
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    ZOS thinks we want long dungeons. It's not what I want, but I'm sure some people will be happy. I like Fungal Grotto 1 and Spindleclutch. Those are the length I enjoy which is why I have about zero interest in any DLC dungeon at all. I'll probably play the new ones once each to knock it off the list and move back to my regular schedule.
  • f047ys3v3n
    f047ys3v3n
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    Look on the bright side. You can still say "LFG, non-DLC vet pledges" and catch it all in one clean statement.

    I agree, I am not looking for 4 man dungeons that are this long. This is 5x true when ZoS really wants us to use the random dungeon finder at least once per year.
    I am currently worried for the future of ESO. Population seems like it is in free fall and the cancellation of the North America in-person gathering feels very much like pulling the plug. Kudos on fixing the in-game economy though. Clearly whatever gold shenanigans were happening the last couple years are fixed.
  • Morgul667
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    The reason I seldom play DLC dungeon is not their difficulty its their length. Im not interesting in dungeons that take long time to complete.

    So yeah I agree
  • disintegr8
    disintegr8
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    I already think RoM and CoS are too long, so if these are longer than those two, I may never try them in vet. Come to think of it, I have never even tried the last 4 DLC dungeons on Vet mode because I use group finder and the rewards aren't worth the effort.
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • Slick_007
    Slick_007
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    as someone who was around when wow dungeons were 4hrs - for the first half, most of you probably wouldnt know what a long dungeon was even if it bit you on the ass.
  • Mettaricana
    Mettaricana
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    Tera online my god dungeons could be 30mins or 3 hours avg one of the late games took like 5 hours to clear all the bosses and reach final.

    But eso i hate the trash fights manybtake forever to kill just to hit a wall of a boss thats even harder to kill that stone atro guy in bloodroot is enough to make me rage
  • Kessra
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    I already gave my feedback to fang lair in the German section though I repeat it here. I also think that the dungeon itself is scaled a bit to large and has to much trash in it - especially constant 6+ mobs trash-groups for tanks whose sustain got just nerfed heavily. The trash doesn't prepare you on any boss abilities actually and is thus just a time sink for clearing the dungeon to fast.

    On vet, only two bosses deserve some positive mentioning. The zoo-boss (bear, panther, guar and nix-hounds) is a bit challenging but fun to play and the final boss is actually good designed in his normal mode but probably overtuned in HM as 2 spawned bugs drain 16k stamina in just under 2 seconds making you a one-shot on the bosses scarab ability let alone the constant talon-spam of the tiny skelettons and the one-shotting (at least the other players) attronachs as due to constant bombard by the boss or its bugs I have no resources left to taunt anything other. The other, not mentioned bosses could need a little buff actually. Though I ran with a group formed by the random dungeon finder and withouth any VoIP tool. We did normal first and decided afterwards to attempt vet, which we cleared in non-hardmode finally, hence our coordination was probably not where it should have been and we probably didn't figure out the final strat on the endboss in hm yet as we didn't survive P1.
  • CombatPrayer
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    Apparently ZoS believes longer is better. They do not comprehend that the last thing most people want is another way to long dungeon that lacks creativity in favor of length and lots of mobs. Meh. Won't buy.
  • Taysa
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    Slick_007 wrote: »
    as someone who was around when wow dungeons were 4hrs - for the first half, most of you probably wouldnt know what a long dungeon was even if it bit you on the ass.

    As someone who played FFXI for 10 years, which spat on the casual themepark that is WoW time and again when comparing time it took to complete content, these dungeons are far too long with too many unnecessary blobs of trash.
    5/24/18: The day ZoS suspended my forum account for trolling a troll.
  • Joy_Division
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    ZoS:

    I like longer dungeons. Especially since everyone skips half of them as it is.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Slick_007
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    the only reason people want shorter dungeons is so they can get their daily rewards faster. i think some longer dungeons are needed
  • Alcast
    Alcast
    Class Representative
    I am fine with that as long as there is a mix available, we have short and long dungeons. Also the term "long" is vague. If you are a very good group you gonna be through there in no time whereas newer players will have a long time. Which is also nice because after all its new content and you want to "progress" right?
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  • Qbiken
    Qbiken
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    And now let put a 5 minute speedrun achievement so you´ve to skip everything to get it :trollface:

    *looking at you bloodroot forge
  • Nemesis7884
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    is this subjective feeling or specific zos strategy? it seems every new dungeon is getting longer? great dungeons are cool and all - but having to run them 100 times for farming isn't really that great if they take longer and longer...
  • Cinbri
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    ZoS:

    I like longer dungeons. Especially since everyone skips half of them as it is.

    As far as I remember zos said for no-death and speed-run you will need to kill all mobs so it wont be possible to skip trash fights anymore.
  • Skoomah
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    You guys find anything you can to complain about. Unbelievable...
  • Delpi
    Delpi
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    I own every DLC except the dungeons one because I don't want them to pop-up into my random queue. I'm sorry, but my playtime is limited and playing with pugs teams is hell with those. :*
    "I used to be an adventurer like you. Then I took an arrow in the knee..."
  • mocap
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    Imperial Prison isn't long. CoA 2 is.
  • ClockworkCityBugs
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    you can skip trash
    also use invisible potions etc
  • Apherius
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    I didn't had problem with IC trash mobs cause they were a bit different, the more we walked in the dungeon, the more different the trash mob were.

    Between the first boss and the second boss, we had Felsh atronach, undead skeever, vigilant watchers that we could avoid in order to get an achievement ... Ad after that we had the xivkyn, the undead, the harvester, the undead ladybugs...

    And it's one of the few dungeon where you don't have the impression that the path is imposed ... Because you fall in a hole then the decor become suddently different ( flesh everywhere ) then you cross caves ... it's just a awesome.

    While in the fanglair, except a few metters before the last boss ...everything look the same, you kill necromancer then you open the door ... you kill the necromancer then you open another door .. Oh surprise now you can open another door and kill some necromancer ... it is still pretty, but less than The imperial city prison, the path is clearly imposed ( door -> door -> door) and the trashs are boring.
    Edited by Apherius on January 21, 2018 7:47PM
  • Taleof2Cities
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    ZoS:

    I like longer dungeons. Especially since everyone skips half of them as it is.

    Agreed.

    DLC dungeons generally have better rewards ... so having them a bit longer is fine.
  • martinhpb16_ESO
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    I want it easier, shorter, faster - ugh!

    Nice juicy longer dungeons yes please !
    At least the spelling is difficult for you.
    Hew's Bane*
  • Wing
    Wing
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    i have every dungeon DLC (because I'm eso plus and am forced to have them)

    I don't like a single one of them.

    they have NEVER been designed for casual players to just go have fun and kill some time in a dungeon.

    they are all Trial lights designed to keep the vocal end game players busy between content, and its painfully obvious as they are all set up like little trials. with a classic trash mobs then boss then more trash mobs then boss then more trash mobs and final boss, etc.

    linear dungeon design where the only creativity is trying to find out what you can cheese to get past (this is also DUMB, people say there is too much trash and others reply like your SUPOSED to cheese past stuff, sorry, that's dumb)

    not once has there been a casual or interesting dungeon that took place in say a small zone or town, with various objectives (not BOSSES all the time) that you could tackle in any order, or say even split up because its no so DAMN combat focused.

    nope, nothing like that EVER, just constant trial lights for the small group of end game trial and vet dungeon runners filled with packs of trash mobs, constant bosses, and linear straight line dungeons for them to zerg through and get there shiny new skin (then come cry in the forums about game difficulty or when ZOS puts a skin in the store)

    thanks no thanks

    I love ESO but the dungeons are not fun, boring, and are the only area of the game I feel ESO falls flat on its face, and something they place far too much in terms of rewards behind, EVERY ONE has various unique item sets, monster sets, skins, and motifs EACH.

    I HATE ESO's Dungeon system.

    but I will always pay for ESO plus and extra crowns because I still do love and support the rest of the game.

    @ZOS_GinaBruno
    Edited by Wing on January 21, 2018 10:08PM
    ESO player since beta.
    game got too disappointing.
  • Ratzkifal
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    The trick is to ignore all adds on the way and wipe at the boss, then wait for the aggro to reset before you revive and you successfully skipped a lot of it. (Not recommended on no-death runs).
    This Bosmer was tortured to death. There is nothing left to be done.
  • Adernath
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    Ratzkifal wrote: »
    The trick is to ignore all adds on the way and wipe at the boss, then wait for the aggro to reset before you revive and you successfully skipped a lot of it. (Not recommended on no-death runs).

    No thanks. At least for me deliberately wiping is not an enjoyable playstyle. I prefer to have a longer run instead of a non-enjoyable shorter one.

    Now to @Wing

    A dungeon which forces to party to split up is a nice idea, but besides of that please make any suggestion what you would see instead. Because the entire game is rather combat oriented. If you want to see e.g. a riddle, bare in mind that these things get boring very fast once the solution is known.
    Edited by Adernath on January 21, 2018 11:24PM
  • pauli133
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    Slick_007 wrote: »
    the only reason people want shorter dungeons is so they can get their daily rewards faster. i think some longer dungeons are needed

    No, that's not the only reason. The biggest reason for me, and quite a few others, is simple - I've got other things I'd like to do! Being in a dungeon for an hour or more is tedious, and often causes out-of-game stress. Half hour is about the max for things to stay fun, after that it's just a slog.
  • Wing
    Wing
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    Adernath wrote: »
    Ratzkifal wrote: »
    The trick is to ignore all adds on the way and wipe at the boss, then wait for the aggro to reset before you revive and you successfully skipped a lot of it. (Not recommended on no-death runs).

    No thanks. At least for me deliberately wiping is not an enjoyable playstyle. I prefer to have a longer run instead of a non-enjoyable shorter one.

    Now to @Wing

    A dungeon which forces to party to split up is a nice idea, but besides of that please make any suggestion what you would see instead. Because the entire game is rather combat oriented. If you want to see e.g. a riddle, bare in mind that these things get boring very fast once the solution is known.

    oh I agree as far as puzzles are concerned.

    but as I have said on the forums before, I came from DDO, every quest was an instanced dungeon.

    I guess one that stands out consisted of a small fortress you had to break into. there were catapults around you could shoot yourself into various places of the fort (pick were you enter) or iirc two guarded gates. http://ddowiki.com/page/Frame_Work

    you could get bonus xp and loot by killing more enemies that would spawn if bells were rung, or ignore that and speed it up by killing the watchmen that would ring the bells.

    you then had to make your way through the fort using any of the above methods and beat the boss (and plant evidence to break up an enemy alliance)

    the whole area was very small, it had no transition points or load screens, no rooms or buildings to enter, just a small camp in the woods with lots of way to deal with the encounter and the ball in the players court of what to do.

    if it were eso it would have been a straight line with packs of 6 ish guys every few feet then a boss, repeat till end boss.

    another interesting quest was http://ddowiki.com/page/Tear_of_Dhakaan , it was actually pretty straight forward but had many optional side tunnels that rewarded bonus xp and loot (with skill requirements for some like a charisma or strength score etc.)

    now you could zerg the main tunnel and call it good, or you could all together do the optionals, or the main group could zerg while those qualified to solo the optionals went and did them while others continued clearing.

    once again, options, choices, risks vs rewards.
    Edited by Wing on January 22, 2018 12:00AM
    ESO player since beta.
    game got too disappointing.
  • heaven13
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    Also ESO+ here. I haven't tried the new dungeons on the PTS but, in general, it always seems... unfortunate that ZOS creates these long dungeons that no one pays attention to. Dungeons in general appear to just be instances for people to haul *** through and finish for their keys or undaunted xp or gear farming. I've not once done a dungeon, even when not a complete pug group, where I was able to listen to the quest givers and take my time. NO ONE wants to do that (or no one I've ever ended up grouped with anyway).

    Falkreath is such a pretty dungeon and one that I really wish I had the opportunity to explore but can't because, once finished, kicked from instance if group disbands. And there's not a chance to really enjoy the place when you're racing through mobs to bosses, rinse/repeat.
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  • firedrgn
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    The rewards kinda suck.. and even on hm the crystals drops suck. The most i have gotten is 4. I thata lame.

    I length is not on top of my list for dislikes. Pugs skip the trash if they can.
  • Taleof2Cities
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    pauli133 wrote: »
    Slick_007 wrote: »
    the only reason people want shorter dungeons is so they can get their daily rewards faster. i think some longer dungeons are needed

    No, that's not the only reason. The biggest reason for me, and quite a few others, is simple - I've got other things I'd like to do! Being in a dungeon for an hour or more is tedious, and often causes out-of-game stress. Half hour is about the max for things to stay fun, after that it's just a slog.

    You got other things to do?

    Do it on normal mode then for a fast easy half hour run to keep it fun. You'll still get the skill point on normal mode.
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