Merlin13KAGL wrote: »FIFY. You're just not going to let this die, are you?So, you suggest to delete all group related mechanics from DLC dungeons to make them the same easy thing as base game dungeons? No, thanks. End game content should be end game, i.e. harder and more complicated than basic content.Considerng no one plays DLC dungeons, make them scalable with 1-4 (even dynamically so people could join in progress and it would scale up then) players....and there...you have new content for 99% of playerbase.
Or you could leave them dead content...because YOU are another one that prefers DEAD content over fixing it and another one tha prefers DEAD game over fixing the game. GO play Wildstar and Rift, those are games specifically made for you...oh wait, those are dead....cuz "its a MMO".
It is amazing how many people on this forum would rather see ESO drriven into the ground just like Wildstar, Rift, SWTOR than fixed.
Are you aware that game already died once (before consoles launch, its only alive today because of that consoles launch) with same exact wow kiddie "its a MMO" argument while it was pretty much driven UNDERground....and they had to completely rework it to something people actually want to play for consoles launch?
"Just some useless out of context stats from PS4 trophies.
4.5% of all ESO PS4 players have cleared all DC base game group dungeons, 4.4% for AD and EP group dungeons at least on normal.
2.6% have cleared Mazzatun and 2.4% have completed Cradle of Shadows at least on normal difficulty.
1.6% have completed Bloodroot Forge and the same number have completed Falkreath Hold on at least normal difficulty.
1.4% have cleared Scalecaller and the same number have cleared Fang Lair on at least normal difficulty.
0.7% have cleared March of Sacrifices on at least normal, and 0.6% have cleared MHK on at least normal difficulty.
When you start looking at the completion rates for both dungeons on veteran in each pack, you’re at 0.5% for Shadows of the Hist, 0.2% for Horns of the Reach and Dragon Bones, and 0.1% for Wolfhunter."
Considerng no one plays DLC dungeons, make them scalable with 1-4 (even dynamically so people could join in progress and it would scale up then) players....and there...you have new content for 99% of playerbase.
No one plays DLC dungeons? You obviously dont know what you talking about. DLC dungeons are one of the few PvE activities I actually enjoy these days and I have no trouble getting a PUG group for any of them.
As for the ideas presented here...I am a fan of pretty much all of them...but NOT at the expense of DLC dungeons...maybe in addition to them.