FlyingSwan wrote: »but most times an experienced player should be able to carry the team through any normal DLC.
FlyingSwan wrote: »but most times an experienced player should be able to carry the team through any normal DLC.
On EU there are like 20+ completely different languagesThe mechanics have to be easy enough to be understood on the run on normal mode. Another part of the problem are the one shots. They are ok to force organisation to groups. The casual normal mode and multilingual world does not need them.
ruengdet2515 wrote: »Don't understand why we need dun-finder.
Why not zone chat lfm, lfg dun-name then choose mode 'n/v' before enter and run as much as you can.
Join up with someone who does not have access to the DLCs and you will not get the DLC dungeons. At least you cannot directly queue for them.
I have suggested multiple times that Zos could offer a toggle to include or exclude the DLC dungeons from the mix. It would be simple and Zos could keep the purple quality random reward for including the DLCs and if they are excluded the reward becomes blue quality as though it was someone's second run.
Really a simple solution and acknowledges that the random reward would be greater when greater risk and challenge is taken up.
HappyLittleTree wrote: »DLC dungeons are not that hard.
FlyingSwan wrote: »Agenericname wrote: »dlc dungeons are just too hard and too heavy on mechanics for PUGs even on normal.
I dont think they need to be nerfed or removed from the daily random. I PUG well over 95% of the dungeons I run, and I really think I'm being generous with 2-3%. DLC dungeons, on normal, arent that bad. I'm fairly casual.
Fake tanks, or fake roles in general, aren't exclusive to DLC dungeons. I've seen more fake tanks vote kicked from DLC dungeons than from base dungeons. IMO that's not always a bad thing. I'll ackowledge the difference between "I'm new" or "I don't know the mechanics" and "I'm know I'm not a real tanks but the queue is aids!"
I find WGT or SCP much more interesting than COA or BC.
Yes, the normal DLC dungeons are easy enough, should be no issues for even a moderately skilled player there. I do understand some of the struggles with some of the newer vet DLC dungeons (vMHK can be irksome for uncoordinated groups who can't grasp the mechs, even powerful groups), but really, who wants to buy a game and faceroll all content on the first go? That would be a pretty stupid expectation to hold, all games have increasing difficulty levels.
Plus, it's a great feeling the first time you do complete something you have previously struggled with. I remember when vWGT was first released I used to dread it popping in the random vet queue. Now I can waltz it and carry the odd loser who gets into the queue. Of course, some of that is power creep but a lot is that I became better at the game by stepping up to the tougher challenges. No one ever moved ahead in life by standing still, games included.
Motherball wrote: »FlyingSwan wrote: »Agenericname wrote: »dlc dungeons are just too hard and too heavy on mechanics for PUGs even on normal.
I dont think they need to be nerfed or removed from the daily random. I PUG well over 95% of the dungeons I run, and I really think I'm being generous with 2-3%. DLC dungeons, on normal, arent that bad. I'm fairly casual.
Fake tanks, or fake roles in general, aren't exclusive to DLC dungeons. I've seen more fake tanks vote kicked from DLC dungeons than from base dungeons. IMO that's not always a bad thing. I'll ackowledge the difference between "I'm new" or "I don't know the mechanics" and "I'm know I'm not a real tanks but the queue is aids!"
I find WGT or SCP much more interesting than COA or BC.
Yes, the normal DLC dungeons are easy enough, should be no issues for even a moderately skilled player there. I do understand some of the struggles with some of the newer vet DLC dungeons (vMHK can be irksome for uncoordinated groups who can't grasp the mechs, even powerful groups), but really, who wants to buy a game and faceroll all content on the first go? That would be a pretty stupid expectation to hold, all games have increasing difficulty levels.
Plus, it's a great feeling the first time you do complete something you have previously struggled with. I remember when vWGT was first released I used to dread it popping in the random vet queue. Now I can waltz it and carry the odd loser who gets into the queue. Of course, some of that is power creep but a lot is that I became better at the game by stepping up to the tougher challenges. No one ever moved ahead in life by standing still, games included.
I don’t disagree, but on the other side of this are players who are still learning. Would you want to be told L2P and other hostile things while healing or tanking one of those dungeons for the first time? There should be an option for new and returning players who do not wish to be expected not to be “the random loser.”
Luckily, players can exclude dlc dungeons manually or unsubscribe and not buy dlc content. Is that a precedent the company wishes to set?
HappyLittleTree wrote: »DLC dungeons are not that hard.
You need to have at least 300 CP to be put into a Vet DLC dungeon. If you have a problem with Vet DLC dungeons in a CP 300+ group, you're part of the problem: L2P. If you have a problem with normal DLCs, you are most definitely part of the problem: L2P.
When some of you mention how ''easy'' are DLC dungeons, how everyone is able to finish it and so on,..you have to play Eso in parallel universe, whenever I come across a DLC dungeon it's a strugle, usually frustration and this is a norm. Of course here gives many professional gamers for who is everything easy, how everyone else suck,....DLC dungeons are $$ content, people pay for it and get content which a casual player usually consider frustration, I wonder how many would click on >>refund<< button if they could.
When some of you mention how ''easy'' are DLC dungeons, how everyone is able to finish it and so on,..you have to play Eso in parallel universe, whenever I come across a DLC dungeon it's a strugle, usually frustration and this is a norm. Of course here gives many professional gamers for who is everything easy, how everyone else suck,....DLC dungeons are $$ content, people pay for it and get content which a casual player usually consider frustration, I wonder how many would click on >>refund<< button if they could.
Dungeons take practice. The DLC and the non-DLC II ones alike.
I remember the first time I did vet Banished Cells (now Banished Cells II). The Maw fight filled the room with fire. It took us several hours to go through the dungeon and we had a good tank and a DPS that was used to running it.
Or the first time I ran vet Spindleclutch (now Spindle II). We spent several hours at the Praxin fight. We were so tired, my friend destroyed her gloves instead of repairing them. We ended up leaving at that boss.
But I had friends who liked doing pledges, so I joined them. And I not only learned the fights, I developed the muscle memory for them, so my reactions were better and I didn't get stuck in odd places anymore.
Consider that the DLC dungeons are not really harder than City of Ash II or Crypt of Hearts II once you have run them half a dozen times.
And consider as well that which dungeon people consider "difficult" will vary. Several people here said they don't like doing Mazzatun because it's hard to finish with a PUG. I have never failed to complete that dungeon with a PUG. Meanwhile, I dislike Imperial City Prison, which someone in a different thread called "the easiest DLC dungeon"
I have a friend who decided several months ago to farm the motifs from the dungeons. He started with Mazzatun, spent a couple of weeks running it in both normal and vet, and then moved on to Cradle, then Scalecaller. When he started, he went in blind and he learned the basics, then someone would teach him something he didn't know yet, like a better spot to tank a boss, or how the mechanics of something really worked. And now they are easy for him, because he has the practice under his belt.
I personally enjoy PUGging dungeons. Of course, when you just want to get your XP as fast as possible, getting Spindleclutch I is great. But if I get a DLC dungeon, I stick to my end of the bargain and we finish it. If I don't know the dungeon very well yet, I will say so, and appreciate any pointers, but I've always been able to complete them, even though I'm not a particularly good player.
So I think that the queue is fine as is. But if people really want to avoid DLC dungeons that much, then maybe @idk 's suggestion to give the "second run" reward to that option would be a good thing. So you can go for the full 100k XP and risk a DLC dungeon, or you can play it safe, but only get 33k XP.
When some of you mention how ''easy'' are DLC dungeons, how everyone is able to finish it and so on,..you have to play Eso in parallel universe, whenever I come across a DLC dungeon it's a strugle, usually frustration and this is a norm. Of course here gives many professional gamers for who is everything easy, how everyone else suck,....DLC dungeons are $$ content, people pay for it and get content which a casual player usually consider frustration, I wonder how many would click on >>refund<< button if they could.
Dungeons take practice. The DLC and the non-DLC II ones alike.
I remember the first time I did vet Banished Cells (now Banished Cells II). The Maw fight filled the room with fire. It took us several hours to go through the dungeon and we had a good tank and a DPS that was used to running it.
Or the first time I ran vet Spindleclutch (now Spindle II). We spent several hours at the Praxin fight. We were so tired, my friend destroyed her gloves instead of repairing them. We ended up leaving at that boss.
But I had friends who liked doing pledges, so I joined them. And I not only learned the fights, I developed the muscle memory for them, so my reactions were better and I didn't get stuck in odd places anymore.
Consider that the DLC dungeons are not really harder than City of Ash II or Crypt of Hearts II once you have run them half a dozen times.
And consider as well that which dungeon people consider "difficult" will vary. Several people here said they don't like doing Mazzatun because it's hard to finish with a PUG. I have never failed to complete that dungeon with a PUG. Meanwhile, I dislike Imperial City Prison, which someone in a different thread called "the easiest DLC dungeon"
I have a friend who decided several months ago to farm the motifs from the dungeons. He started with Mazzatun, spent a couple of weeks running it in both normal and vet, and then moved on to Cradle, then Scalecaller. When he started, he went in blind and he learned the basics, then someone would teach him something he didn't know yet, like a better spot to tank a boss, or how the mechanics of something really worked. And now they are easy for him, because he has the practice under his belt.
I personally enjoy PUGging dungeons. Of course, when you just want to get your XP as fast as possible, getting Spindleclutch I is great. But if I get a DLC dungeon, I stick to my end of the bargain and we finish it. If I don't know the dungeon very well yet, I will say so, and appreciate any pointers, but I've always been able to complete them, even though I'm not a particularly good player.
So I think that the queue is fine as is. But if people really want to avoid DLC dungeons that much, then maybe @idk 's suggestion to give the "second run" reward to that option would be a good thing. So you can go for the full 100k XP and risk a DLC dungeon, or you can play it safe, but only get 33k XP.
I'd argue that ICP NM < Ruins NM, and the main reason is that you can overheal all the mechanics on ICP normal, but the way that ruins are set up you actually have to know the mechanics and communicate. A group will often wipe if the healer is taken at final boss and no one reveals the statue, especially if a totem is up. ICP Vet > Ruins vet. I think that because it becomes the opposite, it's impossible to overheal/ignore the mechanics in vet ICP and not doing something right is going to be instant death for whoever gets hit by it. That means most groups are actually learning what to do for the first time in ICP vet, and there DPS matters ALOT. In ruins, most people have had some practice with the mechanics doing NM and they need less adjustments to do vet.
When some of you mention how ''easy'' are DLC dungeons, how everyone is able to finish it and so on,..you have to play Eso in parallel universe, whenever I come across a DLC dungeon it's a strugle, usually frustration and this is a norm. Of course here gives many professional gamers for who is everything easy, how everyone else suck,....DLC dungeons are $$ content, people pay for it and get content which a casual player usually consider frustration, I wonder how many would click on >>refund<< button if they could.
Dungeons take practice. The DLC and the non-DLC II ones alike.
I remember the first time I did vet Banished Cells (now Banished Cells II). The Maw fight filled the room with fire. It took us several hours to go through the dungeon and we had a good tank and a DPS that was used to running it.
Or the first time I ran vet Spindleclutch (now Spindle II). We spent several hours at the Praxin fight. We were so tired, my friend destroyed her gloves instead of repairing them. We ended up leaving at that boss.
But I had friends who liked doing pledges, so I joined them. And I not only learned the fights, I developed the muscle memory for them, so my reactions were better and I didn't get stuck in odd places anymore.
Consider that the DLC dungeons are not really harder than City of Ash II or Crypt of Hearts II once you have run them half a dozen times.
And consider as well that which dungeon people consider "difficult" will vary. Several people here said they don't like doing Mazzatun because it's hard to finish with a PUG. I have never failed to complete that dungeon with a PUG. Meanwhile, I dislike Imperial City Prison, which someone in a different thread called "the easiest DLC dungeon"
I have a friend who decided several months ago to farm the motifs from the dungeons. He started with Mazzatun, spent a couple of weeks running it in both normal and vet, and then moved on to Cradle, then Scalecaller. When he started, he went in blind and he learned the basics, then someone would teach him something he didn't know yet, like a better spot to tank a boss, or how the mechanics of something really worked. And now they are easy for him, because he has the practice under his belt.
I personally enjoy PUGging dungeons. Of course, when you just want to get your XP as fast as possible, getting Spindleclutch I is great. But if I get a DLC dungeon, I stick to my end of the bargain and we finish it. If I don't know the dungeon very well yet, I will say so, and appreciate any pointers, but I've always been able to complete them, even though I'm not a particularly good player.
So I think that the queue is fine as is. But if people really want to avoid DLC dungeons that much, then maybe @idk 's suggestion to give the "second run" reward to that option would be a good thing. So you can go for the full 100k XP and risk a DLC dungeon, or you can play it safe, but only get 33k XP.
I'd argue that ICP NM < Ruins NM, and the main reason is that you can overheal all the mechanics on ICP normal, but the way that ruins are set up you actually have to know the mechanics and communicate. A group will often wipe if the healer is taken at final boss and no one reveals the statue, especially if a totem is up. ICP Vet > Ruins vet. I think that because it becomes the opposite, it's impossible to overheal/ignore the mechanics in vet ICP and not doing something right is going to be instant death for whoever gets hit by it. That means most groups are actually learning what to do for the first time in ICP vet, and there DPS matters ALOT. In ruins, most people have had some practice with the mechanics doing NM and they need less adjustments to do vet.
Thank you for that perspective. I think in normal ICP, the hardest part is the Flesh Sculptor because that's a fight that takes practice. At Lord Warden, you can ignore the portals when he goes up in the air and just heal through his AoE (which is not possible in Vet).
In Mazzatun, I never had problems in normal at the last boss, but I always ask if people know the mechanics and explain them if not, and people get it. Taking 3-5 minutes to explain things at the beginning usually is enough to get that fight done on the first try.
ruengdet2515 wrote: »Don't understand why we need dun-finder.
Why not zone chat lfm, lfg dun-name then choose mode 'n/v' before enter and run as much as you can.