IwakuraLain42 wrote: »I personally would wish they released DLC dungeons once in a while that would absolutely be playable by normal players and that would actually rewards you to run them (you know, this is a loot game).
This is where the current batch of dungeons fail miserably, the veteran versions are extremely hard and unforgiven but have all the desired loot (monster helmets, motif pages) while the normal versions don't offer anything worthwhile.
I find it strange for a supposed MMORPG to neglect to offer any playable and worthwhile group content for the majority of their players (the chapters and story DLC are all single player offerings).
Yes in an perfect world we would get an story dlc with either an trial or two dungeons 3 time a year, this would however be far more work. Dungeon dlc is fairly easy to make so they have 3 teams now one do next dungeon, one do murkmire, and one next chapter, dungeon group either help with chapter or start on next two dungeons the story dlc group help with chapter once they are doneKorah_Eaglecry wrote: »My only issue with these DLCs is that they are rolled out like they are normal DLCs. They take up an entire Quarter and we essentially have to wait 4-6 months for actual content that the average player can engage for longer than an hour or two. Not to mention that they are typically overpriced for what they bring to the game compared to similarly priced DLC that unlock new zones.
Dungeon DLC cater only for relatively small percentage of players, so one such DLC per year is more than enough I think.
I would be OK with couple dungeon DLC/year if they introduce "story" mode for dungeons - easy to solo, no gear drop - plus some quest line leading to the dungeon. Still much less development than proper content DLC, but at least something to do for casuals.
For those curious of my motivations for this thread? I made a post in this topic about the toxicity of trials. Essentially, trials being as they are now will always be toxic since the power lies with sociopathic people. Even if you do something as simple as make them continually scale to the party count (so if someone gets kicked, the dungeon accounts for that), it takes power away from those people who're solely responsible for trial toxicity.
Am I wrong?
LonePirate wrote: »Most of what I read on this forum makes me feel quality of life updates, fixing, and enhancing existing content, and rebalancing gameplay/classes/race passives would be much more appreciated than than adding more DLCs at this time.
Once those things are addressed, then more DLCs would be great.
You’re looking at things from a customer perspective and not from an accounting perspective. ZOS cannot sell that sort of update. It can’t be packaged separately from the current game and sold in the Crown Store. As such, ZOS has zero incentive to do that. What they can do is crank out a couple of dungeons and put those in the Crown Store for players to buy because those dungeons constitute a revenue source.
Without a profit motive, there is no reason for any business to act. We’re long past the days of any business existing simply to satisfy customers.
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I'm going to keep this simple: How should they fix that? Let's try and discover the general sentiment. ...
DarkScatha wrote: »Gid gud or die trying.
Best thing is organize a group yourself to tackle these dungeons.
get guild members to progession in these dungeons.
If you can't do them otherwise learn mechanics on normal (do not kill bosses just figure out how they work)
WIN.LOOT.
DarkScatha wrote: »Normal dungeons still offer dungeon equipment. most people run normal dungeons to get loot faster. If you want the good stuff you have to earn it.
phileunderx2 wrote: »I'm not against new dungeons. I do not like that with each release of new ones that they are mechanic and rng heavy. Do the mechanic correctly and you might have a chance to survive it. Um no I'm not going to support that.
IwakuraLain42 wrote: »DarkScatha wrote: »Gid gud or die trying.
Best thing is organize a group yourself to tackle these dungeons.
get guild members to progession in these dungeons.
If you can't do them otherwise learn mechanics on normal (do not kill bosses just figure out how they work)
WIN.LOOT.
You mean all those one-shot mechanics that give you exactly one second time to react (unless the game just CC's in that moment) ? Or those mechanics that constantly remove you maneuvering space unless you have super-good dps ?
Getting guild members or friends to help ? Sorry, maybe such mythical creature like PvE guilds do exist on PC, on my platform (PS4/EU) they are either non existent or perfectly well hidden. Of my friends that have able to tackle said content have long stopped playing and the rest has given up running these dungeons due to frustration.DarkScatha wrote: »Normal dungeons still offer dungeon equipment. most people run normal dungeons to get loot faster. If you want the good stuff you have to earn it.
Which equipment from the DLC dungeons are you actually referring to ? The only gear that I know that people farm are SPC and maybe Amberplasm/Widowmake when you PvP. Do you know what people actually want ? Stuff like Zaan, Bloodgore, Chudan, etc ...
And it's not about earning, it's about giving me a reason to actually run the content.
Because currently the game just feels like TES 5.5 for non-elite players. And the quest content (esp. CWC) isn't that good.
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#1 In eso, nearly every "hard" encounter is a dps check. That means, pass the check -> no mechanics happen, fight is "to easy"; fail the check -> mechnics happen and fight gets insanely difficult/impossible.
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Doctordarkspawn wrote: »I picked the option I picked because it'd be nice but it's generally not why those dungeons are there.
They are there for the obsessive hardcore and status seeking crowd. They are there to satisfy those people.
And therein lies the inherent problem. When these people have those rewards for status, or when they've played it on normal, they just wont replay it.
My perscription would be, keep producing them to shut those people up, but lower the price, because if I didn't have plus, I wouldn't play these.
I like dungeon crawls. I would love to see some randomly generated dungeon content. Deeep ....deeep dungeons where you can get lost in for hours at normal or veteran group difficulty level, or at least a vet solo mode of you choose to do them solo.
Procedural dungeons so you always feel you're getting something fresh. I've done the regular dungeons 100's of times on several characters already, and although there are quite few of them, they are getting boring.
Go to nearest undaunted, mages, fighters, thieves, or any other guild to get those dungeon crawls....
Fighters guild could be random procedural oblivion planes.
Thieves guild, could be random procedural sewers, etc.
and so on....
Make the long, deep hard, in various enviroments, with rewards with old and new sets, styles.
That's what I would like.
The issue is monster helms.
Normal dungeons drop the same gear as vet, but in blue rather than purple. Why are monster helms the exception? You can get the shoulders via normal, why no helms.
If they dropped say white quality ones on normal all the hate of DLC dungeons being hard would vanish.
Almost every time I’m in a vet dungeon and there is a player there who is well out of their depth, they are there just to get the helm.
Builds are now built on 5,5,2. But you have to run vet dungeons to get that 2.
Trials already have unique elite gear you can’t get else where, there is no need for vet dlc dungeons to do the same.
The argument of its harder so should have unique rewards is bs, the improved quality is the reward, not the unique nature.
In a game with PVP, stopping some players from getting certain gear is not acceptable. If your better at PvP, you should win via skill not gear.
By making white monster helms available in normal they then ensure anyone doing vet is doing it for the right reasons and improve group quality in the group finder for those runs.
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I'm going to keep this simple: How should they fix that? Let's try and discover the general sentiment. ...
Please provide the capacity to Queue for a Random Veteran Dungeon that does not include DLC dungeons while keeping my sub active
do not mind getting them on random normal, but all my characters are vet now and 9 days out of 10 the DLC ones are too stressful for me,
which results in just no longer using the random dungeon tool for Vet, despite finding pugging through random Vet non-DLCs to be fun
would not pay for the dungeon DLCs individually, but am pretty okay with the occasional run -- the random tool just gives me DLC ones far more often than occasionally