Diminishing returns. Probably because people started demanding harder and harder content, because they and their 2 friends want it, but the rest of the world doesn't want to be stuck in a dungeon for 3 hours trying to do ridiculously diffficult content. Plus anyone who contends with lag, like a lot of us Aussies, might as well not even bother joining the group.
I like moderately challenging content, but don't want frustration. If I want to be frustrated, I go to work, and they pay me for it.
And before it gets said, no, most people can't solo a group dungeon, even FG1, and they can't pull 40K dps.
Anotherone773 wrote: »Diminishing returns. Probably because people started demanding harder and harder content, because they and their 2 friends want it, but the rest of the world doesn't want to be stuck in a dungeon for 3 hours trying to do ridiculously diffficult content. Plus anyone who contends with lag, like a lot of us Aussies, might as well not even bother joining the group.
I like moderately challenging content, but don't want frustration. If I want to be frustrated, I go to work, and they pay me for it.
And before it gets said, no, most people can't solo a group dungeon, even FG1, and they can't pull 40K dps.
This. if i wanted to spend 1-3 hours in an instance, i would do maelstrom or a trial or something. I like my dungeon runs( not speed runs either) to be like my pizza, 30 minutes or less. It takes longer to do DLC dungeons but the number of bosses are the same and thus the rewards are generally the same. So dont want to run them unless i need gear in them and that is rarely.
Sad to see I am not alone in seeing this trend. I really like some of the newer dungeons but totally agree that the risk vs reward balance doesn't seem quite right. I had a couple of friends spend eight hours one Sunday a few months back doing the Fang Lair hard mode and no death runs. I'm fairly certain that the burnout from that is what caused them all to one by one quietly drop the game over the subsequent weeks.
Androconium wrote: »Sad to see I am not alone in seeing this trend. I really like some of the newer dungeons but totally agree that the risk vs reward balance doesn't seem quite right. I had a couple of friends spend eight hours one Sunday a few months back doing the Fang Lair hard mode and no death runs. I'm fairly certain that the burnout from that is what caused them all to one by one quietly drop the game over the subsequent weeks.
That doesn't sound like fun.
TheDarkShadow wrote: »Pug these DLC dungeons most of the time is not a good experience. Unless you have a small group of skillful players pushing the same goal. But after the achievement are done there is no reason to come back (maybe motifs but as someone said, you can make the same amount of gold picking up materials solo). And when a couple of these friends you play with quit the game for whatever reason, it leave you with this empty feeling and make you want to quit too.
SakuraRush wrote: »Most players want the biggest reward for the least effort in the smallest amount of time. In addition to that many of the DLC dungeons are a nightmare to pug. They have actual mechanics sometimes and that seems to baffle a great many player.
This isn't an issue unique to ESO and is something you will encounter in any MMO. Players want a "gimme loot" button. The moment loot is behind a challenge those players will call for nerfs.
SakuraRush wrote: »Most players want the biggest reward for the least effort in the smallest amount of time. In addition to that many of the DLC dungeons are a nightmare to pug. They have actual mechanics sometimes and that seems to baffle a great many player.
This isn't an issue unique to ESO and is something you will encounter in any MMO. Players want a "gimme loot" button. The moment loot is behind a challenge those players will call for nerfs.
So, you are one of these people who are saying that i have to work for my shiny items?
No, i dont. I am playing this game after work, to relax, and not to work again.
I dont want anything gifted or a "gimme all" button, i do vet hm dungeons, but it is rediculous, in my opinion, to spent time for learning mechanics and try and try over and over again to get some content done in a game i want to play.
I dont complain about trials and their hardmodes, i have never liked raids in any game i have played so far, i just hate the rediculous difficulty and the one shot mechanics of the most dlc dungeons and the fact, that ZOS keeps releasing only harder dungeons, nothing in sight for more casual players like me.
Too many one shot mechanics in these new dungeons that make the no death runs less skill and more RNG based perhaps.
SakuraRush wrote: »Most players want the biggest reward for the least effort in the smallest amount of time. In addition to that many of the DLC dungeons are a nightmare to pug. They have actual mechanics sometimes and that seems to baffle a great many player.
This isn't an issue unique to ESO and is something you will encounter in any MMO. Players want a "gimme loot" button. The moment loot is behind a challenge those players will call for nerfs.
zos is stuck here because the dps system is broken. They are too easy for the hardcore 80k group dps groups and too hard for the average 30k dps groups. There is no gear in the game that can fix that chasm unfortunately.
they keep adding more challenging dungeons, which is ok, but i think players really wanted more fun dungeons with different themes and objectives.
for instance what would stop them from having a dungeon where you have to siege a castle? nothing.
Prof_Bawbag wrote: »SakuraRush wrote: »Most players want the biggest reward for the least effort in the smallest amount of time. In addition to that many of the DLC dungeons are a nightmare to pug. They have actual mechanics sometimes and that seems to baffle a great many player.
This isn't an issue unique to ESO and is something you will encounter in any MMO. Players want a "gimme loot" button. The moment loot is behind a challenge those players will call for nerfs.
A very simplistic and 1 dimensional way to look at it. An argument usually churned out by those who have little or no desire to discuss the real issues many players encounter within the game. Undoubtedly there are players that fall into that category, but they seem to be in the minority. However, it's akin to saying everyone who runs weekly leader board runs are elitist pricks. Again, nothing could be further from the truth.
In the real world, finding a guild that realistically gives these guys the opportunities to run this content long after the dlc has been released is a task on its own. I mean, you see it regularly on these boards. People stating it's as easy as joining a guild and asking for 3 other folk, who all happen to have the tank/healer/dps on tap. The reality, you can spend days or even weeks asking in guilds before you come across people willing to help. I get there are guilds out there that people on here use without issues, but that isn't the norm. Most people either stick to a small clique or will only run it with very competent players.
It happened with Craglorn. The nay sayers come on here and paint a rosy picture of how easy it was to get others to quest with you. They are either living in the past or play an entirely different game. Next to no one wanted to do Craglorn pre nerf. No one. I remember when i first played this game, I spent weeks/months asking for others to run Craglorn with me and I could count on 1 hand how many people offered help during that time. Most preferred to just stand in Mournhold spamming their AoE's. That was the reality, not the alternative reality that is regularly painted on these very forums. Same happens with dlc dungeons. I see countless people asking for help in guilds, guilds that supposedly pride themselves in helping others with niche content and like Craglorn, they get little or no offers of help.
Not everyone has "mates" in game, many people just play the game for the sake of playing a game and leave the "mates" thing for real life.
Prof_Bawbag wrote: »SakuraRush wrote: »Most players want the biggest reward for the least effort in the smallest amount of time. In addition to that many of the DLC dungeons are a nightmare to pug. They have actual mechanics sometimes and that seems to baffle a great many player.
This isn't an issue unique to ESO and is something you will encounter in any MMO. Players want a "gimme loot" button. The moment loot is behind a challenge those players will call for nerfs.
A very simplistic and 1 dimensional way to look at it. An argument usually churned out by those who have little or no desire to discuss the real issues many players encounter within the game. Undoubtedly there are players that fall into that category, but they seem to be in the minority. However, it's akin to saying everyone who runs weekly leader board runs are elitist pricks. Again, nothing could be further from the truth.
In the real world, finding a guild that realistically gives these guys the opportunities to run this content long after the dlc has been released is a task on its own. I mean, you see it regularly on these boards. People stating it's as easy as joining a guild and asking for 3 other folk, who all happen to have the tank/healer/dps on tap. The reality, you can spend days or even weeks asking in guilds before you come across people willing to help. I get there are guilds out there that people on here use without issues, but that isn't the norm. Most people either stick to a small clique or will only run it with very competent players.
It happened with Craglorn. The nay sayers come on here and paint a rosy picture of how easy it was to get others to quest with you. They are either living in the past or play an entirely different game. Next to no one wanted to do Craglorn pre nerf. No one. I remember when i first played this game, I spent weeks/months asking for others to run Craglorn with me and I could count on 1 hand how many people offered help during that time. Most preferred to just stand in Mournhold spamming their AoE's. That was the reality, not the alternative reality that is regularly painted on these very forums. Same happens with dlc dungeons. I see countless people asking for help in guilds, guilds that supposedly pride themselves in helping others with niche content and like Craglorn, they get little or no offers of help.
Not everyone has "mates" in game, many people just play the game for the sake of playing a game and leave the "mates" thing for real life.
MartiniDaniels wrote: »Vet dlc drops expensive motif pages, so in day of pledges you may meet experienced guys giving this dungeons a shot. In other days it will be mostly random newbies aiming for a helm.. anyway I don’t have problems finding a group for them, though it is considerably longer then for base dungeons.