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.
That would only work if those helms were not improvable.
Because let's admit it, improving something to purple is negligible these days outside of jewelry.
...
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
The problem is that the Random queue is there to help people queuing for specific dungeons to complete their groups. And it appears that in vet mode, more people are running the DLC dungeons than the non-DLC ones (outside of pledges).
So that would not work.
You can queue for a normal dungeon on your characters even if they are all Vet, so if you are not in the mood for a harder dungeon, I'd queue for normal.
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.
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.
That would only work if those helms were not improvable.
Because let's admit it, improving something to purple is negligible these days outside of jewelry.
Why exactly shouldn’t they be improveable? Everything else is. It will cost to inprove them. Same as any set people farm in normal and then upgrade.
Let me guess, your saying they don’t deserve them in higher levels. Guess what, if you complete the higher version, you don’t need to pay to upgrade them. That’s your special snowflake reward.
Include cosmetics as unique rewards if you have to have something other than the enjoyment that only you can get.
Apache_Kid wrote: »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've helped two other groups get their scalecaller skin after getting mine and am now helping two groups get their worm wizard personality after getting mine.
You have a warped/biased view and opinion of end-game players. Pretty gross. Satisfying your most hardcore PvE players is good business practice, not a 'problem'.
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?
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.
That would only work if those helms were not improvable.
Because let's admit it, improving something to purple is negligible these days outside of jewelry.
Why exactly shouldn’t they be improveable? Everything else is. It will cost to inprove them. Same as any set people farm in normal and then upgrade.
Let me guess, your saying they don’t deserve them in higher levels. Guess what, if you complete the higher version, you don’t need to pay to upgrade them. That’s your special snowflake reward.
Include cosmetics as unique rewards if you have to have something other than the enjoyment that only you can get.
The cost to improve something to purple (which is the grade they drop in Vet) is negligible. I am sitting on 2000 purple improvers or each type, and I"m not the only one.
So no, having them drop as white or green would not deter anyone.
Now, before you throw the "special snowflake" thing at me, I will let you know that I don't really care for farming dungeons, though I have somehow managed to accumulate a number of Monster helms either from helping people with pledges or by buying them from the Golden in case I needed it.
If I really want a helm, I will work to get it. And so should everyone else. If you are not interested in the kind of min-maxing than requires monster helms, there is other gear people can use.
WilhelmTheSlayer wrote: »If they make two story DLCs and 1 chapter per year, the quality of the other 2 will fall. Even Summerset suffered in quality as it is.
TheGr8David wrote: »You're going to find "negativity" about everything that ZOS does. It's the way of game development, especially for MMOs. Not everybody is going to be happy with every single update. People loved the Homestead content, I barely notice it and only occasionally use it. Some people hate the DLC dungeons, I just hate it when they forget to add the motifs to the dungeons. LOOKING AT YOU FANG LAIR AND SCALECALLER!
I personally find no major faults with the DLC dungeons outside of ZOS QA. I feel like there does need to be more incentive outside of the Motifs to run the dungeons in Veteran mode, but I believe this is more of an issue with the current status of Undaunted Pledges than I do the dungeons themselves.
A_Silverius wrote: »Yay another well crafted dungeon dlc with awesome visuals and voice acting that everyone will speedrun through! :'[
Please give us story mode dungeons ZOS.
ArcVelarian wrote: »Package the DLC Dungeons with the DLC Zones so that the next time they add an Overland region, that place comes with two Dungeons in it as well. Not to mention that the darned Chapters need to start including more than just one trial.
I chose nothing as that’s closest. I think that dungeon DLC is good. What they need to do is give them better mechanics. They are all artificially hard, due to irritating mechanics.
Seems hard is a combination of ccing the player, one shots and unavoidable AOE.
Heaven forbid you get CC’d then hit with a one shot while not able to move. That’s not enjoyable difficulty, that’s frustrating random combinations.
Did a dev play vet Prison and get dropped into another portal on Warden and think that was enjoyable or something.
If you die, it should be because you messed up, not because RNG decided to screw you.
Cc in pve should be very rare. It’s not enjoyable. Failing that, the cc break needs major work. Try breaking cc an console as tank before a one shot hits you, that’s sooo fun.