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Finding it increasingly hard to find people to do DLC dungeons

  • MartiniDaniels
    MartiniDaniels
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    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.

    Well no offense but the motifs are cheap af on pc eu.....scalecaller motif pages go from 18k up to maybe 70k (only that high for chests and legs)

    The problem imo is that the motifs come out half a year after the content, and ppl are already fed up from those dungeons.

    Some ppl i know now only run those dungeons after the motifs have been released, since they wont bother running them over and over for achievements and later run again just for the motifs.

    Furthermore imo the difficulty became way over the top with dragonbones and wolfhunter dlc dungeons.
    Horn of the reach dungeons had a good lvl of difficulty when they where released.
    Dragonbones was ok on release for good groups, but if your goup was average or below it was horrible.
    Everybody can decide for himself - to run boring predictable normal dungeon with 5k gold average profit and spend 10-20 minutes, or run interesting vet with chance of epic jewelry, head of ideal weight, more keys and motif with average profit 25k in 30-40 minutes. And with good group it’s much faster.
  • eso_nya
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    imho, vet dlc comes in two difficulties:
    "to easy" when u pass the dps check and mechanics dont happen and
    "insanely difficult/impossible" if u fail the dps checks and mechanics happen.

    Most bossfights feel like hitting a fancy trainingdummy in someones nicely decorated home. To me it looks like there is only a punishment for failing but no reward for doing good.

    rewards r a joke:
    keys? i can solo nfg1 in 8 minutes on all of my alts.
    sets? grind on normal
    monster head? gotta run vet 3 times on average and than transmute
    apart from doing it once for achievments, there is no point of doing hm.

    motifbooks coming in soonTM also not helping (btw, where did the wolfhunter books go?)
  • BigBragg
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    For me it isn't so much about the lack of a juicy carrot, and more about the fact that they can be so arduous that all the fun and entertainment gets sapped out the game. But then again, I am an odd ball and prefer NoCP PvP.
  • VagabondLife
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    I haven't run a DLC dungeon since I cancelled my subscription after Nerfmire was announced. And it's been AMAZING.

    I'd had the subscription for two years, and I never really did randoms, because 9 times out of 10 I'd get stuck with a DLC dungeon, and that would be my entire night.

    Now I'm able to run daily randoms on multiple characters, rake in HUGE amounts of XP, and still have time to do something fun for the night. If I want a challenge, I'll find a trial to run with people who know what they're doing. Shepherding a bunch of clueless pugs through a 3 hour dungeon just isn't my idea of a fun night.

    In fact, I've already decided not to claim the Nerfmire DLC when it comes up as a daily reward next month. If I ever feel a pressing need to traipse around an ugly swamp full of anthropomorphic lizards that defy all the laws of evolution, I'm sure ZoS will be happy to take my money for it...
  • FlyingSwan
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    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.

    Furthermore imo the difficulty became way over the top with dragonbones and wolfhunter dlc dungeons.
    Horn of the reach dungeons had a good lvl of difficulty when they where released.
    Dragonbones was ok on release for good groups, but if your goup was average or below it was horrible.

    In fairness, few people will run the newer vet HM DLC dungeons with anything less than a pre-formed group from the guild or known good players on the friends list, so they are not particularly onerous in that scenario. But yes, if you PUG (and I enjoy PUGging and meeting new players) the new vet DLC and try HM, it's often a tad on the arduous side, and sometimes not possible to complete.

    That said, when I was farming Blood Moon purple jewels, I farmed vMoS for a week with PUGs as my guildies got sick of it, and whilst there were several failed clears, more often that not we did clear it, even if I had to instruct on mechs etc.
    Edited by FlyingSwan on October 30, 2018 12:53PM
  • Dawnblade
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    Pretty much every game I've played has had this issue of 'new' content that is substantially harder and more time consuming than original content when said content is patched into the game without increasing the level cap / gear cap.

    And every game ends up the same way - if the new content doesn't offer significantly better rewards (and since the level cap / gear cap hasn't increased, it usually doesn't), very few players bother to run the content.

    Doesn't help that the range of player performance in ESO is so broad (driven by everything from skill level to gear sets to CP), and yet every new dungeon added expects players to perform more and more on the high side of the average performance curve (and thus the content has little value for many players).


  • Luigi_Vampa
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    As for your friend list dwindling, it happens. People come and go from games and you need to make new friends to counteract the loss. It is normal.
    PC/EU DC
  • SpacemanSpiff1
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    I'm in the same boat, got a friends list full of people that quit or are on break. I've still got a handful of cools peeps that I can do dungeons with, but our play times are all over the place. Gotta be more social I guess.
  • LonePirate
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    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.

    You are quick to blame players for not learning mechanics when you should be casting your critical eye towards ZOS. When they implement mechanics with no tells - or at least no obvious tells - then how can you expect players to learn them? Not only that but there are normal versions of DLC dungeons with ridiculous one shot mechanics and by one shot, I mean some unblockable damage that instantaneously deals over 70K damage. Save that sort of damage for Vet and leave these absurd punishing attacks out of Normal mode. Zap 75% of a player’s health in Normsl mode? Sure. Deal 100%+ damage instantly in Normal? No way.
  • BuddyAces
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    Greysson 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.

    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.

    99.9 percent of this game is designed for casual players. Vet dlc hm 4 mans, the newer vet trial(s??), and maybe vma are considered hard content. Yep, excluding literally the rest of the entire game, nothing in sight for casuals.
    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
  • Gatviper
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    I'd be very happy if the game started introducing easier group dungeons like those old classic non-DLC ones again, I run preferably those simple ones, over annoying DLC dungeons with one-shot mechanics and a tight-knit working together group + hard thinking requirement.
    I don't log into the game for hard work, but to have fun, and I've been doing the DLC dungeons, they're nothing but work and annoyance.
    Edited by Gatviper on October 30, 2018 1:45PM
    Life is a ride, like days in a train, cities rush by, like ghosts in the night.
    The rhythm of wheels, time fades away, stations of a journey, destination unknown.
  • FlyingSwan
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    LonePirate 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.

    You are quick to blame players for not learning mechanics when you should be casting your critical eye towards ZOS. When they implement mechanics with no tells - or at least no obvious tells - then how can you expect players to learn them? Not only that but there are normal versions of DLC dungeons with ridiculous one shot mechanics and by one shot, I mean some unblockable damage that instantaneously deals over 70K damage. Save that sort of damage for Vet and leave these absurd punishing attacks out of Normal mode. Zap 75% of a player’s health in Normsl mode? Sure. Deal 100%+ damage instantly in Normal? No way.

    I can't think of a normal dungeon where there is no way of avoiding the one-shot, what examples do you have? Even the unblockable stuff is easily avoidable mechanically (interrupt the WW pounce in MHK etc), it's mostly players are not watching the tells IME.

    And talking of tells, it's hard to think of a game that is more blatant with the tells than ESO. Massive coloured circles on the floor, huge flashing 'interrupt me or die' halo around the NPC, Lord Warden shouting, "flee mortals" or whatever. This game rams that stuff down your throat in all dungeons. Please give an example of a no-tell harsh mechanic, IME it's players who simply don't pay attention who get caught out.

    This is a pretty cushy theme park MMO, I've yet to uncover anything especially punishing but am certainly interested in real examples.
  • Greysson
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    BuddyAces wrote: »
    99.9 percent of this game is designed for casual players. Vet dlc hm 4 mans, the newer vet trial(s??), and maybe vma are considered hard content. Yep, excluding literally the rest of the entire game, nothing in sight for casuals.

    Take of your sunglasses and read what i have written.
    I want new group content that i can do with my friends without ending frustrated because of constant whipes or learning mechanics like i am still in school.
  • angelncelestine
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    The problem is that DLC dungeons just aren't worth running most of the time. After you get your achievements, and farm a few motifs there is very little reason to go into them. Its even worse now since they decided to start offering the motif book in the crown store as soon as the motifs drop in the game. The prices of the motifs have dropped so much that they just aren't worth the time and effort to get to sell after maybe the first 2 weeks of release. If you are after keys or crystals it is more efficient to run the easier pledges, and switch to alt toons to run again.
    Edited by angelncelestine on October 30, 2018 2:23PM
  • RainfeatherUK
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    Ah. If only ESO had dungeon/raid designers like FFXIV. Is more than enough variety in difficulty and style for everyone.

    Never to be unfortunately.
  • Trinity_Is_My_Name
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    It is tough to get a group together to do the DLC dungeons which is why I started my own guild just for that. We got in Discord and got together and ran every dungeon in the game in Vet and most in HM. Challenging? Heck yeah! Fun? Oh yeah!

    It takes time as others have posted to get them done so those that really want to run the hard content will have to dedicate time and lots of patience. For most of the dungeons I was able to complete them in all three roles in Vet.

    As for soloing normal dungeons it isn't difficult for most of them. I solo at least two a day usually on my Mag Warden and my Stam DK both on my alt acct which is now CP 763 if I remember correctly. You don't need high DPS and believe me I don't have high DPS. I have never exceeded 20K on the Test Dummy. So my suggestion to those out there that want to challenge themselves try soloing the version 1 dungeons in Normal. Fungal Grotto 1 is super easy as is Banished Cells 1.Darkshade Caverns 1 is even easier I.M.O.

    Got off topic a bit. Sorry bout that. But yeah, it's tough to get people together to run Vet DLC dungeons. Good luck! They sure are a lot of fun to run!
  • Trinity_Is_My_Name
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    Malprave wrote: »
    Love the DLC dungeons. They are why I keep playing the game. I like that they are hard. I enjoy the challenge and for me doing them is it’s own reward. I don’t care about the loot. I don’t understand calling for a nerf on content that has a difficulty switch anyway.
    I get tired of hearing criticism of the group finder tool. Sure I’ve gotten bad groups but I’ve gotten many, many good groups with great people. I have done all the vet DLC content and have only ever done it with a pug.
    The four player dungeon is the heart and soul of the game and I appreciate that ZOS has increased the difficulty to the point where group composition and the trinity matter.

    THIS! Agree.
  • JWillCHS
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    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.

    Agreed. But that also shows you how far we've deviated from how MMORPGs are meant to be played.

    I'm so excited to see how a new generations of MMO fans and old fans with more busy lifestyles react to something like Pantheon: Rise of the Fallen.

    But I don't want to get off topic. I love a good challenge but I would prefer to avoid the filler in between it. You can still have "one-shot" mechanics but I just don't want to be in a dungeon for more than 30 minutes. Hell, I complain about Battlegrounds sometimes lasting the full duration. lol
  • lokulin
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    Malprave wrote: »
    Love the DLC dungeons. They are why I keep playing the game. I like that they are hard. I enjoy the challenge and for me doing them is it’s own reward. I don’t care about the loot. I don’t understand calling for a nerf on content that has a difficulty switch anyway.
    I get tired of hearing criticism of the group finder tool. Sure I’ve gotten bad groups but I’ve gotten many, many good groups with great people. I have done all the vet DLC content and have only ever done it with a pug.
    The four player dungeon is the heart and soul of the game and I appreciate that ZOS has increased the difficulty to the point where group composition and the trinity matter.

    I like most of the DLC dungeons as well, and I like trying to get some of the harder and more obscure achievements associated with them. I do think the hard modes on some of the newer ones lean a bit too heavy on the "lets throw all the mechanics in at once" way of doing things sometimes tho. Some of them are probably also a bit long which I think contributes to people getting burned out by them. It would be interesting if for one dungeon DLC they released four "fast" dungeons that could be done in 15 minutes (speed run) each rather than the two long dungeons (30 minute speed run) that they always do. On that note, I liked how in the older DLC dungeons you could sneak past some mobs and still get the speed run although I realize they probably did away with that tactic to stop people using the run and die tactic.
    I've hidden your signature.
  • Darkenarlol
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    I love dlc dungeons - they are chalenging and rewarding...on release

    For example - mhk. I did a successful vet blindrun on release day with so-so pugs

    and finished all skin achievements with competent guildies on next day.

    Was it fun? Hell yeah!

    Do i want to repeat HM's complex and totally anti-just-dps mechanics with some pugs for pledge?

    Of course big fat no three times and again another no as a garnish :-)


    Pledges is something you usually run with pugs and for me it is usually on fresh toons for undaunted

    Leveling. So i can't find any reason why to waste my time on something that may even end as

    unfinished dungeon and team disbanding in frustration when i can get same 2 keys and undaunted

    points in 8 minutes fingal grotto1 fastrun hm.

  • karekiz
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    JWillCHS wrote: »
    Agreed. But that also shows you how far we've deviated from how MMORPGs are meant to be played.

    I'm so excited to see how a new generations of MMO fans and old fans with more busy lifestyles react to something like Pantheon: Rise of the Fallen.

    But I don't want to get off topic. I love a good challenge but I would prefer to avoid the filler in between it. You can still have "one-shot" mechanics but I just don't want to be in a dungeon for more than 30 minutes. Hell, I complain about Battlegrounds sometimes lasting the full duration. lol

    Uhhh.

    You do know Pantheon is a spiritual successor to Everquest 1. The game in which if you had "30 minutes" left, you didn't even bother to step inside a dungeon as it would go like this:

    Log in -> Run to zone <anywhere from 10 - 20 minutes depending on class -> Zone -> /shout 60 "X" LFG -> Sit there -> You got tell "Come to disco camp we got a spot -> Then you had to actually get to the camp -> Join the group -> Get buffed -> Med up -> Pull your first mob. This could be anywhere from 30 minutest early <assuming you port/SoW to dungeon> to 2 hours.

    Yeah good luck with those corpse runs on a tight timer too. Its gonna be amazing when you remember about Lag/DC + Pull + Death + bind spot + corpse run.
    Edited by karekiz on October 30, 2018 3:56PM
  • El_Borracho
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    I wouldn't say the problem is the dungeons are too hard, its that there are people in the DLC dungeons that just don't belong there. I can't tell you how many times I've used the dungeon finder to run vMOS or vet Fang Lair just to end up with a group that (1) doesn't know mechanics, and (2) does not have the DPS. Its become one of those things where you queue for a vet pledge and pray you get a decent group.

    Its not going to stop me from using dungeon finder, but I wish more players had the common sense to avoid jumping in the deep end before learning how to swim
  • DMuehlhausen
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    Mr_Walker 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.

    The content really isn't that challenging. The problem is people in today's world don't want to move. Most people just feel everything should zerg and the encounters just need different areas with different mobs that just take damage. Yes there are some things that could be easier..like the last boss in RoM. I think everyone even the one with the curse should see what totem to go to, but it's till very doable people just don't pay attention.
  • josiahva
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    Mr_Walker 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.

    DLC dungeons arent hard. They only require obeying mechanics, its really the only difference between a regular vet dungeon and DLC dungeons
  • Gatviper
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    I love dlc dungeons - they are chalenging and rewarding...on release

    For example - mhk. I did a successful vet blindrun on release day with so-so pugs

    and finished all skin achievements with competent guildies on next day.

    Was it fun? Hell yeah!

    Do i want to repeat HM's complex and totally anti-just-dps mechanics with some pugs for pledge?

    Of course big fat no three times and again another no as a garnish :-)


    Pledges is something you usually run with pugs and for me it is usually on fresh toons for undaunted

    Leveling. So i can't find any reason why to waste my time on something that may even end as

    unfinished dungeon and team disbanding in frustration when i can get same 2 keys and undaunted

    points in 8 minutes fingal grotto1 fastrun hm.
    It is tough to get a group together to do the DLC dungeons which is why I started my own guild just for that. We got in Discord and got together and ran every dungeon in the game in Vet and most in HM. Challenging? Heck yeah! Fun? Oh yeah!
    Those two sound strangely similar. Even if they seem to 100% contradict each other, or maybe exactly because of that. As if somebody would try to comment on the topic without having actively playing the game every day, but to try to promote new content. There's something weird in both of the quoted posts. Not trying to insinuate something, but... you don't get all fresh started and successful into DLC dungeons right off for sure, and if that was actually fun, there's no reason to emphasize that you don't want to repeat it again. And you don't exactly start a guild off the bat just to be able to clear those DLC dungeons all the time, it's not like there isn't about 80% of the rest of the game to enjoy beside of that, and if in the unlikely case you're actually done with all Vet and HM dungeons... what then? But it's just me of course...
    Life is a ride, like days in a train, cities rush by, like ghosts in the night.
    The rhythm of wheels, time fades away, stations of a journey, destination unknown.
  • peacenote
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    OP, to be honest I *have* noticed this and attributed it somewhat to the school year starting again. Might be a bit of a red herring to say DLC dungeons and shorter friends list in the same post.

    I know this is not a universal truth, and a bit of a generalization, but I think there are less players in September / October because a) people go back to college b) kids go back to school c) parents are busy taking their younger kids to sports practices, music rehearsals, and other extracurricular school activities that ramp up during the school year.

    And just so you know that I don't generalize about myself, I am not in school and I'm not a parent. :) But I do work at a college, and I know a lot of people in my guild are in school and many of my friends with children are always going to sports games and sports practices. Usually you see more people start joining back in as the holiday season goes into swing, and a peak during the summer, so the Fall drop-off is usually noticeable. To me at least.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • Linaleah
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    so the other day, my barely hit 50, wearing mishmash gear warden healer trying to do a random daily - kept getting slotted into DLC dungeons. normal not vet, before anyone starts going up in arms. some groups would just fall apart on formation. some groups would still try. one of the dungeons I got was march of sacrifices. now... I will admit again, I was going in blind. but I also have found that at the very least, NPC's actualy shout mechanics warnings at you, so its not completely super blind, you are guided through, the problem was... that there was little to no room for error. even in normal. but we persisted. we'd die, retry, die, retry, get a little farther, die, retry. here's another problem. you start getting DLC dungeons before hitting 50. AND average players, especially in normals, may not have super amazing "extra high dps" grasp on their characters. so even when figuring out mechanics... we just didn't have high enough dps, lurchers would just overwhelm us. yes you can interrupt but its not super reliable for some reason (multiple button presses are often needed lately to get abilities to go off etc) we knew what we were supposed to do. and we still couldn't do it. and it was a group of very lovely people willing to learn and execute mechanics, but we gave up becasue it was taking far too long, it was just not worth sticking around through all the broken gear and it just wasn't fun anymore.

    but its just bad pug, you say? well.. that's the thing. even with non pug, or slightly better pug.. these dungeons are STILL a pain. they take too long. they are very unforgiving. so yeah... players don't want to keep doing them. even the ones that I know with skin achievements and stuff - basically give up on those things the moment they get their meta achievement done. not even to farm for motifs. these dungeons are not fun to redo. they are annoying.
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
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  • munster1404
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    Mr_Walker 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.

    That's about right. To date, I have not done any DLC dungeons due to the difficulty. I even avoid dungeons like CoA2, BC2, CoH2. Scenarios involving DPS checks or irksome hard mode mechanics such as one shots or percentage based damage (doesn't matter how many points I place in health) don't really appeal to me. With my playstyle ie slow and prone to mistakes, I'm just not ready for the difficult stuff. Ain't crazy about the DLC monster sets either. They will be up for sale at the Weekend Golden Vendor eventually.
    Edited by munster1404 on October 31, 2018 4:33AM
  • Linaleah
    Linaleah
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    I haven't run a DLC dungeon since I cancelled my subscription after Nerfmire was announced. And it's been AMAZING.

    I'd had the subscription for two years, and I never really did randoms, because 9 times out of 10 I'd get stuck with a DLC dungeon, and that would be my entire night.

    Now I'm able to run daily randoms on multiple characters, rake in HUGE amounts of XP, and still have time to do something fun for the night. If I want a challenge, I'll find a trial to run with people who know what they're doing. Shepherding a bunch of clueless pugs through a 3 hour dungeon just isn't my idea of a fun night.

    In fact, I've already decided not to claim the Nerfmire DLC when it comes up as a daily reward next month. If I ever feel a pressing need to traipse around an ugly swamp full of anthropomorphic lizards that defy all the laws of evolution, I'm sure ZoS will be happy to take my money for it...

    "nerfmire" /eyeroll doesn't come with any dungeons that will pop up in your queue and ruin your night, it just has arena you cannot queue up for, so you can claim it safely.
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Seri
    Seri
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    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.
    Craglorn is mentioned a lot, but honestly, pre or post nerf, you still see no-one wanting to do Craglorn.

    lokulin wrote: »
    lokulin 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.

    I agree, and these were not noob players. They all had the Falkreath Hold, Cradle of Shadows and Ruins of Mazzatun achievements already. Too many one shot mechanics in these new dungeons that make the no death runs less skill and more RNG based perhaps.
    The point of the hard achievements is that they're... well... hard. There was also always the option of having a break and coming back another night - nothing forces someone to get all the achievements, or if you want them, to get them in one sitting.
    disintegr8 wrote: »
    Agree with a lot of what has been said, the DLC dungeons are a time consuming grind fest for the most part and I play the game for fun. Making new dungeons 3 times longer or giving everything 3 times as much health does not make them more enjoyable.
    That is entirely subjective. I find the DLC dungeons more time consuming, but they're more enjoyable when going in there (assuming don't do HM, but Hard Mode should be hard). I hate running many of the vanilla dungeons these days because bosses die so quickly.
    lokulin wrote: »
    I'm not sure if it is just the guilds I am in or the time of day I play (late evening Australia) but it seems to me that it is harder and harder to get a group together for DLC dungeons even when they are the pledge. Getting a group together to try hard mode, speed or no death runs is even harder.

    I've also noticed a steady decrease in the number of people on my friends list logging in.

    I've asked a few other long term players and they say they see the same thing. Has anyone else noticed this trend or do I just need to find some new guilds and friends?
    Aussie weeknights for me I see similar, but I'm wondering how much of that is the latency increases of late - I feel less interested in logging in myself because of lag and bugs.
    Greysson wrote: »
    BuddyAces wrote: »
    99.9 percent of this game is designed for casual players. Vet dlc hm 4 mans, the newer vet trial(s??), and maybe vma are considered hard content. Yep, excluding literally the rest of the entire game, nothing in sight for casuals.

    Take of your sunglasses and read what i have written.
    I want new group content that i can do with my friends without ending frustrated because of constant whipes or learning mechanics like i am still in school.
    World bosses in any of the zones since Wrothgar? They all have dailies/quests associated with them, and about on-par with the vanilla vet dungeons. Admittedly they also still have mechanics. Even the original vanilla dungeons have mechanics, most of them you can just yawn through these days.
    The problem is that DLC dungeons just aren't worth running most of the time. After you get your achievements, and farm a few motifs there is very little reason to go into them. Its even worse now since they decided to start offering the motif book in the crown store as soon as the motifs drop in the game. The prices of the motifs have dropped so much that they just aren't worth the time and effort to get to sell after maybe the first 2 weeks of release. If you are after keys or crystals it is more efficient to run the easier pledges, and switch to alt toons to run again.
    At which point, you're not after anything the dungeon is offering anyway - the only reason people run the original vet dungeons is for the keys, not the content?
    EP CP160+ Templar, Sorc, NB
    DC CP160+ Templar, Sorc, DK
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