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Finding it increasingly hard to find people to do DLC dungeons

  • jainiadral
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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.

    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.

    I've noticed the trend toward longer duration in just about everything in this game. DLC delves are insanely long and complex beginning with Orsinium. Quests take longer to complete and involve multiple stages-- a few of Morrowind's quests took me hours to finish.

    I wish everything could be broken down a bit better.
  • Linaleah
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    jainiadral wrote: »
    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.

    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.

    I've noticed the trend toward longer duration in just about everything in this game. DLC delves are insanely long and complex beginning with Orsinium. Quests take longer to complete and involve multiple stages-- a few of Morrowind's quests took me hours to finish.

    I wish everything could be broken down a bit better.

    personaly I actualy don't mind when quests are longer, becasue unlike dungeons, I don't have to do all the stages in the same play session - can just pick up where I left off the next day. other stuff though.. yeah.
    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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  • Gatviper
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    Seri wrote: »
    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?
    I'd disagree with that, it's not that I don't do enough dps (quite a lot for Vet dungeons), and I do it for keys, but also for the easier mindless dps part in those dungeons. The part where I know I can go out of the way of a red circle, or stop to dps because boss might one-shot a group member otherwise (Vaults of Madness in Coldharbour for anyone who's run it), or try to burn that boss hard before he has even a chance to.
    I don't do the DLC dungeons for what they can offer, except maybe their specific Undaunted 2x sets, as those dungeons are really not based around fun from the broad player perspective. But I do the original vet dungeons for the content, which is fun, and it doesn't give too much nuisance, unlike the DLC ones.
    And that is where I think ZoS lost it, focusing on the hard-think, challenging group dungeons like in DLCs, which cater only to smaller percentage of playerbase.
    Life is a ride, like days in a train, cities rush by, like ghosts in the night.
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  • mongoLC
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    To damn hard. Basically they are making this game for the fisherman which is hodor and not the fish. Can't wait till my sub is up! :)
  • Ramber
    Ramber
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    join a friendly pve/pvp guild :smile: you can message me for an invite
  • Faulgor
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    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.

    Agreed. HotR is my favourite dungeon DLC by far. The hardmodes were challenging at first, but entirely doable (although Bloodroot Forge is a bit RNG-heavy).
    Dragonbones and Wolfhunter hardmodes are absolutely insane. Too much RNG, too many simultaneous mechanics. I haven't completed them with any of my characters so far, and I actually like the dungeon DLCs. What are people going to say who already struggle with the vet dungeons?
    Alandrol Sul: He's making another Numidium?!?
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  • CompM4s
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    I complete vet dlcs usually once for helm and bust. Unless guildies need help.
  • Seri
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    Gatviper wrote: »
    Seri wrote: »
    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?
    I'd disagree with that, it's not that I don't do enough dps (quite a lot for Vet dungeons), and I do it for keys, but also for the easier mindless dps part in those dungeons.
    There's obviously a difference in target market. If I'm not engaged with the content because it's too easy or you don't have to think, I find it hard to justify doing it. I accept some people may wish to do it because it's easy, just as people don't like doing it because easy. There's also always normal mode which gives same key count as vet non-HM.
    The part where I know I can go out of the way of a red circle, or stop to dps because boss might one-shot a group member otherwise (Vaults of Madness in Coldharbour for anyone who's run it), or try to burn that boss hard before he has even a chance to.
    I can't think of a boss in Coldharbour that's intended to one-shot. If you're referring to the wraith near the start just after the boss - in which case that was never supposed to be a one-shot, but always just channeled/reflected back at a group-member. The only reason it's a one-shot now is because people are doing more DPS.
    And that is where I think ZoS lost it, focusing on the hard-think, challenging group dungeons like in DLCs, which cater only to smaller percentage of playerbase.
    Interesting situation for ZOS here. If the mechanics don't exist or are very forgiving in the normal versions, there are forum threads about how there's too much discrepancy between normals and vets, and how you can ignore mechanics on normal (so no-one learns), and seemingly there's also concern that the mechanics are too harsh on normals and can't be ignored.
    EP CP160+ Templar, Sorc, NB
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  • Greysson
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    Seri wrote: »
    Interesting situation for ZOS here. If the mechanics don't exist or are very forgiving in the normal versions, there are forum threads about how there's too much discrepancy between normals and vets, and how you can ignore mechanics on normal (so no-one learns), and seemingly there's also concern that the mechanics are too harsh on normals and can't be ignored.

    Maybe i am wrong, but i think, most of the people, who are not able to complete dlc content, are not in the forum anyways. I know many people who dont care about forums or websites, even for patch notes. It took me a long time to get my buddies into that, but i was tired to read out the notes for them all the time :)
    Its natural, that top tier players want to always stay informed about gear, metas and such and therefore you will notice their concerns more often.
    The thing is, you cant determine what the community wants only because of threads in a forum, because a huge part of it will not participate. Maybe im wrong and its not the biggest part, i have no access to ZOS data, but from my opinion and experience, it is.
  • datgladiatah
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    The problem isn't that content is either designed for casuals OR designed for hardcore 'groups' (definitely not individual players, almost ever), the problem is there's no balance between any content. People on this forum will imply you don't know what you're doing if you can't beat a DLC dungeon in a pug. They also say that if you're not enjoying the experience, go play overworld content. Except there's absolutely no similarity between the two. One can be beaten spamming light attacks with almost no worry, the other REQUIRES universal knowledge of the content and at least 75% of the team to handle mechanic checks perfectly. There's no individual skill there. There's total group capability and no reward for an individual to succeed on their own, and overworld content has no satisfactory aspects to it whatsoever unless you just want to farm and grind for gear and mats. So where's the duo content? Where's the interesting 'castle siege' scenario that another member mentioned earlier in the thread? Where's the challenging solo content that exists to make all players learn to check for the mechanics DLC dungeons just throw at you without warning? Not even the vanilla dungeons set the new players to learn these things properly. You either get insanely frustrating mechanics that become repetitive and easy with total group knowledge (and are literally designed to be farmed as such, nice...), or you can literally thousands of hours of cut and paste combat scenarios in the overworld thats only true value is that some zones give better gear than others. I also work full time, and I'd like to come home and play a challenging and rewarding experience, not get screamed at by PUGs because I didn't happen to join any guilds full of likeable people ready to teach you all these mechanics without passive aggressively asking you to watch 20 minute youtube videos explaining the mechanics of each boss in said dungeon. God...
  • Emma_Overload
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    BuddyAces wrote: »
    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.

    99.9 percent of this game is OLD content. ZOS should not expect average players to keep subsidizing new DLC that only feature content designed for a tiny minority of players.

    #CAREBEARMASTERRACE
  • ImmortalCX
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    I think you guys are overlooking the obvious; that is most people don't have the DLC dungeons unlocked.

    Only people who have an active ESO+ sub or who explicitly bought the DLCs will be able to play them. My guess is that is 25% of the population or less.

    Its a shame because more people might sub if they new they could farm those dungons like they can the original ones. But as you all noted, they are a hassle.

  • Greysson
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    Or they dont want to pay for content that they dont like or cannot complete.
  • Tandor
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    ImmortalCX wrote: »
    I think you guys are overlooking the obvious; that is most people don't have the DLC dungeons unlocked.

    Only people who have an active ESO+ sub or who explicitly bought the DLCs will be able to play them. My guess is that is 25% of the population or less.

    Its a shame because more people might sub if they new they could farm those dungons like they can the original ones. But as you all noted, they are a hassle.

    I don't think that figure is borne out by the number of people you see in new zones, be they DLC or Chapter. However, the situation with Murkmire is rather unique because those who would normally have bought it are doubtless waiting for it to be the final daily login reward at the end of November. So for now it's just the subscribers who are accessing it.

    So far as grouping at the moment is concerned, the problem is more likely to be one of looking to play with others at a time when most are running the Witches Festival or exploring Murkmire, both of which tend to be done solo.
  • Eso101rus
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    I enjoy the fact that the new dungeons are much harder as if they were easy the long term appeal wouldn’t be there. I do sympathise with people who don’t run with a regular group as this makes overcoming the challenges of newer content almost impossible. The problem I see is that people don’t want to or don’t have the time to get better and they want the new content to scale to their own skill level, I’m afraid they may have to focus on normal. The new content is more challenging, but the skins and personalities I believe are worth the effort, sadly I don’t run in regular 12 man raid groups so the skins for those are out of my reach.
  • jainiadral
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    Linaleah wrote: »
    jainiadral wrote: »
    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.

    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.

    I've noticed the trend toward longer duration in just about everything in this game. DLC delves are insanely long and complex beginning with Orsinium. Quests take longer to complete and involve multiple stages-- a few of Morrowind's quests took me hours to finish.

    I wish everything could be broken down a bit better.

    personaly I actualy don't mind when quests are longer, becasue unlike dungeons, I don't have to do all the stages in the same play session - can just pick up where I left off the next day. other stuff though.. yeah.

    True, that-- for the most part. The worst quests I've been thinking of are the end-of-the-line quests in Clockwork City (all those endless ramps that you run down until your fingers cry in pain), that one endless stealth/trap quest in Wrothgar, and Morrowind, with the endless multi-stage invasion/boss battle. Things you can't take a break from, unfortunately. Those were just unnecessarily drawn out.

    Longer isn't always better. I'm wondering if the DLC dungeons might get a better reception if they hadn't been bitten by the duration bug-- not that I've touched them myself.
  • Evascio
    Evascio
    Soul Shriven
    When you buy a game to enjoy it, and then come the elitists who think if you don't do well then you're all doomed in real life, going on as if their competitiveness is more important than other people's fun. Teach more, Enjoy More.
  • Meld777
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    There will always be easier and harder content.

    When ESO came out, Vaults of Madness (the normal version, veteran didn't exist) used to be the hardest dungeon in the game. There were no champion points, no weapon ultimates and a piece of gear of a certain quality only gave around 1/4 of the stats it gives now (there have been a few very heavy buffs to gear in the history of ESO).

    What people consider 60k single target dps nowadays, was 15k back then. If you were able to pull 15k single target in 2014, you were a dps god, one of the 0.01%. Most DDs were somewhere between 4k and 7k. Just light attacking would've given you maybe 200 dps. Light attacks got some ridiculous buffs along the way as well.

    What I'm trying to say is, that's how MMOs work. If you find (vet) DLC dungeons too hard, don't do them yet. Do the content that fits your skill. Do the DLCs once you get better. And if you don't get better, power creep will eventually get you there anyway.


    ...but that doesn't answer OP's question.

    The easiest way to find groups for vet DLC dungeons is when they are dailies. I never had any problems with that as DD. Since most people in an average zone chat are scared to death of anything DLC-related, you should get a response quickly when you look for a group or make a group yourself, since a message looking for "DLC HM" does stand out instantly and attracts the more adventurous heroes.
    Edited by Meld777 on October 31, 2018 10:23AM
    Maelstrom Arena Champion | Undaunted | Fighters Guild Victor

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  • Knootewoot
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    PC_EU, add me
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  • Rungar
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    I imagine zos is aware of their lackluster uptake of the dlc dungeons. My advice would be to continue on with one of the two dungeons they release and try something different with the second one.

    the reason why they are hard (or too easy) is that dps is broken in the game. Should they choose to fix that everything will naturally come in line.

  • IwakuraLain42
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    BuddyAces wrote: »
    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.

    99.9 percent of this game is OLD content. ZOS should not expect average players to keep subsidizing new DLC that only feature content designed for a tiny minority of players.

    Pretty much this. The only new content that ZOS has released over the last few years is either some single-play quest content with some insane gear/motif/etc grind every 6 months and insanely difficult group content very other 6 months with alibi Normal modes which rarely give anything useful as reward.

    Considering that this is supposed to be MMORPG (as in multi-player) I found it depressing that you get no new group content unless you are in the top tier player group. And as Prof_Bawbag mentioned it was really hard to get players to play these dungeons on my platform (PS4/EU) in the end. Virtually all PvE guilds died long ago and even the players that were able to run these usually only did them for the skin.

    Fun fact: I chatted with some of my former guildies from my old trials guilds after the the Wolfhunter release and even they had problems finding people to play these dungeons, they even had to beg for it. And we are talking about players able to run vMoL and vHoF.

    IMHO ZOS really has painted themselves into a corner here, the elite players expect hard content and the current dungeon team is to happy to supply content only for them.
  • AcadianPaladin
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    I'm among those who won't go near DLC dungeons and several version II of the non-DLC dungeons. I know exactly the level of challenge I want and that does not include what I consider to be silly, convoluted or even downright stupid mechanics (dps checks, bosses who ignore taunts, one shot kills, hitting 'pinions (or whatever) in a certain order during the proper phase when the moons are full on a Mardas. . . . ). If I feel obliged to spend time watching You Tube walkthroughs, that tells me I'm not interested in the dungeon.

    Has nothing to do with loot. You need top level gear to do top level content. Since I have no interest in top level content, I have no interest in top level gear. My healer, for example, has no interest in SPC - and for the content she enjoys she is a wonderful healer.

    For those who enjoy the DLC dungeons, I am glad they are there. I'm even more glad that the more basic dungeons remain. . . more basic.
    Edited by AcadianPaladin on October 31, 2018 11:53AM
    PC NA(no Steam), PvE, mostly solo
  • madarame_77
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    Personally I forgot about DLC dungeons after the patch with my 580cp magsorc. I used to do fine, but now it just doesn't survive. Take for example the last boss in the Imperial City Prison. Due to the mechanics one cannot stand still in one place for the healer to outheal the incoming damage. Believe me, I'd love to. But I have to run all over the place. The healer obviuosly cannot catch up with everybody. And even when I slot power surge it's not enough. I just can't survive the damage from the orbs with the current state of shields. So I basically don't use any vet. So good for you, ZOS, and all who supported the damage shiled nerf. You just made it unplayable for me now.
  • BuddyAces
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    BuddyAces wrote: »
    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.

    99.9 percent of this game is OLD content. ZOS should not expect average players to keep subsidizing new DLC that only feature content designed for a tiny minority of players.

    99 percent of all new released content is aimed at casual players. We got vet brp this time as hard content. The last 2 released dlc dungeons are hard on vet HM with MHK HM probably being the easiest dlc HM to complete of them all.

    The last trial to be released was CR. My guild is full of casual folks where you'll get more accolades for completing master angler than you will for CR on vet and on launch day we walked in there (not on vet) with 12 people (most who don't raid) and blew through it with no strats at all while /lute during boss fights. This game is designed for the casual person first, period. All overland content that is released can be breezed through with light attacks only while drooling on yourself. So one piece of content per launch of new content is hard only if you CHOOSE to run it on the hard version which drops rewards barely better than the easy version of said content; dlc dungeons are 2 pieces of hard content if CHOSEN to ran on the hard version of them.

    So other than the vet or hard mode version of what's released yearly, what is so hard about content that ZOS is releasing that casual players are having a hard time with? Delve bosses?

    edit:
    Normal CR was being cleared by people forming pugs of anyone in zone chat cp 160 + that would respond to the lfg requests the moment it launched.
    Edited by BuddyAces on October 31, 2018 12:41PM
    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
  • vyrzeden
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    Part of the "fear" of vet content is the doing of the community itself.I think a good majority of the people understand you need to know (or learn) fights from a mechanics point, but when you start looking for help or advice, the response is "oh, you can't pull 30k DPS? You have no chance scrub!"

    The reality is there is very little requirement beyond 300CP for vet-DLC dungeons as enforced by the game. Just a willingness to learn a fight and not get to hung up when people die or the fight takes an extra minute or 2. I pugged DC2 the other day when it was the pledge and ended up with a "DPS-challenged" group. And the engine guardian is still one of those bosses that can give groups fits. I ended up staying in my tank gear and taunting the adds as the group decided it was easier to focus on one or the other. We wiped once and the second fight was probably like 8 minutes, but we finished HM. No we didn't set any records but who cares?

    I'll tank all day long for hard content with people that are enjoying themselves and succeeding instead of "we could have done that 18.37 seconds faster!"
  • DaveMoeDee
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    I enjoy the DLC dungeons, but there is only so much time for gaming. Especially with an event where the rewards are more valuable in a trial or arena due to the rarer motifs.
  • Karmanorway
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    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?

    Not that hard if you go as something else than DD. I had succes getting to Fang Lair with my tank and it was not pleasant. After 5 hrs we cleared it, so yeah i understand why ppl wont run those with pugs :-) and personaly i Will never ever ever queue for random ppl again in dlc dungeons 😂 then i would rater go with Friends or guildies that knows the content, and understands the mechanics u have explained 50 times...
  • Ragnork
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    I'm among those who won't go near DLC dungeons and several version II of the non-DLC dungeons. I know exactly the level of challenge I want and that does not include what I consider to be silly, convoluted or even downright stupid mechanics (dps checks, bosses who ignore taunts, one shot kills, hitting 'pinions (or whatever) in a certain order during the proper phase when the moons are full on a Mardas. . . . ). If I feel obliged to spend time watching You Tube walkthroughs, that tells me I'm not interested in the dungeon.

    Has nothing to do with loot. You need top level gear to do top level content. Since I have no interest in top level content, I have no interest in top level gear. My healer, for example, has no interest in SPC - and for the content she enjoys she is a wonderful healer.

    For those who enjoy the DLC dungeons, I am glad they are there. I'm even more glad that the more basic dungeons remain. . . more basic.

    There is some very good discussion in this thread.
    This post says what I wanted, only better.

    The only thing I would add, maybe there is an argument for a story mode to all DLC dungeons. Mechanics closer to the original dungeons and as a consequence you do not get the motif or specialist armour sets.
    More "hard mode" players play the DLC as is and get the challenge and reward of the loot, more "casual" players play story mode and the reward of completing content (which they have paid for either directly or through the ESO+)
    Edited by Ragnork on October 31, 2018 1:41PM
  • IwakuraLain42
    IwakuraLain42
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    BuddyAces wrote: »
    99 percent of all new released content is aimed at casual players. We got vet brp this time as hard content. The last 2 released dlc dungeons are hard on vet HM with MHK HM probably being the easiest dlc HM to complete of them all.

    That is simply not true. The mentioned content (the Chapter and the small story DLC) only contain a few quests, a zone to explore and some stuff to grind (i.e. motifs). There is no replay value after that. That actual repeatable group content (you know, the Multi Player part in MMORPG) is aimed solely at the endgame player community. If I want to play a single player RPG game then I would buy one.
  • MartiniDaniels
    MartiniDaniels
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    Gatviper wrote: »
    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
    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

    Most fun is when this happens in non-dlc vet.. something like FG2 and that “dps check” when other 3 members need 20k dps all together to kill shadow and they can’t.. i finished that dungeon from 4th try only last weekend.. there were groups of complete newbies like 100-200 cp, and when i asked why they are here, they replied we hoped then somebody will carry us over.
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