I would love ESO+ subscribers to have the option of doing/not doing DLC dungeons as their random daily. It does no one any good to stuff a player into a dungeon they aren’t ready for and don’t want to do. Not every ESO+ subscriber is ready/capable/willing to do them and it seems moronic that the only way they can avoid getting a DLC dungeon as a daily is to unsubscribe.
I would love ESO+ subscribers to have the option of doing/not doing DLC dungeons as their random daily. It does no one any good to stuff a player into a dungeon they aren’t ready for and don’t want to do. Not every ESO+ subscriber is ready/capable/willing to do them and it seems moronic that the only way they can avoid getting a DLC dungeon as a daily is to unsubscribe.
I'm not ESO+ and it happens too, so there's no difference if you're subbed or not. The only way is not to buy that certain DLC or for them to change the random daily database to not include DLC dungeons.
Actually no, CP is indicative of nothing but how much time you've been playing. You get experience for all sorts of things in this game, and a person can get CP levels just from doing overworld questing, public delves, killing mobs, doing writs and master writs, etc. A person with 500 CP might not have ever set foot into a dungeon before. This is especially true when you consider the fact that the first several hundred CP are gained fairly quickly because they take less experience to obtain than later ones do.I've done vet Frostvault in under 20 mins with dungeon finder PUGs. With that said, i believe they need to raise the CP requirement for vet DLC dungeons to at least 500cp. While CP is not an indicative of skill, it is an indicative of experience, and knowing mechanics is key for pve.
. As someone else mentioned you can even dodge roll under the beams as long as you time it right, at least on normal.
Aaaaah, I haven't done vet so I wasn't sure if this was something that worked there or not.Lightspeedflashb14_ESO wrote: ». As someone else mentioned you can even dodge roll under the beams as long as you time it right, at least on normal.
This is a one hit on vet.
As if two hours of facing instant death mechanics often 6 different ones on a single boss was not bad enough there are so many effects that it made my game crash. When I reloaded I was being removed from the dungeon as everyone else had given up. If this was a HM VET trial it would make some sense, but trying to do this with a PUG as your daily random is NOT FUN.
[Edit for bashing.]
MartiniDaniels wrote: »Try vet, people grind motifs now, you have higher chance to get decent group in vet.
Experience helps but I think the game devs could think about providing more information when players pick up the quest after entering the dungeon the first time on normal. Before each boss fight, the crucial mechanics should flash across the screen. (Like the alerts do from Codes). The boss would be immune to taunts and aggro for a very few secs while this happens. This would stop the speed runners pulling the boss, anyway and allow new players to at least know the key attacks to watch for. A few secs per boss isn't going to prevent quick completion and may improve the chances of getting the fight done first time. It could even be an option that is on by default and the group has to agree to turn it off. Then those who enjoy working it out could agree to turn it off but the rest of the playerbase could get the same info they would get from a good group leader. Or from the forums.I've done vet Frostvault in under 20 mins with dungeon finder PUGs. With that said, i believe they need to raise the CP requirement for vet DLC dungeons to at least 500cp. While CP is not an indicative of skill, it is an indicative of experience, and knowing mechanics is key for pve.
It's hard to balance fun/frustration when people are asking for harder DLC Dungeons. But I do agree with some of the points being made.
aetherial_heavenn wrote: »Experience helps but I think the game devs could think about providing more information when players pick up the quest after entering the dungeon the first time on normal. Before each boss fight, the crucial mechanics should flash across the screen. (Like the alerts do from Codes). The boss would be immune to taunts and aggro for a very few secs while this happens. This would stop the speed runners pulling the boss, anyway and allow new players to at least know the key attacks to watch for. A few secs per boss isn't going to prevent quick completion and may improve the chances of getting the fight done first time. It could even be an option that is on by default and the group has to agree to turn it off. Then those who enjoy working it out could agree to turn it off but the rest of the playerbase could get the same info they would get from a good group leader. Or from the forums.I've done vet Frostvault in under 20 mins with dungeon finder PUGs. With that said, i believe they need to raise the CP requirement for vet DLC dungeons to at least 500cp. While CP is not an indicative of skill, it is an indicative of experience, and knowing mechanics is key for pve.
eg " In this fight Blue lazer beams come from the walls. Move clockwise/anti clockwise to avoid the beams. Use the boss to shield you from the beam attack". or "Kill the whatsits in the corner as a priority"" or " Kill the one of the ghosts to make a gap in the ghost wall and run through it quickly" or "Kill the 4 flag banner adds first" ...Or whatever.
I know some crucial mechanics are buried in dialogue but 80% of dungeon runners do not read the quest content...and the 20% that do are left behind by speed runners. (All stats made up, of course).
To the OP: If on PC, the add-on Codes combat alerts has explained more about crucial fight mechanics in a few simple dodge! block! Immune! firebreath! poison pool! than years of playing with low graphics and high ping where half the animations were invisible.
Now I know exactly what to look for on vet I can even sometimes see the animation in time to react...even if my hitbox doesn't follow me in time and i die with my character outside the red because my hitbox still shows me standing in stupid on the server. But that's another issue reserved for SEA/ Oceanic players. We just have to learn to prognosticate. vMA is such fun using my psychic powers! not.
Elwendryll wrote: »Most of the times the boss mechanics are introduced during the pack of mobs preceeding them, you should just be aware of the mechanics, what they do and how to deal with them. Not the full tactic... Like in Frostvault with the lasers just before the boss, they slowly introduce you to the mechanics, you have to figure out a strategy to beat the boss.
As if two hours of facing instant death mechanics often 6 different ones on a single boss was not bad enough there are so many effects that it made my game crash. When I reloaded I was being removed from the dungeon as everyone else had given up. If this was a HM VET trial it would make some sense, but trying to do this with a PUG as your daily random is NOT FUN.
[Edit for bashing.]
Cage_Lizardman wrote: »Ok I guess I can carry a 12k dd through Frostvault, as long as the healer does about the same and they're decent at the mechanics:
https://www.esologs.com/reports/RL8pBJxkZt6MYQTh#fight=1&type=damage-done
Enjoy your Tzogvin pieces.
Lightspeedflashb14_ESO wrote: »Cage_Lizardman wrote: »Ok I guess I can carry a 12k dd through Frostvault, as long as the healer does about the same and they're decent at the mechanics:
https://www.esologs.com/reports/RL8pBJxkZt6MYQTh#fight=1&type=damage-done
Enjoy your Tzogvin pieces.
you really spent an hour in that place? dungeons ought never be more then a 20-30 minutes. hell, you can complete and i have, vDSA in that time, that is crazy.