From the point of view of a newbie, the way people runs dungeons is horrid. Its a complete madness rush, you do not have time to even notice the dungeon scenery not to talk about reading quest text. There is absolutely no fun in playing like this.
It would be nice to have three or four tiers of dungeons. Normal non dlc, normal dlc, vet non DLC, vet DLC but given my limited experience with other MMOs I don't think it would actually improve much. Most people would still run the easy ones for the easy rewards and the hard queues would still mostly be ghost towns with no increased chance of success.
Reward is never a factor when queueing for a random dungeon. The deciding factor is always the XP bonus or just boredom or they want to push their luck and get the xp bonus AND the pledge at once. People who are in need of certain items will queue for the specific dungeons. But yes, I agree, a filter to the random queue would probably leave the DLC-part empty forever.
cascarrabias wrote: »From the point of view of a newbie, the way people runs dungeons is horrid. Its a complete madness rush, you do not have time to even notice the dungeon scenery not to talk about reading quest text. There is absolutely no fun in playing like this.
Those are also rewards. If they weren't, people wouldn't use the random group finder.
This, one option is to reduce the xp gain if you don't include the dlc.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.
And no I rarely pug vet dlc, only time is then in good group and we agree on go for the dlc pledge.
All I want for the DLC dungeons is a minimum level, requirement for them.
I am not asking them to be removed from the random queue, just remove them for players queuing random dungeons under CP 160
(and that's being more than generous I think, seen plenty of CP 160's who are not yet geared for end game or have not yet learnt their rotations/how to play their characters, since they leveled at the dolmens or Skyreach)
I play a tank, if I am doing a DLC dungeon and get a group with a lot of members below CP 160 I will give them a go, if they start getting killed by the ads or repeatedly wipe to the bosses I leave.
Got no problem carrying one lower level group member but not a whole group.
Not going to spend hours in a dungeon, with people who's characters are not yet ready for them, no matter how enthusiastic they may be or how much fun they have wiping out. Just because they happen, to have been dumped there by the random group finder queue.
RodneyRegis wrote: »As said before, if they allowed non-dlc then NOBODY would pug dlc for the daily, and the group finder would be ruined for dlc dungeons.
This, now this week might be the worst to do dungeons for the quests.From the point of view of a newbie, the way people runs dungeons is horrid. Its a complete madness rush, you do not have time to even notice the dungeon scenery not to talk about reading quest text. There is absolutely no fun in playing like this.
That's in the nature of the game. Most people are playing random dungeons for the quick XP boost and the majority of people has been playing all the dungeons dozends of times and they just don't pay attention anymore.
I'm using random dungeon finder a lot and whenever I port in, I'll check the level of my teammates and if I see someone who might be in the level range for that specific dungeon, I'll ask if he is playing the quest. If he does, I'm running at his pace and try to explain stuff if neccessary.
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.
It's ridiculous. As a healer who is CP ~300 there are so many 1 shot mechanics even while buffed on NORMAL difficulty. I get that for Vet dungeons but cmon. And the worst is when they pair you with a bunch of underleveled/undergeared people. I have no issues with the players, I think these dungeons are balanced so poorly. Don't get me wrong, I think the vanilla dungeons are too easy but there needs to be a middle ground between too easy and being 1 shot and not completing the dungeon due to people not knowing the mechanics. It's poorly designed if after a couple deaths you still can't figure out the right mechanics. People just want to log in and have some fun in a dungeon. If they want more of a challenge that's why they have Veteran dungeons. Rant over.
It is a great idea and I have suggested the solution to random rewards that would be perfect, and probably what Zos would do if they made this change.
There would be three tiers of daily random rewards, Legendary, Epic and Common. Basically this would add Legendary rewards.
Legendary - Random Dungeon where DLCs are part of the selection. Requires access to X number of DLC dungeons. This is a new top tier reward for Randoms.
Epic - Random Dungeons excluding DLCs or player does not have access to enough DLCs for Legendary or for second run that includes DLC dungeons. This is same as the best rewards currently available for randoms.
Common - Currently the lesser reward granted for second of a random and would be the reward for second run that excludes non-DLCs.
This rewards risk and does not take anything way from those who do not want to deal with DLC dungeons. So it is a win/win solution.