NewBlacksmurf wrote: »There already is one.
Mind you the game has changed a lot but people were doing them when the cap was a lot lower...right after VR was removed and I think I was only in the 180-250 ranges .....is it that much harder now?
VaranisArano wrote: »NewBlacksmurf wrote: »There already is one.
Mind you the game has changed a lot but people were doing them when the cap was a lot lower...right after VR was removed and I think I was only in the 180-250 ranges .....is it that much harder now?
For WGT and ICP, no, those have actually gotten easier. However, all of the newer dungeons have upped the requirements for mechanics, DPS focusing on priority targets, and tanks managing certain enemies along with the boss. So in that sense, the demands vet DLC dungeons place on the individual roles and group cooperation have gotten harder.
NewBlacksmurf wrote: »VaranisArano wrote: »NewBlacksmurf wrote: »There already is one.
Mind you the game has changed a lot but people were doing them when the cap was a lot lower...right after VR was removed and I think I was only in the 180-250 ranges .....is it that much harder now?
For WGT and ICP, no, those have actually gotten easier. However, all of the newer dungeons have upped the requirements for mechanics, DPS focusing on priority targets, and tanks managing certain enemies along with the boss. So in that sense, the demands vet DLC dungeons place on the individual roles and group cooperation have gotten harder.
Are you sure?
I’m sure that most haven’t upped the requirements, I just haven’t played the recent DLC on Xbox one but all except Mazzatun don’t require much more than knowledge.
Didn’t see the patch notes mention a raised requirement. Going to reread it
NewBlacksmurf wrote: »And why do ppl think CP determines if someone can do content ...(meaning those above 160 but not 701)
VaranisArano wrote: »NewBlacksmurf wrote: »VaranisArano wrote: »NewBlacksmurf wrote: »There already is one.
Mind you the game has changed a lot but people were doing them when the cap was a lot lower...right after VR was removed and I think I was only in the 180-250 ranges .....is it that much harder now?
For WGT and ICP, no, those have actually gotten easier. However, all of the newer dungeons have upped the requirements for mechanics, DPS focusing on priority targets, and tanks managing certain enemies along with the boss. So in that sense, the demands vet DLC dungeons place on the individual roles and group cooperation have gotten harder.
Are you sure?
I’m sure that most haven’t upped the requirements, I just haven’t played the recent DLC on Xbox one but all except Mazzatun don’t require much more than knowledge.
Didn’t see the patch notes mention a raised requirement. Going to reread it
Clockwork City changed the requirements.
Normal dungeons unlock progressively, with II and DLC dungeons unlockong at level 45.
Veteran Dungeons unlock at level 50, with DLC, Fungal Grotto II and Crypt of Hearts II u,locking at CP 160.
NewBlacksmurf wrote: »VaranisArano wrote: »NewBlacksmurf wrote: »VaranisArano wrote: »NewBlacksmurf wrote: »There already is one.
Mind you the game has changed a lot but people were doing them when the cap was a lot lower...right after VR was removed and I think I was only in the 180-250 ranges .....is it that much harder now?
For WGT and ICP, no, those have actually gotten easier. However, all of the newer dungeons have upped the requirements for mechanics, DPS focusing on priority targets, and tanks managing certain enemies along with the boss. So in that sense, the demands vet DLC dungeons place on the individual roles and group cooperation have gotten harder.
Are you sure?
I’m sure that most haven’t upped the requirements, I just haven’t played the recent DLC on Xbox one but all except Mazzatun don’t require much more than knowledge.
Didn’t see the patch notes mention a raised requirement. Going to reread it
Clockwork City changed the requirements.
Normal dungeons unlock progressively, with II and DLC dungeons unlockong at level 45.
Veteran Dungeons unlock at level 50, with DLC, Fungal Grotto II and Crypt of Hearts II u,locking at CP 160.
Ok so it’s still CP 160 then....
I get ppl want X level of CP but I thought you were saying the actual requirement changed with this update. Thanks for responding.
SupremeRissole wrote: »An easier fix is to by default have dlc dungeous disabled as part of the random activity list.
So the UI could be:
Random Vet
Randon Vet + DLC's (with a bit of a description/warning mentioning that these dungeons are significantly more difficult)
Specific Vet
What this would mean is everyone who ends up in a vet dlc dungeon would have had to specificly elect to have dlc's included in the random dungeon list. So there would be nobody imnediately leaving upon spawning in, and all the low levels would have been warned, so that if on first pull they spam snipe, you dont need to explain why you kicked them.
NewBlacksmurf wrote: »And why do ppl think CP determines if someone can do content ...(meaning those above 160 but not 701)
As a generalization only:
Those with higher CP, unless they've allocated them in a really stupid manner, will always passively do more dmg/healing/mitigation than someone with lower CP.
Assuming 2 people (of equal-ish skill) have never done the content before, the higher CP can fudge their way through it more easily due to the allocated CP and the passives the allocated CP unlocks.
And as I said.. it's a generalization only. I've seen some derptastic CP700+ and some amazing CP200.
SupremeRissole wrote: »An easier fix is to by default have dlc dungeous disabled as part of the random activity list.
So the UI could be:
Random Vet
Randon Vet + DLC's (with a bit of a description/warning mentioning that these dungeons are significantly more difficult)
Specific Vet
What this would mean is everyone who ends up in a vet dlc dungeon would have had to specificly elect to have dlc's included in the random dungeon list. So there would be nobody imnediately leaving upon spawning in, and all the low levels would have been warned, so that if on first pull they spam snipe, you dont need to explain why you kicked them.
AFAIK you can decline invite to dungeon, you don't need to spawn in to leave iimediately.
VaranisArano wrote: »SupremeRissole wrote: »An easier fix is to by default have dlc dungeous disabled as part of the random activity list.
So the UI could be:
Random Vet
Randon Vet + DLC's (with a bit of a description/warning mentioning that these dungeons are significantly more difficult)
Specific Vet
What this would mean is everyone who ends up in a vet dlc dungeon would have had to specificly elect to have dlc's included in the random dungeon list. So there would be nobody imnediately leaving upon spawning in, and all the low levels would have been warned, so that if on first pull they spam snipe, you dont need to explain why you kicked them.
AFAIK you can decline invite to dungeon, you don't need to spawn in to leave iimediately.
If you leave that you can decline queuing as your role, you don't know which dungeon you have at that point. Perhaps I'm missing something, but I've never know which random dungeon I was heading into until the group forms and I get ported to the dungeon. So by the time I could think "Oh, I don't want that dungeon" I'm already on my way.
CheepsNSalsa wrote: »Please ZoS add a CP requirement to the vet DLC dungeons. I'm thinking 300 at least. Every group I've been put into today failed vFH because some poor unsuspecting CP 170 was placed into the dungeon via queueing for random vet. It's too hard for 99% of the lower level players. Before anyone says you can't pug vet DLC dungeons, maybe if there was a CP limit we could pug vet DLC dungeons. Just to clarify I have nothing against lower level players, we were all low level at one point but it's too hard for most of them.
Dapper Dinosaur wrote: »As a rule of thumb from many hours of experience, I can say that getting matched with anyone under champion 500 for the Reach dungeons is a complete waste of time. They never know what they're doing, their dps is pitiful, and if they're the tank they will constantly lose aggro and die.
There NEEDS to be a minimum requirement of 500 CP for the Reach dungeons, and I would say 400 for Hist dungeons.
Ep1kMalware wrote: »Dapper Dinosaur wrote: »As a rule of thumb from many hours of experience, I can say that getting matched with anyone under champion 500 for the Reach dungeons is a complete waste of time. They never know what they're doing, their dps is pitiful, and if they're the tank they will constantly lose aggro and die.
There NEEDS to be a minimum requirement of 500 CP for the Reach dungeons, and I would say 400 for Hist dungeons.
Dunno man. I've done vmol with a tank who was a cp 200something dro'ma-thra destroyer. I've also met cp 200something flawless conquerers. I'm not really sure if I can agree to your logic.
Perhaps removing vet dlc dungeons (on the vet ones) from the random que. Then for queing specific dungeons why not put a 1-3 difficulty rating on it for people to see.
Dapper Dinosaur wrote: »Ep1kMalware wrote: »Dapper Dinosaur wrote: »As a rule of thumb from many hours of experience, I can say that getting matched with anyone under champion 500 for the Reach dungeons is a complete waste of time. They never know what they're doing, their dps is pitiful, and if they're the tank they will constantly lose aggro and die.
There NEEDS to be a minimum requirement of 500 CP for the Reach dungeons, and I would say 400 for Hist dungeons.
Dunno man. I've done vmol with a tank who was a cp 200something dro'ma-thra destroyer. I've also met cp 200something flawless conquerers. I'm not really sure if I can agree to your logic.
Perhaps removing vet dlc dungeons (on the vet ones) from the random que. Then for queing specific dungeons why not put a 1-3 difficulty rating on it for people to see.
So because you met literally one guy who can do the hardest content with 200 CP means the fact 99% of the rest of people that level have no hope of completing hist or reach dungeons is now irrelevant?
We're talking about QoL upgrades to Activity Finder here, this is not about the 0.0001% who can clear hard content at champion 200.
playsforfun wrote: »just don't use random finder and actually make friends this is a mmo after all, also aren't the dungeons supposed to be made for people with like 300 cp, it just sounds like a carry me thread or i don't want to work for it i just want it now thread tbh
MehrunesFlagon wrote: »playsforfun wrote: »just don't use random finder and actually make friends this is a mmo after all, also aren't the dungeons supposed to be made for people with like 300 cp, it just sounds like a carry me thread or i don't want to work for it i just want it now thread tbh
If they are made for people wit 300+ cp.The random finder should not put those under 300 in those dungeons.
Ep1kMalware wrote: »Dapper Dinosaur wrote: »As a rule of thumb from many hours of experience, I can say that getting matched with anyone under champion 500 for the Reach dungeons is a complete waste of time. They never know what they're doing, their dps is pitiful, and if they're the tank they will constantly lose aggro and die.
There NEEDS to be a minimum requirement of 500 CP for the Reach dungeons, and I would say 400 for Hist dungeons.
Dunno man. I've done vmol with a tank who was a cp 200something dro'ma-thra destroyer. I've also met cp 200something flawless conquerers. I'm not really sure if I can agree to your logic.
Perhaps removing vet dlc dungeons (on the vet ones) from the random que. Then for queing specific dungeons why not put a 1-3 difficulty rating on it for people to see.