VaranisArano wrote: »Given that:
A. The daily random is one way ZOS backfills partial groups or groups that lose a member (which is very likely in DLC dungeons)
B. ZOS just adjusted the difficulty of several DLC fights that were roadblocks to progress
C. Less people queuing for DLC dunfeons means a longer wait for those who want to do it, if potentially a better chance to get people who actually want to do them
D. Its the daily Random dungeon, not the daily Guaranteed Quick and Easy dungeon, despite what the FG1 folks want you to think
I don't expect ZOS to change it.
Mostly for reason A, while reason B is their attempted solution.
VaranisArano wrote: »Given that:
A. The daily random is one way ZOS backfills partial groups or groups that lose a member (which is very likely in DLC dungeons)
B. ZOS just adjusted the difficulty of several DLC fights that were roadblocks to progress
C. Less people queuing for DLC dunfeons means a longer wait for those who want to do it, if potentially a better chance to get people who actually want to do them
D. Its the daily Random dungeon, not the daily Guaranteed Quick and Easy dungeon, despite what the FG1 folks want you to think
I don't expect ZOS to change it.
Mostly for reason A, while reason B is their attempted solution.
I don't mind playing DLC dungeons, but NOT WHEN i have like 1 hour of time on that given day. I can just stop playing the game at that point.
Everyone does. And the more of them they add, the more disincentive there is to use the groupfinder.
I'm just getting really tired of getting hard DLC dungeons with new people that don't know how to follow mechanics let alone even pick their skills. This is not me hating on newbies, i love to help them and teach them new things, however when i'm on a tight time schedule and just wanting to get my daily XP bonus it's really frustrating having to spend up to 2 if not sometimes 3 hours in a single dungeon trying and failing over and over and over again.
So, can we please implement an option to EXCLUDE DLC DUNGEONS FROM RANDOM QUEUE?
Thanks.
Lapin_Logic wrote: »I'm just getting really tired of getting hard DLC dungeons with new people that don't know how to follow mechanics let alone even pick their skills. This is not me hating on newbies, i love to help them and teach them new things, however when i'm on a tight time schedule and just wanting to get my daily XP bonus it's really frustrating having to spend up to 2 if not sometimes 3 hours in a single dungeon trying and failing over and over and over again.
So, can we please implement an option to EXCLUDE DLC DUNGEONS FROM RANDOM QUEUE?
Thanks.
100% yes on an option to join a queue with or without DLC dungeons, those of us on a TIME LIMIT cant play any random because a random can be 5 minutes, or 6 Hours depending on the PUG
(...) when i'm on a tight time schedule and just wanting to get my daily XP bonus (...)
Or they could balance the dungeons like they do in other games, so that a normal dungeon is actually just that.
Difficulty in the different dungeons should vary maybe +/- 15%. The +/- 100% range in dungeon difficulty in ESO is just bad design.
Or they could balance the dungeons like they do in other games, so that a normal dungeon is actually just that.
Difficulty in the different dungeons should vary maybe +/- 15%. The +/- 100% range in dungeon difficulty in ESO is just bad design.
How do you calculate difficulty? What's difficult for me doesn't have to be difficult for you and vice versa. The difference between DLC and non-DLC dungeons are the mechanics. You either know them and play them properly, or you don't and fail. There is nothing in between.
No, it isn't. In non-dlc dungeons on normal I can typically crush a dozen mobs at once. Many bosses barely even dent my health. I can solo certain non-dlc vet dungeons. But last time I went to Falkreath Hold solo (not even the hardest dlc dungeon), the first group of three mobs took me down in seconds, and the first mino one-shot me.
Now 'mechanics' may be a part of that. But many dlc dungeons have elite mobs who are simple more dangerous—do more damage, take more damage—than actual bosses in the non-dlc dungeons.
I strongly disagree.How do you calculate difficulty? What's difficult for me doesn't have to be difficult for you and vice versa. The difference between DLC and non-DLC dungeons are the mechanics. You either know them and play them properly, or you don't and fail. There is nothing in between.
Like others said that would mess with queues quite a bit but I’m all for toning down some of the one shot mechanics on them. Leave one shots for Veteran dungeons not normal.
It has got nothing to do with mechanics, when in one dungeon a trash mob can run over and hit you with a 5-6k hit, but in another (DLC) dungeon a similar trash mob can one shot you with a 15k hit. That is just poor balancing.
Some DLC bosses do massive unavoidable damage that will kill a low level player who does not yet have the skills or CP's to mitigate some of the damage.
It's a problem because the random dungeon finder doesn't really differentiate between the dungeons with regards to your gear level, so a level 30 might be thrown into a dungeon balanced for CP 200 people.How is that poor balancing? It's different mobs and you will have to face them at different levels and with different equipment. Lvl 10 folks are struggling with the mobs in FG1 just like CP 300 people are stuggling with mobs in bloodroot forge. You can of course tone it all down to more or less one level, but that would completely ignore the character progression.
Painstormx wrote: »Or they could balance the dungeons like they do in other games, so that a normal dungeon is actually just that.