To the first sentance, it’s incorrect. We are about at the point half the dungeons are DPC. Far from the same number. As a result it will be awhile before DLC dungeons outnumber the original designs.
So what normal DLC dungeon would an inexperience player spend "a few hours" in?
How would that same inexperienced player do in Darkshade II? City of Ash II? Crypt of Hearts II?
If you were to order all the DLC dungeons from hardest to easiest, and put City of Ash II in that mix, what would that order look like?
I run normal randoms fairly regularly and I often end up with players who have not run the dungeon yet (and I have not run all of them to the point where I can do them in my sleep), but we pretty much always manage to finish it and it's not an unpleasant experience as long as everyone is willing to give it their best.
The problem I continue to have with these posts, while I won't completely disagree with them out of hand, is that the daily random is a REWARD for doing something. It's not a handout, or a guarantee. It seems people want their 'free' xp to just sleep through some easy dungeon.
So, I don't totally disagree with the sentiment but lets not lose sight of the fact that nobody is OWED the daily rewards. They are EARNED for using the random dungeon finder, along with the challenges that entails.
That being said, a more robust system would be cool. I would like to see greater rewards for various levels of challenge. A random base game dungeon on normal shouldn't give the same reward as a random DLC veteran accomplished on hard mode.
So what normal DLC dungeon would an inexperience player spend "a few hours" in?
How would that same inexperienced player do in Darkshade II? City of Ash II? Crypt of Hearts II?
If you were to order all the DLC dungeons from hardest to easiest, and put City of Ash II in that mix, what would that order look like?
I run normal randoms fairly regularly and I often end up with players who have not run the dungeon yet (and I have not run all of them to the point where I can do them in my sleep), but we pretty much always manage to finish it and it's not an unpleasant experience as long as everyone is willing to give it their best.
There were two confirmed for 2018. Nothing's been confirmed for 2019 and beyond, and nothing stating that new dungeon content would remain exclusively within paid content.
And, of course, the Horns of the Reach DLC added two fantastic dungeons and showed our continuing commitment to supporting and expanding co-op group play. Expect to see more dungeon content every year, including two in 2018.
https://www.elderscrollsonline.com/en-us/news/post/26275
But there's a hint in there. Cooperative group play. You rarely get cooperation or strong coordination in random or pickup play. I see random dungeon as a last resort where beggars can't be choosers.
DLC dungeons are opportunities for the game to deep dive into niche lore and tell stories that don't fit into the larger narratives, so they shouldn't be watered down and turned into church group haunted houses. They should feel substantial and challenging. Guild up, find people with the same objective as you, and tackle the content you want to tackle.
If you leave everything up to chance, you're going to have a bad time. Speak up and ask for help. Cooperative play will guide you through learning curves and expedite daily rewards. Yes, the group tool needs a number of refinements. But the best solution for now isn't to mess with content that people already know. It's to make things easier for yourself by taking advantage of all the other social resources in the game.
Crafts_Many_Boxes wrote: »So what normal DLC dungeon would an inexperience player spend "a few hours" in?
How would that same inexperienced player do in Darkshade II? City of Ash II? Crypt of Hearts II?
If you were to order all the DLC dungeons from hardest to easiest, and put City of Ash II in that mix, what would that order look like?
I run normal randoms fairly regularly and I often end up with players who have not run the dungeon yet (and I have not run all of them to the point where I can do them in my sleep), but we pretty much always manage to finish it and it's not an unpleasant experience as long as everyone is willing to give it their best.
You totally have a point with the II dungeons. That's why I said "2-ish" when I was talking about rebalancing. I think the median should definitely be below CoA 2 or Banished Cells 2, but still above most "1" dungeons. Darkshade 2 doesn't really get difficult until the very end, and even that's just a healing check if your group isn't mechanically savvy.
That being said, most normal DLC dungeons can be completed by most groups...when there is an experienced player in said group willing to take the lead. If you remove that component, it all crumbles. Before I knew the dungeons, when I was first starting out, I was in some of those groups. Trust me, a few hours is accurate. We can't just assume there will always be an experienced player who is able to take the lead and willing to be patient. That's just a fantasy.
Incidentally, right now, imperial city prison is the only DLC dungeon that is totally noob-friendly. It's long, but there are no road blocks. The rest have some tricky, ill-explained mechanics that can trip up new groups if there isn't anyone to help them. The core issue with DLC dungeons is that they're just throwing so many mechanics at you that you can't brute force your way through, while explaining so little of it. That's not even to mention the veteran versions, where they add the dps checks on top of that. Trying to figure things out by throwing corpses at a problem isn't a fun time for a casual just trying to do a quick little dungeon with the hour or so of free time they happen to have. And then, when you throw these dungeons in with gems like fungal grotto 1, it makes literally no sense.
weedgenius wrote: »So what normal DLC dungeon would an inexperience player spend "a few hours" in?
How would that same inexperienced player do in Darkshade II? City of Ash II? Crypt of Hearts II?
If you were to order all the DLC dungeons from hardest to easiest, and put City of Ash II in that mix, what would that order look like?
I run normal randoms fairly regularly and I often end up with players who have not run the dungeon yet (and I have not run all of them to the point where I can do them in my sleep), but we pretty much always manage to finish it and it's not an unpleasant experience as long as everyone is willing to give it their best.
Ha! I am a 550 CP healer and I queued for a random normal the day the Wolfhunter DLC dropped (silly me...). Everyone else was around my level and it took over two hours to get through Moon Hunter Keep on normal. Part of that is because people were constantly dropping out and then we would have to wait in the queue again. Some people dropped immediately when they loaded in and realized it was a DLC dungeon, then it was back to waiting. At one point our tank left and the new tank was a Mag Sorc with shock staffs on both bars (ie not a tank).
I run normals pretty regularly, too, and I can honestly say I am filled with dread every single time a DLC screen pops up and I realize what I'm about to get myself into. I'm thinking of finding someone without ESO+ to run with so when we queue together I don't have to worry about it.
Crafts_Many_Boxes wrote: »There were two confirmed for 2018. Nothing's been confirmed for 2019 and beyond, and nothing stating that new dungeon content would remain exclusively within paid content.
And, of course, the Horns of the Reach DLC added two fantastic dungeons and showed our continuing commitment to supporting and expanding co-op group play. Expect to see more dungeon content every year, including two in 2018.
https://www.elderscrollsonline.com/en-us/news/post/26275
But there's a hint in there. Cooperative group play. You rarely get cooperation or strong coordination in random or pickup play. I see random dungeon as a last resort where beggars can't be choosers.
DLC dungeons are opportunities for the game to deep dive into niche lore and tell stories that don't fit into the larger narratives, so they shouldn't be watered down and turned into church group haunted houses. They should feel substantial and challenging. Guild up, find people with the same objective as you, and tackle the content you want to tackle.
If you leave everything up to chance, you're going to have a bad time. Speak up and ask for help. Cooperative play will guide you through learning curves and expedite daily rewards. Yes, the group tool needs a number of refinements. But the best solution for now isn't to mess with content that people already know. It's to make things easier for yourself by taking advantage of all the other social resources in the game.
You can make something lore-rich and a great narrative without bogging it down with slews of complicated mechanics. For many players, these DLC dungeons are beyond challenging. I know that's a difficult concept for a lot of the folks on here, but trust me. I was just getting into the DLC dungeons before they got nerfed last year. So, so many groups just disbanded because we couldn't handle the mechanics in WGT or Mazzatun or Cradle, and usually nobody even knew what was going on. It's gotten better since then, but only for the older ones that were actually nerfed, and they can still easily cause groups to ragequit.
You're coming from a very altruistic, idealistic place. And I respect that. But you have to face reality. I can't even fathom how many players have quit in frustration over these things, when they were only expecting a random dungeon. Think of all the potential players who could have gotten better as they went, then maybe hit a wall in trials (you know, like in every other MMO ever), and had to really take a good hard look at themselves then. Think of all the potential revenue ZOS is losing over these players quitting so quickly.
Putting roadblocks in your standard dungeons is a recipe for failure, and the problem is only getting worse as more DLC dungeons come out. That's why I'm saying we need a standard for difficulty in dungeons. Or separate the pools, but that solution comes at a price.
AcadianPaladin wrote: »What to do about DLC dungeons? I can only speak for me. I avoid dungeons where the mechanics seem too convoluted/irritating to be enjoyable for me. So count me among the ESO+ subscribers who totally avoid DLC dungeons.
weedgenius wrote: »the new tank was a Mag Sorc with shock staffs on both bars (ie not a tank).
The problem I continue to have with these posts, while I won't completely disagree with them out of hand, is that the daily random is a REWARD for doing something. It's not a handout, or a guarantee. It seems people want their 'free' xp to just sleep through some easy dungeon.
So, I don't totally disagree with the sentiment but lets not lose sight of the fact that nobody is OWED the daily rewards. They are EARNED for using the random dungeon finder, along with the challenges that entails.
That being said, a more robust system would be cool. I would like to see greater rewards for various levels of challenge. A random base game dungeon on normal shouldn't give the same reward as a random DLC veteran accomplished on hard mode.
DaveMoeDee wrote: »The problem I continue to have with these posts, while I won't completely disagree with them out of hand, is that the daily random is a REWARD for doing something. It's not a handout, or a guarantee. It seems people want their 'free' xp to just sleep through some easy dungeon.
So, I don't totally disagree with the sentiment but lets not lose sight of the fact that nobody is OWED the daily rewards. They are EARNED for using the random dungeon finder, along with the challenges that entails.
That being said, a more robust system would be cool. I would like to see greater rewards for various levels of challenge. A random base game dungeon on normal shouldn't give the same reward as a random DLC veteran accomplished on hard mode.
The "reward" is for using the group finder because they want to encourage people to use the GF. It has nothing to do with difficulty, as you get the same reward for normal or vet. It is 100% only about keeping GF active. Also, people who do not have ESO+ and do not own DLC dungeons get the same reward as people who risk being dropped in a DLC dungeon.
The problem the OP mentions is pulling people in the opposite direction -- away from using group finder. They really need to add a toggle for excluding all DLC dungeons. It is a simple solution and would make people not regret subbing. If such a toggle exists, I would be pretty excited to include DLC dungeons because I would know that it would be a lot less likely to have dead weight in the group.
SupremeRissole wrote: »I do agree that it is an issue, your sloution however, I do not agree with at all.
DLC dungeons are by far the most fun and challenging ones to choose from. To some players, they are mindlessly easy, to others they are near impossible.
ESO doesnt need to be like the rest ofthe world and compensate for the lowest common denominator. To say that the only hard content for 'elite' players should be vet trials is silly. Some people cant commit to raid times or don't have access to a raid guild. For those players, DLC's are their home. It's far easier to organise 4 people to come together and progress a DLC than to get 12 to progress vMoL. They dont need a nerf.
My suggestion is to remove DLC's from the activity finder. Making it so the only way to enter is as a group travelling to the dungeon itself.
To alleviate the lower pool of players they need to add more incentives to dungeons. Not XP, but maybe a coffer of some sort with maybe crafting mats?
DaveMoeDee wrote: »The problem I continue to have with these posts, while I won't completely disagree with them out of hand, is that the daily random is a REWARD for doing something. It's not a handout, or a guarantee. It seems people want their 'free' xp to just sleep through some easy dungeon.
So, I don't totally disagree with the sentiment but lets not lose sight of the fact that nobody is OWED the daily rewards. They are EARNED for using the random dungeon finder, along with the challenges that entails.
That being said, a more robust system would be cool. I would like to see greater rewards for various levels of challenge. A random base game dungeon on normal shouldn't give the same reward as a random DLC veteran accomplished on hard mode.
The "reward" is for using the group finder because they want to encourage people to use the GF. It has nothing to do with difficulty, as you get the same reward for normal or vet. It is 100% only about keeping GF active. Also, people who do not have ESO+ and do not own DLC dungeons get the same reward as people who risk being dropped in a DLC dungeon.
The problem the OP mentions is pulling people in the opposite direction -- away from using group finder. They really need to add a toggle for excluding all DLC dungeons. It is a simple solution and would make people not regret subbing. If such a toggle exists, I would be pretty excited to include DLC dungeons because I would know that it would be a lot less likely to have dead weight in the group.
McCloskey10_5_13 wrote: »I vote leave them as they are. I'm slowly learning the normal DLC dungeons and getting more used to the Vet vanillas. There is a sense of progression and working toward something as you work your way up. Also you become more familiar with your character. As I'm beginning to try Vet DLCs I'm nervous and excited. If the difficulty was dropped below VCoA2, then after 3 weeks as a tank I would already be able to complete all of the dungeons in the game and my progression would be done unless I started getting into trials, which is a totally different aspect of the game which is much more time consuming and plays completely differently.
Normal dungeons are there to allow you to learn the mechanics in order to improve toward being able to do the Vet, not as an xp farm. The other night I PUGed vet fang lair and we got our butts kicked by the cadavourous animals because I couldn't control the fight as Tank and the dps couldn't kill the tiger before it started pouncing on people. We weren't good enough. I'll go back to normal to practice more before I give it another shot. So after 8 tries we went and blew through vCoH HM. I don't think all dungeons should be so easy that 4 mid CP strangers only vaguely familiar with each other or the mechanics can steam roll them all. And if you only reduce the difficulty of normal, then they aren't comparable enough to the Vet to prepare you (some would say this is already an issue).
To make normal easy enough to be completed by a group where NO ONE is familiar with mechanics, you have to pull them far far away from the difficulty of Vet, or also reduce Vet to the point that me and any one who has been in the dungeon once or twice can stroll through HM without a wipe. Then who would want to participate?
If you are dropped into a random that's over your head, you always have the option to drop out, take your 15 minute swat on the nose and que for another one, or ask for the group to kick you so you can avoid the timer.
The one thing I will concede is that if they have the 300CP requirement for Vet DLCs, that should apply to random also so a 160 doesn't get dropped into a dungeon they couldn't que for. Not sure if that's taken into account or not.
AcadianPaladin wrote: »What to do about DLC dungeons? I can only speak for me. I avoid dungeons where the mechanics seem too convoluted/irritating to be enjoyable for me. So count me among the ESO+ subscribers who totally avoid DLC dungeons.