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The Dungeon Dilemma: What to do about DLC

  • Guppet
    Guppet
    ✭✭✭✭✭
    Why do normals have to exist to train players for vet mode?

    They dont only exist for that. Many players have no interest in vet content, they don’t want to be forced to train vet mechanics, they just want them to be completeable without guides or being min maxed.

    Normal is the end game for many players.

    The solution is 3 difficulty levels.

    Original dungeons can be seen as easy and medium. Dlc as medium and hard.

    They need to add hard for original and easy for dlc.

    There is a reason that mythic dungeons are popular in wow, the market leader for almost 14 years. They have normal, heroic and mythic. Works wonders there.

    There are players that seriously enjoy very hard 4 man content. So you can’t keep that to trials only.

    They need to cater for all demographics.
  • Wifeaggro13
    Wifeaggro13
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    Apache_Kid wrote: »
    Apache_Kid wrote: »
    Asking for normal DLC dungeons to be made easier is honestly an absurd request. The one-shots don't even really one-shot you just leave you with a little bit of health. I've only ran them on normal as opposed to vet a couple times and I was running falkreath on normal for the first time a couple days ago for a skill point on a random character and I was amazed as i watched my pugs stand right out in the open during a Domihaus shout and live through it. You don't even have to obey the mechanics.

    As far as those of you saying that there is no demand for dungeon DLCs you are dead wrong. Some people like myself enjoy the dungeon DLCs more than any other DLC. If you actually go for the achievements they offer much more playtime than some crappy little zone like Hews Bane or the Clockwork city where I could finish all the quests and delves in a day or two. Have been going at the wolfhunter dungeons almost every night for a couple hours since they came out on Xbox NA and all we need is MoS HM and we have had a blast getting the rest of the achievements. Some story DLC zone i would've had 100% complete in the first week. Not as much value.

    Dungeon DLCs are nice because they provide content for end-game players without having to put up with the hassle of organizing 11 others for the activity. There needs to be something for players who want a challenge but dont have the time to commit to a core raid team. And you know what's great about these dungeon DLCs? Any one of you who says they don't like them because they are too difficult, all you have to do is get better and find some friends and you can enjoy them like the rest of us and earn cool achievements. There is no gate except the one of your own skill that you put there yourself. Never stop wanting to improve.

    This is the type of "gotta pull yourself up by those bootstraps, git gud kid" answer that I was expecting to see, and have seen a lot in this thread.

    1) Your example with Falkreath is a bad one. Domihaus is probably the least challenging boss in there, for the reason you just outlined. The spectre / bone golem boss, on the other hand, is far more challenging and causes groups to disband far more often, I assure you.

    2) You even say it yourself: "some people". Many, many more people do not enjoy this system. You're part of the vocal minority that the devs listen to, unfortunately.

    3) It's nice content that a large portion of players will never do. I think dungeons should be accessible by the majority of the playerbase without having to play on the level of the hardcores. Crazy thought, right? You know who happens to agree with me? Blizzard entertainment. Trion Worlds. Pretty much every other western major developer with an MMO on the market.

    But hey, maybe you can go hang out with the Wildstar devs and their 10 players left in that game. They adhere to your mentality. I'm trying to prevent this game from becoming the next Wildstar by slamming these brick walls into players expecting fun, only somewhat challenging content. Keep the highest level of difficulty in the trials, and rebalance your content to reflect that mentality, that's all I'm saying.

    And I get it: DLC dungeons are really nice for the hardcore players who can complete them reliably with their groups of friends who have the same mentality. And the groups are easier to form than trials, sure. The problem is, you're shafting the other players by having your cake. And the other players (again I have no data here) I would imagine outnumber you by quite a bit.

    It takes a long time for a player to "git gud" even if they're making a conscious effort and playing on a regular basis. Combat in this game is very difficult compared to other MMOs. I was VERY, VERY good in rift, which is mechanically very similar to WoW. I raided with the 9th best guild NA two years ago (granted the game was pretty steeply in decline by then, but still). I can still only do about 30k dps with my best character in this game. And I've been playing consistently for 2 years now. It's not realistic to just address this problem by saying "well git gud scrubs". We need something more substantial and less reliant on players becoming veterans overnight.

    LOL I'm shafting others for enjoying the content Zos chooses to give me? Okay. Us end-game players don't come on the forums to whine when we get a crappy little zone DLC with 20 quests that you can finish in a night and yet we get a few dungeons a year and the casuals lose their minds.

    And my example is a good one because I was just trying to demonstrate that one shots on normal are not actually one shots hence the players don't learn anything. The normals aren't difficult enough to prepare players for vet which is the whole issue.

    There needs to be difficult 4-person content. Not everyone has the time for a raid core. Gating the difficult content behind trials is a horrible idea. We already have exactly what you are asking for, a normal mode of the dungeon that is stupid easy with a minimal amount of dps and awareness. There does not need to be an easier mode.

    The funny thing is the population that creates these threads want a single player game. The minute zos nerfs the content they start screaming for solo versions of the dungeons because the long term community quits again due to lack of content because they catered to the churn player
  • Crafts_Many_Boxes
    Crafts_Many_Boxes
    ✭✭✭✭✭
    Apache_Kid wrote: »
    Apache_Kid wrote: »
    Asking for normal DLC dungeons to be made easier is honestly an absurd request. The one-shots don't even really one-shot you just leave you with a little bit of health. I've only ran them on normal as opposed to vet a couple times and I was running falkreath on normal for the first time a couple days ago for a skill point on a random character and I was amazed as i watched my pugs stand right out in the open during a Domihaus shout and live through it. You don't even have to obey the mechanics.

    As far as those of you saying that there is no demand for dungeon DLCs you are dead wrong. Some people like myself enjoy the dungeon DLCs more than any other DLC. If you actually go for the achievements they offer much more playtime than some crappy little zone like Hews Bane or the Clockwork city where I could finish all the quests and delves in a day or two. Have been going at the wolfhunter dungeons almost every night for a couple hours since they came out on Xbox NA and all we need is MoS HM and we have had a blast getting the rest of the achievements. Some story DLC zone i would've had 100% complete in the first week. Not as much value.

    Dungeon DLCs are nice because they provide content for end-game players without having to put up with the hassle of organizing 11 others for the activity. There needs to be something for players who want a challenge but dont have the time to commit to a core raid team. And you know what's great about these dungeon DLCs? Any one of you who says they don't like them because they are too difficult, all you have to do is get better and find some friends and you can enjoy them like the rest of us and earn cool achievements. There is no gate except the one of your own skill that you put there yourself. Never stop wanting to improve.

    This is the type of "gotta pull yourself up by those bootstraps, git gud kid" answer that I was expecting to see, and have seen a lot in this thread.

    1) Your example with Falkreath is a bad one. Domihaus is probably the least challenging boss in there, for the reason you just outlined. The spectre / bone golem boss, on the other hand, is far more challenging and causes groups to disband far more often, I assure you.

    2) You even say it yourself: "some people". Many, many more people do not enjoy this system. You're part of the vocal minority that the devs listen to, unfortunately.

    3) It's nice content that a large portion of players will never do. I think dungeons should be accessible by the majority of the playerbase without having to play on the level of the hardcores. Crazy thought, right? You know who happens to agree with me? Blizzard entertainment. Trion Worlds. Pretty much every other western major developer with an MMO on the market.

    But hey, maybe you can go hang out with the Wildstar devs and their 10 players left in that game. They adhere to your mentality. I'm trying to prevent this game from becoming the next Wildstar by slamming these brick walls into players expecting fun, only somewhat challenging content. Keep the highest level of difficulty in the trials, and rebalance your content to reflect that mentality, that's all I'm saying.

    And I get it: DLC dungeons are really nice for the hardcore players who can complete them reliably with their groups of friends who have the same mentality. And the groups are easier to form than trials, sure. The problem is, you're shafting the other players by having your cake. And the other players (again I have no data here) I would imagine outnumber you by quite a bit.

    It takes a long time for a player to "git gud" even if they're making a conscious effort and playing on a regular basis. Combat in this game is very difficult compared to other MMOs. I was VERY, VERY good in rift, which is mechanically very similar to WoW. I raided with the 9th best guild NA two years ago (granted the game was pretty steeply in decline by then, but still). I can still only do about 30k dps with my best character in this game. And I've been playing consistently for 2 years now. It's not realistic to just address this problem by saying "well git gud scrubs". We need something more substantial and less reliant on players becoming veterans overnight.

    LOL I'm shafting others for enjoying the content Zos chooses to give me? Okay. Us end-game players don't come on the forums to whine when we get a crappy little zone DLC with 20 quests that you can finish in a night and yet we get a few dungeons a year and the casuals lose their minds.

    And my example is a good one because I was just trying to demonstrate that one shots on normal are not actually one shots hence the players don't learn anything. The normals aren't difficult enough to prepare players for vet which is the whole issue.

    There needs to be difficult 4-person content. Not everyone has the time for a raid core. Gating the difficult content behind trials is a horrible idea. We already have exactly what you are asking for, a normal mode of the dungeon that is stupid easy with a minimal amount of dps and awareness. There does not need to be an easier mode.

    The funny thing is the population that creates these threads want a single player game. The minute zos nerfs the content they start screaming for solo versions of the dungeons because the long term community quits again due to lack of content because they catered to the churn player

    One could just as easily say that the churn players leave now because they complete the story content and don't see themselves capable of endgame due to how daunting the DLC content is. I'm sure many don't properly research and realize the DLC dungeons are actually harder than many trials. WoW and its clones have been successful at creating endgame playerbases partly because they know how to ease the player into it. They ramp up the difficulty gradually, as the player becomes more absorbed in the game. You know, good game design. They don't throw wildly difficult dungeons intermixed with the easier ones at new players and scare them away.

    I mean, sure, there are players who will come and go with the content no matter what because elder scrolls and single player preference and all that stuff, but one has to wonder how many more players they could be retaining if they reworked their dungeon system / rebalanced their dungeons. If they performed a rebalance to make DLC easier 1s harder and 2s about the same, and added a nightmare mode on top of veteran to appease the hardcores, that would work as well I guess.
    Edited by Crafts_Many_Boxes on September 7, 2018 4:36PM
  • acw37162
    acw37162
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    To the OP’s point about dungeon difficulty.

    They seemed to have settled on a system where Normal is for just about everyone, Veteran is for those who want a challenge, and hard mode for those who want the difficulty blow out.

    It becomes very difficult to argue against a model that is finically successful for them.

    I really dislike the model but they don’t have near enough pressure to even consider changing it.
  • BuddyAces
    BuddyAces
    ✭✭✭✭✭
    Apache_Kid wrote: »
    Asking for normal DLC dungeons to be made easier is honestly an absurd request. The one-shots don't even really one-shot you just leave you with a little bit of health. I've only ran them on normal as opposed to vet a couple times and I was running falkreath on normal for the first time a couple days ago for a skill point on a random character and I was amazed as i watched my pugs stand right out in the open during a Domihaus shout and live through it. You don't even have to obey the mechanics.

    As far as those of you saying that there is no demand for dungeon DLCs you are dead wrong. Some people like myself enjoy the dungeon DLCs more than any other DLC. If you actually go for the achievements they offer much more playtime than some crappy little zone like Hews Bane or the Clockwork city where I could finish all the quests and delves in a day or two. Have been going at the wolfhunter dungeons almost every night for a couple hours since they came out on Xbox NA and all we need is MoS HM and we have had a blast getting the rest of the achievements. Some story DLC zone i would've had 100% complete in the first week. Not as much value.

    Dungeon DLCs are nice because they provide content for end-game players without having to put up with the hassle of organizing 11 others for the activity. There needs to be something for players who want a challenge but dont have the time to commit to a core raid team. And you know what's great about these dungeon DLCs? Any one of you who says they don't like them because they are too difficult, all you have to do is get better and find some friends and you can enjoy them like the rest of us and earn cool achievements. There is no gate except the one of your own skill that you put there yourself. Never stop wanting to improve.

    This is the type of "gotta pull yourself up by those bootstraps, git gud kid" answer that I was expecting to see, and have seen a lot in this thread.

    1) Your example with Falkreath is a bad one. Domihaus is probably the least challenging boss in there, for the reason you just outlined. The spectre / bone golem boss, on the other hand, is far more challenging and causes groups to disband far more often, I assure you.

    2) You even say it yourself: "some people". Many, many more people do not enjoy this system. You're part of the vocal minority that the devs listen to, unfortunately.

    3) It's nice content that a large portion of players will never do. I think dungeons should be accessible by the majority of the playerbase without having to play on the level of the hardcores. Crazy thought, right? You know who happens to agree with me? Blizzard entertainment. Trion Worlds. Pretty much every other western major developer with an MMO on the market.

    But hey, maybe you can go hang out with the Wildstar devs and their 10 players left in that game. They adhere to your mentality. I'm trying to prevent this game from becoming the next Wildstar by slamming these brick walls into players expecting fun, only somewhat challenging content. Keep the highest level of difficulty in the trials, and rebalance your content to reflect that mentality, that's all I'm saying.

    And I get it: DLC dungeons are really nice for the hardcore players who can complete them reliably with their groups of friends who have the same mentality. And the groups are easier to form than trials, sure. The problem is, you're shafting the other players by having your cake. And the other players (again I have no data here) I would imagine outnumber you by quite a bit.

    It takes a long time for a player to "git gud" even if they're making a conscious effort and playing on a regular basis. Combat in this game is very difficult compared to other MMOs. I was VERY, VERY good in rift, which is mechanically very similar to WoW. I raided with the 9th best guild NA two years ago (granted the game was pretty steeply in decline by then, but still). I can still only do about 30k dps with my best character in this game. And I've been playing consistently for 2 years now. It's not realistic to just address this problem by saying "well git gud scrubs". We need something more substantial and less reliant on players becoming veterans overnight.

    30k is enough dps. I'm not sure what you're arguing here. Normal mode dlc dungeons are easy. Yeah you might have to wipe a few times to learn mechanics but if you're on your 15th wipe cuz someone is drooling on themselves while getting killed by the same mechanic then that is a l2p issue.

    Stop giving up and thinking things are impossible.
    They nerfed magsorcs so hard stamsorcs felt it,lol - Somber97866

    I'm blown away by the utter stupidity I see here on the daily. - Wrekkedd
  • code65536
    code65536
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    ✭✭✭✭✭
    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.

    The only DLC dungeons to have been nerfed after the release of the next major patch were WGT and ICP (i.e., I'm excluding fixes/adjustments that happen within the first quarter of their release). None of the Hist, Horns, nor Bones dungeons have been nerfed.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
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    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • Crafts_Many_Boxes
    Crafts_Many_Boxes
    ✭✭✭✭✭
    BuddyAces wrote: »
    Apache_Kid wrote: »
    Asking for normal DLC dungeons to be made easier is honestly an absurd request. The one-shots don't even really one-shot you just leave you with a little bit of health. I've only ran them on normal as opposed to vet a couple times and I was running falkreath on normal for the first time a couple days ago for a skill point on a random character and I was amazed as i watched my pugs stand right out in the open during a Domihaus shout and live through it. You don't even have to obey the mechanics.

    As far as those of you saying that there is no demand for dungeon DLCs you are dead wrong. Some people like myself enjoy the dungeon DLCs more than any other DLC. If you actually go for the achievements they offer much more playtime than some crappy little zone like Hews Bane or the Clockwork city where I could finish all the quests and delves in a day or two. Have been going at the wolfhunter dungeons almost every night for a couple hours since they came out on Xbox NA and all we need is MoS HM and we have had a blast getting the rest of the achievements. Some story DLC zone i would've had 100% complete in the first week. Not as much value.

    Dungeon DLCs are nice because they provide content for end-game players without having to put up with the hassle of organizing 11 others for the activity. There needs to be something for players who want a challenge but dont have the time to commit to a core raid team. And you know what's great about these dungeon DLCs? Any one of you who says they don't like them because they are too difficult, all you have to do is get better and find some friends and you can enjoy them like the rest of us and earn cool achievements. There is no gate except the one of your own skill that you put there yourself. Never stop wanting to improve.

    This is the type of "gotta pull yourself up by those bootstraps, git gud kid" answer that I was expecting to see, and have seen a lot in this thread.

    1) Your example with Falkreath is a bad one. Domihaus is probably the least challenging boss in there, for the reason you just outlined. The spectre / bone golem boss, on the other hand, is far more challenging and causes groups to disband far more often, I assure you.

    2) You even say it yourself: "some people". Many, many more people do not enjoy this system. You're part of the vocal minority that the devs listen to, unfortunately.

    3) It's nice content that a large portion of players will never do. I think dungeons should be accessible by the majority of the playerbase without having to play on the level of the hardcores. Crazy thought, right? You know who happens to agree with me? Blizzard entertainment. Trion Worlds. Pretty much every other western major developer with an MMO on the market.

    But hey, maybe you can go hang out with the Wildstar devs and their 10 players left in that game. They adhere to your mentality. I'm trying to prevent this game from becoming the next Wildstar by slamming these brick walls into players expecting fun, only somewhat challenging content. Keep the highest level of difficulty in the trials, and rebalance your content to reflect that mentality, that's all I'm saying.

    And I get it: DLC dungeons are really nice for the hardcore players who can complete them reliably with their groups of friends who have the same mentality. And the groups are easier to form than trials, sure. The problem is, you're shafting the other players by having your cake. And the other players (again I have no data here) I would imagine outnumber you by quite a bit.

    It takes a long time for a player to "git gud" even if they're making a conscious effort and playing on a regular basis. Combat in this game is very difficult compared to other MMOs. I was VERY, VERY good in rift, which is mechanically very similar to WoW. I raided with the 9th best guild NA two years ago (granted the game was pretty steeply in decline by then, but still). I can still only do about 30k dps with my best character in this game. And I've been playing consistently for 2 years now. It's not realistic to just address this problem by saying "well git gud scrubs". We need something more substantial and less reliant on players becoming veterans overnight.

    30k is enough dps. I'm not sure what you're arguing here. Normal mode dlc dungeons are easy. Yeah you might have to wipe a few times to learn mechanics but if you're on your 15th wipe cuz someone is drooling on themselves while getting killed by the same mechanic then that is a l2p issue.

    Stop giving up and thinking things are impossible.

    "Normal mode dlc dungeons are easy". See, that there is an opinion. And if you were to ask 50 random players (truly random, not finding high CP players), I'm sure 40 of them would disagree.

    Obviously, I'm not arguing for myself. I would have very few problems with any DLC dungeon on vet if I went in with a premade group. To this day I haven't, so there are still DLC dungeons I haven't done on vet. But this is not the normal scenario, and I am not the average player. You are not the average player. These forums, on the whole, do not contain average players. Very few here seem to fathom that, and those who do simply don't care and say things like "l2p issue".

    The only normal DLC dungeon that I'm confident a group of relatively new / low cp players could get through in a reasonable amount of time is Imperial city prison. Everything else has at least one or two bosses that are mechanically complicated and ill-explained, and bound to cause groups to just disband in frustration if nobody is there to explain them. But beyond specific examples, the level of difficulty in general is just inconsistent with vanilla content and IMO too hard to even be called "normal' anymore.
  • Crafts_Many_Boxes
    Crafts_Many_Boxes
    ✭✭✭✭✭
    code65536 wrote: »
    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.

    The only DLC dungeons to have been nerfed after the release of the next major patch were WGT and ICP (i.e., I'm excluding fixes/adjustments that happen within the first quarter of their release). None of the Hist, Horns, nor Bones dungeons have been nerfed.

    They made the hist dungeons slightly easier a few patches ago. I don't recall if it was a numerical / percentage type nerf or just making mechanics easier to deal with, but they changed stuff. Horns, bones, and wolf haven't been touched as far as I know though, yes.
  • mocap
    mocap
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    i probably don't get it, sorry, but if you talk about fourth undaunted quest giver, then i agree with it entirely
  • Wifeaggro13
    Wifeaggro13
    ✭✭✭✭✭
    Apache_Kid wrote: »
    Apache_Kid wrote: »
    Asking for normal DLC dungeons to be made easier is honestly an absurd request. The one-shots don't even really one-shot you just leave you with a little bit of health. I've only ran them on normal as opposed to vet a couple times and I was running falkreath on normal for the first time a couple days ago for a skill point on a random character and I was amazed as i watched my pugs stand right out in the open during a Domihaus shout and live through it. You don't even have to obey the mechanics.

    As far as those of you saying that there is no demand for dungeon DLCs you are dead wrong. Some people like myself enjoy the dungeon DLCs more than any other DLC. If you actually go for the achievements they offer much more playtime than some crappy little zone like Hews Bane or the Clockwork city where I could finish all the quests and delves in a day or two. Have been going at the wolfhunter dungeons almost every night for a couple hours since they came out on Xbox NA and all we need is MoS HM and we have had a blast getting the rest of the achievements. Some story DLC zone i would've had 100% complete in the first week. Not as much value.

    Dungeon DLCs are nice because they provide content for end-game players without having to put up with the hassle of organizing 11 others for the activity. There needs to be something for players who want a challenge but dont have the time to commit to a core raid team. And you know what's great about these dungeon DLCs? Any one of you who says they don't like them because they are too difficult, all you have to do is get better and find some friends and you can enjoy them like the rest of us and earn cool achievements. There is no gate except the one of your own skill that you put there yourself. Never stop wanting to improve.

    This is the type of "gotta pull yourself up by those bootstraps, git gud kid" answer that I was expecting to see, and have seen a lot in this thread.

    1) Your example with Falkreath is a bad one. Domihaus is probably the least challenging boss in there, for the reason you just outlined. The spectre / bone golem boss, on the other hand, is far more challenging and causes groups to disband far more often, I assure you.

    2) You even say it yourself: "some people". Many, many more people do not enjoy this system. You're part of the vocal minority that the devs listen to, unfortunately.

    3) It's nice content that a large portion of players will never do. I think dungeons should be accessible by the majority of the playerbase without having to play on the level of the hardcores. Crazy thought, right? You know who happens to agree with me? Blizzard entertainment. Trion Worlds. Pretty much every other western major developer with an MMO on the market.

    But hey, maybe you can go hang out with the Wildstar devs and their 10 players left in that game. They adhere to your mentality. I'm trying to prevent this game from becoming the next Wildstar by slamming these brick walls into players expecting fun, only somewhat challenging content. Keep the highest level of difficulty in the trials, and rebalance your content to reflect that mentality, that's all I'm saying.

    And I get it: DLC dungeons are really nice for the hardcore players who can complete them reliably with their groups of friends who have the same mentality. And the groups are easier to form than trials, sure. The problem is, you're shafting the other players by having your cake. And the other players (again I have no data here) I would imagine outnumber you by quite a bit.

    It takes a long time for a player to "git gud" even if they're making a conscious effort and playing on a regular basis. Combat in this game is very difficult compared to other MMOs. I was VERY, VERY good in rift, which is mechanically very similar to WoW. I raided with the 9th best guild NA two years ago (granted the game was pretty steeply in decline by then, but still). I can still only do about 30k dps with my best character in this game. And I've been playing consistently for 2 years now. It's not realistic to just address this problem by saying "well git gud scrubs". We need something more substantial and less reliant on players becoming veterans overnight.

    LOL I'm shafting others for enjoying the content Zos chooses to give me? Okay. Us end-game players don't come on the forums to whine when we get a crappy little zone DLC with 20 quests that you can finish in a night and yet we get a few dungeons a year and the casuals lose their minds.

    And my example is a good one because I was just trying to demonstrate that one shots on normal are not actually one shots hence the players don't learn anything. The normals aren't difficult enough to prepare players for vet which is the whole issue.

    There needs to be difficult 4-person content. Not everyone has the time for a raid core. Gating the difficult content behind trials is a horrible idea. We already have exactly what you are asking for, a normal mode of the dungeon that is stupid easy with a minimal amount of dps and awareness. There does not need to be an easier mode.

    The funny thing is the population that creates these threads want a single player game. The minute zos nerfs the content they start screaming for solo versions of the dungeons because the long term community quits again due to lack of content because they catered to the churn player

    One could just as easily say that the churn players leave now because they complete the story content and don't see themselves capable of endgame due to how daunting the DLC content is. I'm sure many don't properly research and realize the DLC dungeons are actually harder than many trials. WoW and its clones have been successful at creating endgame playerbases partly because they know how to ease the player into it. They ramp up the difficulty gradually, as the player becomes more absorbed in the game. You know, good game design. They don't throw wildly difficult dungeons intermixed with the easier ones at new players and scare them away.

    I mean, sure, there are players who will come and go with the content no matter what because elder scrolls and single player preference and all that stuff, but one has to wonder how many more players they could be retaining if they reworked their dungeon system / rebalanced their dungeons. If they performed a rebalance to make DLC easier 1s harder and 2s about the same, and added a nightmare mode on top of veteran to appease the hardcores, that would work as well I guess.

    but matt wanted linear progression lol does not really work for longevity of community.
  • MehrunesFlagon
    MehrunesFlagon
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    You should stop expecting to get an easy clear on day one.cCntent is supposed to be difficult and needs to stay that way.
  • cheops
    cheops
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    The problem is the perverse incentive of the daily reward. It encourages people to queue for content they may not be equipped to deal with or want to play, and it draws in players who are not comfortable with group play and has a good chance of providing a discouraging experience.
  • frozzzen101
    frozzzen101
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    Honestly, the notion of rebalancing entire dungeon system in this game with resource and time constrains that the devs have is beyond ludicrous. Won't even bother to entertain that.
    I mean, sure, there are players who will come and go with the content no matter what because elder scrolls and single player preference and all that stuff, but one has to wonder how many more players they could be retaining if they reworked their dungeon system / rebalanced their dungeons. If they performed a rebalance to make DLC easier 1s harder and 2s about the same, and added a nightmare mode on top of veteran to appease the hardcores, that would work as well I guess.

    Now, you have assigned arbitrary ideal dungeons to be on level of vet II Dungeons like CoH II or DC II or CoA II. Fine, in my book the ideal difficulty level of dungeons is vet Fang Lair Hardmode because it's by far the most enjoyable battle that I've been a part of in ESO. Will I advocate that all dungeons should be put on that level? Obviously not, because there needs to be difficulty progression, and ESO does that extremely well, you are just failing to notice it.
    I can give you step by step difficulty gradation of all veteran content in ESO from Fungal I/VoM all the way to vMoL HM/vAS+2. New people don't see it and to them it can be shock to end up in some of the more difficult content, but I'll address this point later on.

    Also I really don't think many people leave because Planar Inhibitor wiped them over and over. DLC dungeons are not problem. People leave because of huge changes to classes, play styles, poor performance and imbalances in general. So if ZoS is to keep people in they should focus on more obvious pain points rather than some imaginary dlcdungeonphobia, no?

    I do agree with you that having to queue on random normal with nCoS / nMHK and Fungal I in same dungeon pool makes no sense, but ZoS is barely putting any effort or even acknowledging that there is substantial difference between dungeon X and Y. After years of community moaning and protesting they added min CP to queue for DLC/II dungeons which is really poor solution all things considered (something like unlocking DLC dungeons based of your total % of vanilla dungeon achievements would be much better). I mean, reward for finishing Fungal I hardmode (8 min dungeon) and MoS HM are the same. Until they acknowledge there is difference in difficulty of DLC dungeons and vanilla ones, not much will change.

    Seeing how many people with ESO+ are complaining about DLC dungeons in random normal queue to the point people are dropping ESO+, something needs to change. What I'd do is create separate daily rewards for:
    *random normal vanilla dungeon
    *random normal DLC dungeon
    *random vet dungeon (DLC ones included because you are queing for Veteran content)

    So total 3 x 100k xp rewards for people who want to do this. It would help newcomers catching up with CP cap and add incentives to try new content.

    But to nerf DLC dungeons because some arbitrary difficulty? Aside from the fact it won't happen, your "ZOS needs to rebalance the dungeons in this game" conclusion is silly. DLC dungeons are the necessary bridge between vanilla dungeons and trials where you can learn something about respecting mechanics and personal responsibility making you not_so_dead_weight when you actually want to start with trials.
  • Jeremy
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    Right now, we're at the point where there are almost as many DLC dungeons as there are non-DLC. With plans in place to release 4 more DLC dungeons every year, it won't be long before the DLC dungeons outweigh the vanilla ones in the pool.

    What were once an annoyance for ESO+ players just trying to complete a random are going to become a major roadblock. The fact of the matter is, these dungeons are interesting, mechanically-oriented, challenging, and fun....with the right group. Of veteran players.

    To drive home my point above, newer players have no chance at these things. They were designed with experienced players in mind, and that's fine but Zenimax has done nothing to ensure that only players who are up for the challenge are completing them. Forget CP300, there should be a CP600 minimum for vet DLC dungeons. Normal should probably be CP300.

    And sure, new players can bumble their way through, but I guarantee you not one of them will say they had a good time. Not one of them will say they preferred it over city of ash or darkshade caverns. They'll probably spend a few hours in there, which is ridiculous by modern MMO dungeon standards.

    And I know the classic response here is "well, just queue for what you want, you don't have to use the random dungeon tool."

    There are a few things wrong with this train of thought:

    1) I'd imagine that many players only even do dungeons because of the daily random bonus. If Zenimax creates a situation in which a random queue only leads to a painful slog through a DLC dungeon, the total number of players queueing up for anything at all will decline sharply. I think we're already seeing this as more and more DLC dungeons are released.

    2) If your tool has become unattractive to use because the content that is accessed by the tool is prohibitively difficult, then you've designed a bad tool or bad content. One of the two.

    In short, if your solution is "well, just don't do that thing", then it's not a solution. It's a workaround. Workarounds need to be addressed at some point, and that goes beyond ESO or even videogames.

    So, in this discussion, let's completely ignore the idea of just not using the tool. Let's assume the tool is vital for a healthy dungeon pool, as it may very well be.

    Going back to the central issue then, how do we address this? How do we keep the dungeon-going populace healthy, reduce the already substantial pain that many newer and casual players are put through, and bolster the system to be prepared for all these DLC dungeons on the horizon? The core issue, as I see it, is that we've got all these dungeons, of ridiculously varying difficulty and length to complete, in the same pool.

    And yeah, we can split up the pools to make things better, but there are also drawbacks to that proposition. The pool of players in each category shrinks compared to the previous state, and we're back to point #1 that I outlined above. Less players in a pool isn't a good thing, that just leads to longer times. And don't get me wrong, I'd rather see this happen than nothing at all, but there's a better way.

    When you look at everything, and how there are countless threads even on the elite-dominated forums about the issues with DLC dungeons, the best, albeit most difficult to accomplish answer becomes clear - ZOS needs to rebalance the dungeons in this game.

    There's really no way around it. It's absurd to have such a variance of difficulty in your dungeons for an MMO. Look at WoW. Look at SWTOR. Look at Rift. Guild wars 2 is a bad example, but my point is that we're talking about how to deal with this absurd system instead of addressing how absurd it is and trying to fix it.

    Maybe the vanilla 1 dungeons are too easy, sure. Maybe those need to become a little more difficult. At the same time, the DLC dungeons need to come way, way down in difficulty to become digestible by the masses. And yes, I'm talking about both difficulties. You want truly hard content, you've got veteran trials. DLC dungeons are clearly a failed experiment at the point, I'm sure ZOS has heaps of data to back me up.

    There is some median level of difficulty, higher than most vanilla dungeons but lower than DLC dungeons, where ALL dungeons need to rest at. I believe WoW did a massive balance pass / overhaul of their older dungeons when Cataclysm came out. This game desperately needs the same. If all the dungeons are approximately the same in terms of difficulty, and that difficulty is close-ish to "2" dungeons, most issues with the dungeon finder go away.

    They need to organize DLC dungeons into a separate tier similar to how they do normal dungeons vs veteran dungeons.

    I think that would fix this problem.
  • Jeremy
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    BuddyAces 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.

    Outside of hard modes on those dlc dungeons, there's barely any different mechanics than other dungeons.

    They mechanics are more complicated and less forgiving in DLC dungeons.
    Edited by Jeremy on September 8, 2018 10:01AM
  • Kuwhar
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    What did i just read OP?

    It can be frustrating but ive done done all the DLC dungeons on normal. Often times with none of the group knowing the mechanics.

    You know whats fun? Figuring it out and completing it.
  • DaveMoeDee
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    Jeremy wrote: »
    BuddyAces 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.

    Outside of hard modes on those dlc dungeons, there's barely any different mechanics than other dungeons.

    They mechanics are more complicated and less forgiving in DLC dungeons.

    Definitely. Like not moving until the last second or being one shot. Or Planar Inhibitor. Or killing those dudes shielding Molag Kena with melee. Or not running to the shield or standing in middle of one of the three poison zones. Base game dungeons can't one shot a tank that is blocking.

    Personally, I love learning the mechanics. This is my first MMO and I am far from hard core, but I do enjoy the challenge of pugging DLC dungeons, though I'm not sure I've completed hard mode in any of them. I like that normal is challenging as it is better preparation for attempting vet.
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