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How about one easier, "base-game version II"-level dungeon per dungeon DLC?

Calm_Fury
Calm_Fury
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Hello everyone,

I want to see what people would think if ESO's designers decided to put one "base-game version II"-level dungeon in each DLC pack instead of 2 very hard ones.

First I want to say that I love ESO's 4-man contents. vDSA for me is still the best design in the game. I also love doing the new DLC dungeons for the achievements and skins when they come out and farming the motifs once they are released.

But, as someone that mostly just do dungeons with PUGs, I think the DLC packs leave a lot to be desired because most of the dungeons are simply unpuggable. It is nice when they are new and you have a good group to get the skins, achievements and such, but after a while NOBODY wants to run those dungeons in vet mode or HM anymore.

That leads to a big issue: if you like to PUG vet dungeons, you are mostly running the same 20 or so base-game dungeons for the last 5 years.

ICP and WGT are 4 years old now and you can PUG them most of the times after the latest nerfs.

CoS and RoM are harder to get a group, but you can do it sometimes. HM, though, is very hard to do with PUGs. Nobody wants to even try.

The rest of the DLC dungeons are almost impossible. People will just leave the group as soon as they are put there. Even as tank with 10 seconds queues, 95% of the times you can't even start the first fights. I don't think I had a single vet Wolfhunter group that didn't disintegrate as soon as we were put in the dungeon.

So, I really wish we had more dungeons that could be done in vet HM with pugs to enter the "daily rotation" of most players. Think something like CoA II, CoH II and similar. One per DLC-pack or even just 1 per year (1 every 3 easier than the current vet DLC standard).

I know some people really like the challenge but, from my own informal polls, even hardcore players avoid running the vet DLC dungeons in HM after just a few months of release.

What do you think?
Edited by Calm_Fury on August 2, 2019 9:59PM
  • vesselwiththepestle
    vesselwiththepestle
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    That would be great.
    1000+ CP
    PC/EU Ravenwatch Daggerfall Covenant

    Give me my wings back!
  • Androconium
    Androconium
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    Because that would be ESO V2.0. We'd need to pay for that.
  • Calm_Fury
    Calm_Fury
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    Because that would be ESO V2.0. We'd need to pay for that.

    What do you mean?

    What I suggest wouldn't change anything at all about the current model. Simply one dungeon of the dungeon pack would be a little easier than the other.

    No need to change anything else in the game.
  • MrBrownstone
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    They're completely puggable, I pugged them all. But yes, half of the time people leave instantly. Adding easier versions is not the right way to fix this. Instead, we need better rewards for doing DLC dungeons. Like some Transmute Crystals maybe.
  • Calm_Fury
    Calm_Fury
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    They're completely puggable, I pugged them all. But yes, half of the time people leave instantly. Adding easier versions is not the right way to fix this. Instead, we need better rewards for doing DLC dungeons. Like some Transmute Crystals maybe.

    I didn't mean they are never, ever puggable. But I wanted more dungeons in a rotation that I can just PUG every day, and those dungeons are definitely not like that.

    Take Moon Hunter Keep, for example. I tried pugging this on vet dozens and dozens of times. More ofter than not everyone quits instantly and I get the timer. It is super annoying.

    Even vCoS. At least half the times I try the group does not want to do hard mode.

    I'm not really sure the problem is rewards. Those dungeons have nice helms that aren't usually on the Golden, they give the motifs that sell really well.

    I think people generally just don't want the amount of stress that they bring so they just skip it.

    Take WGT for example. It used to be hell too. But now they nerfed it so much, so much, that you can actually run it most of the times with HM and pugs. I just wanted some dungeons that came like that, and harder ones that didn't need to be nerfed into oblivion.
  • Raisin
    Raisin
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    One of the things I find difficult is the question of how to design these easier dungeons. Dungeon design is something ESO already struggles with... Players are always aiming to do things in the most efficient way -- as they should -- and ZOS struggles to keep us in line. What I mean here is the constant striving to bypass mechanics, and our DPS obsession. To combat this, ESO has a tendency to just give us one-shots to 'force' us into respecting a mechanic. This unfortunately creates a very steep difficulty curve for casual players and groups; while it may be my cup of tea, it's too big of a jump for casuals to get the feeling of progression within these fights. They go from stand where you want, do what you want, to wiping very hard and very fast.

    Anyway, all of that probably seems like an irrelevant tangent, but the point is this: Easier dungeons are a great idea, but they should still be engaging and have mechanics that change up our gameplay style a little. They shouldn't be easy just because they're the same stack and burn fights with different graphics.
    Since DLC dungeons are generally more mechanic-heavy but are seemingly too difficult for many groups, we need to figure out how to create that middle ground first. Because I don't think making less intricate and well-designed dungeons available on purpose is a step ESO should be taking.
    So what are the variables that need to change? If we lower enemy damage output for instance, how will we pressure players into doing mechanics? They need a reason to do them -- the current system is threat of failure. To harsh for a casual dungeon. If we make the bosses too easily killed, people will use DPS to break the system (or at best, create a very annoying fight where damage is too high and phases come so fast it's unenjoyable.) How much skill-based challenge can we ask from our played to create a feeling of learning and improving, without alienating less skilled players?
    Obviously all of this goes into the proceed behind any dungeon, but IMO this is a particularly tricky nut to crack. You are looking for a dungeon that's hard to lose, but still satisfying to win; offering a low amount for chances of failure, while still engaging players by making them require to accomplish things. They can't be easy because they're bland and boring, please.

    I think we are at a point where two difficulties are not enough. Usually when I say that, I'm thinking of a higher tier than vet, full dungeon HMs, etc., but that's not the only neglected group of players. I believe the reason a lot of people get so turned off by vet dungeons they can't beat is because they don't know where else to go. It's easy for us to say a person isn't ready for vet -- but often those same people HAVE outgrown normal. They do too much damage and take too little. They're done with normal and everything tells them they belong in vet now. So normal isn't satisfying anymore, but vet is too out of reach. But I don't know, maybe I'm overestimating this specific problem.

    I'm also super tired and it's 5am, so sorry if I'm not making much sense.
  • SassiestAssassin
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    Yeah, this seems reasonable to me, casual dungeon crawlers should get some new content with DLC too
    *slams a gallon of Respecting Support Roles juice on the table* Take a sip, babes.
  • D0PAMINE
    D0PAMINE
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    @Raisin That post was very well said.
  • White wabbit
    White wabbit
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    They're completely puggable, I pugged them all. But yes, half of the time people leave instantly. Adding easier versions is not the right way to fix this. Instead, we need better rewards for doing DLC dungeons. Like some Transmute Crystals maybe.

    Sorry dont see that changing the rewards is going to make it any different
  • Calm_Fury
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    Raisin wrote: »
    One of the things I find difficult is the question of how to design these easier dungeons. Dungeon design is something ESO already struggles with... Players are always aiming to do things in the most efficient way -- as they should -- and ZOS struggles to keep us in line. What I mean here is the constant striving to bypass mechanics, and our DPS obsession. To combat this, ESO has a tendency to just give us one-shots to 'force' us into respecting a mechanic. This unfortunately creates a very steep difficulty curve for casual players and groups; while it may be my cup of tea, it's too big of a jump for casuals to get the feeling of progression within these fights. They go from stand where you want, do what you want, to wiping very hard and very fast.

    Anyway, all of that probably seems like an irrelevant tangent, but the point is this: Easier dungeons are a great idea, but they should still be engaging and have mechanics that change up our gameplay style a little. They shouldn't be easy just because they're the same stack and burn fights with different graphics.
    Since DLC dungeons are generally more mechanic-heavy but are seemingly too difficult for many groups, we need to figure out how to create that middle ground first. Because I don't think making less intricate and well-designed dungeons available on purpose is a step ESO should be taking.
    So what are the variables that need to change? If we lower enemy damage output for instance, how will we pressure players into doing mechanics? They need a reason to do them -- the current system is threat of failure. To harsh for a casual dungeon. If we make the bosses too easily killed, people will use DPS to break the system (or at best, create a very annoying fight where damage is too high and phases come so fast it's unenjoyable.) How much skill-based challenge can we ask from our played to create a feeling of learning and improving, without alienating less skilled players?
    Obviously all of this goes into the proceed behind any dungeon, but IMO this is a particularly tricky nut to crack. You are looking for a dungeon that's hard to lose, but still satisfying to win; offering a low amount for chances of failure, while still engaging players by making them require to accomplish things. They can't be easy because they're bland and boring, please.

    I think we are at a point where two difficulties are not enough. Usually when I say that, I'm thinking of a higher tier than vet, full dungeon HMs, etc., but that's not the only neglected group of players. I believe the reason a lot of people get so turned off by vet dungeons they can't beat is because they don't know where else to go. It's easy for us to say a person isn't ready for vet -- but often those same people HAVE outgrown normal. They do too much damage and take too little. They're done with normal and everything tells them they belong in vet now. So normal isn't satisfying anymore, but vet is too out of reach. But I don't know, maybe I'm overestimating this specific problem.

    I'm also super tired and it's 5am, so sorry if I'm not making much sense.

    I think that just throwing a little bit less stuff at players is enough. Take the Wolfhunter dungeons, for examples... There are just so many mechanics at the same time sometimes that it creates a lot of the difficulty of the dungeon. Then you add the damage that almost always is a one shot and this makes it even harder.

    My main example would be CoA II. It is still puggable, but it is challenging for most non-optimal groups. The Fire Maw is always a struggle, the Titan requires the tank to know what he is doing and the last boss on HM needs good DPS.

    Again, not impossible, but not a walk in the park either for the average player.

    The DLC dungeons throws too many things at once at the players and are very unforgiving on the damage side.
  • vesselwiththepestle
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    Raisin wrote: »
    So what are the variables that need to change?
    Well, lowering the number of mechanics you have to play and increasing reaction times would be very helpful.

    Some mechanics require you to act instantly. There's no margin of error. You have to react really fast. And then there are mechanics like Blessed Crucible, the fire damage from the last boss is for many a one-shot, too. But you get an animation and then time to avoid the fire. You've got time to react.

    The other variable would be the amount of mechanics you have to play. Just look at Scalecaller HM. You've got Zaan, you've got the kiting, the ice and you've good to get your safe spot, of which are four and two of them must not be activated in advance, because you'd miss them when you need them. So, there's a lot going on! No, let's compare City of Ash 2. Yeah, there's a little dps race as a whole and there are those atro's. Oh, and you have to jump to another platform in the right moment. Not only are the mechanics easier to understand (some platforms sourrounded by lava are easier to understand than any of Scalecallers boss mechanics), they are less.

    So when they plan a dlc dungeon, instead of 5 mechanics maybe just use 3. And instead of mechanics which require you to react within 1 second, let us react to them in 3 seconds.

    1000+ CP
    PC/EU Ravenwatch Daggerfall Covenant

    Give me my wings back!
  • Dusk_Coven
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    How about dps solo/story mode, regular dungeon mode, then vet mode.
  • AcadianPaladin
    AcadianPaladin
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    Loot is not a factor for me. If I don't enjoy a dungeon due to irritating/obtuse mechanics, I won't do it. And no amount of loot-enticing will change that. And I keep a substantial list of dungeons I won't do. Basically, if it isn't readily puggable, I avoid it.
    PC NA(no Steam), PvE, mostly solo
  • TheNightflame
    TheNightflame
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    Literally THE ONLY reason i play the game is for difficult dlc dungeons and their trifecta achievements. The healer changes are enough to make me quit, so fine, change the dungeons idc, but there are tons of people like me who dont main healers who will care.
  • MojaveHeld
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    I think the game already has enough "base-game" level dungeons. I doubt that ZOS could keep to their quarterly releases schedule if they added another dungeon of that type to every dungeon release dlc. And if we have to choose between dlc-level dungeons and base game-level dungeons, that choice is gonna be dlc-level dungeons every time. So I can see why someone might want this, but I just don't know that it's currently feasible.
  • unclesheosnephew
    unclesheosnephew
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    "How's about nnnnooooo Scott"
  • Raisin
    Raisin
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    Raisin wrote: »
    So what are the variables that need to change?
    Well, lowering the number of mechanics you have to play and increasing reaction times would be very helpful.

    Some mechanics require you to act instantly. There's no margin of error. You have to react really fast. And then there are mechanics like Blessed Crucible, the fire damage from the last boss is for many a one-shot, too. But you get an animation and then time to avoid the fire. You've got time to react.

    The other variable would be the amount of mechanics you have to play. Just look at Scalecaller HM. You've got Zaan, you've got the kiting, the ice and you've good to get your safe spot, of which are four and two of them must not be activated in advance, because you'd miss them when you need them. So, there's a lot going on! No, let's compare City of Ash 2. Yeah, there's a little dps race as a whole and there are those atro's. Oh, and you have to jump to another platform in the right moment. Not only are the mechanics easier to understand (some platforms sourrounded by lava are easier to understand than any of Scalecallers boss mechanics), they are less.

    So when they plan a dlc dungeon, instead of 5 mechanics maybe just use 3. And instead of mechanics which require you to react within 1 second, let us react to them in 3 seconds.
    Calm_Fury wrote: »
    Raisin wrote: »
    One of the things I find difficult is the question of how to design these easier dungeons. Dungeon design is something ESO already struggles with... Players are always aiming to do things in the most efficient way -- as they should -- and ZOS struggles to keep us in line. What I mean here is the constant striving to bypass mechanics, and our DPS obsession. To combat this, ESO has a tendency to just give us one-shots to 'force' us into respecting a mechanic. This unfortunately creates a very steep difficulty curve for casual players and groups; while it may be my cup of tea, it's too big of a jump for casuals to get the feeling of progression within these fights. They go from stand where you want, do what you want, to wiping very hard and very fast.

    Anyway, all of that probably seems like an irrelevant tangent, but the point is this: Easier dungeons are a great idea, but they should still be engaging and have mechanics that change up our gameplay style a little. They shouldn't be easy just because they're the same stack and burn fights with different graphics.
    Since DLC dungeons are generally more mechanic-heavy but are seemingly too difficult for many groups, we need to figure out how to create that middle ground first. Because I don't think making less intricate and well-designed dungeons available on purpose is a step ESO should be taking.
    So what are the variables that need to change? If we lower enemy damage output for instance, how will we pressure players into doing mechanics? They need a reason to do them -- the current system is threat of failure. To harsh for a casual dungeon. If we make the bosses too easily killed, people will use DPS to break the system (or at best, create a very annoying fight where damage is too high and phases come so fast it's unenjoyable.) How much skill-based challenge can we ask from our played to create a feeling of learning and improving, without alienating less skilled players?
    Obviously all of this goes into the proceed behind any dungeon, but IMO this is a particularly tricky nut to crack. You are looking for a dungeon that's hard to lose, but still satisfying to win; offering a low amount for chances of failure, while still engaging players by making them require to accomplish things. They can't be easy because they're bland and boring, please.

    I think we are at a point where two difficulties are not enough. Usually when I say that, I'm thinking of a higher tier than vet, full dungeon HMs, etc., but that's not the only neglected group of players. I believe the reason a lot of people get so turned off by vet dungeons they can't beat is because they don't know where else to go. It's easy for us to say a person isn't ready for vet -- but often those same people HAVE outgrown normal. They do too much damage and take too little. They're done with normal and everything tells them they belong in vet now. So normal isn't satisfying anymore, but vet is too out of reach. But I don't know, maybe I'm overestimating this specific problem.

    I'm also super tired and it's 5am, so sorry if I'm not making much sense.

    I think that just throwing a little bit less stuff at players is enough. Take the Wolfhunter dungeons, for examples... There are just so many mechanics at the same time sometimes that it creates a lot of the difficulty of the dungeon. Then you add the damage that almost always is a one shot and this makes it even harder.

    My main example would be CoA II. It is still puggable, but it is challenging for most non-optimal groups. The Fire Maw is always a struggle, the Titan requires the tank to know what he is doing and the last boss on HM needs good DPS.

    Again, not impossible, but not a walk in the park either for the average player.

    The DLC dungeons throws too many things at once at the players and are very unforgiving on the damage side.

    This may be a horrible mess of a post, but my reply really fits both of you so yeah.

    I guess that may be where I lose touch with this side of the playerbase. The Wolfhunter dungeons are some of the good ones, with nice and creative mechanics. COA2 has pretty much none -- it also suffers the same fate of having its few mechanics killed by DPS. The one thing I definitely don't agree is that the way to easy yet enjoyable dungeons is less mechanic/playing around with gameplay. That would be a shame! I'm more inclined to agree that the damage output is the issue -- which is why one of my main points was the question of how ZOS can enforce mechanic playing without having to use high damage as leverage.

    I think the reaction times are a brilliant point, and get to the core of the issue. O e of the reasons it's often hard or unenjoyable to even understand mechanics is because you just keep wiping. For many this means having to find a (potentially not intuitive) solution to a situation OUTSIDE the situation. As opposed to being able to do it inside the situation, perhaps with the chance to experiment until you crack the code. Ideally, the difference here would be that failure in vet (people choosing challenge) would cost you your life, while the normal version instead just costs you time
    Of course all of this also comes back to the concept of how ZOS tries to teach us mechanics in the first place. While a lot of them come easily to me (and many others) these days, that's because of our understanding. We know our options, and we often understand the visual clues of certain effects. It is my understanding that many people feel DLC dungeons require them to basically look up the solution. They do usually teach you boss mechanics during mobs, but those are easily ignored. NPC cues I personally miss all the time.
    The amount of mechanics is probably also a good point, although I find your examples horrible. xD City of Ash 2 really cannot have it's features called mechanics IMO, and Scalecaller HM I think is a bad comparison because it's a vet HMm It's supposed to be a challenge. It's a good example of what you don't want, I think, but you can really only compare the non-HM/normal version if you're talking about easier content. By which I mean, is normal SCP okay? Or does that also not hit the mark for you? I think it's a better starting point there, as it will be easier to find the problems in the dungeon variant more closely to what you're looking for (using you generally btw). Keep in mind that I'm really trying to find a point where a dungeon can be enjoyed by both sides, depending on the mode.
    Perhaps it's also about slower introduction of mechanics throughout the fight? It seems like being sorta overwhelmed and asked to deal with a bunch of things you don't understand is also what ruins it for people. I believe that these same people genuinely would enjoy these mechanics more if they were intuitive and solving them felt good, as opposed to feeling like you have to perform an arbitrary task with seemingly no explanation.

    Edit: As opposed to COA2 though, I know I have always thoroughly enjoyed COH2 and DC2. The shielded boss in the latter now annoys me, but I love the last boss. Having to kill the alits at the same time also seems like a nice enforced but not punishing mechanic?Snd now I'm also thinking if the Cerunnos boss in Falkreath -- perhaps with less damage taken, the carrying of their souls (and generally speaking, giving players tasks that are not DPSing but rather interacting with the environment) also seems reasonable.
    With COH2, obviously the one shot from a bad roll won't work for an easier experience. What if I stead she knocked you off the platform if you fail and you had to find your way back up? Does that work? Or imagine the AOEs being holes instead, which makes it intuitive to avoid them and why. I'm still in this track because I think 'let people try the mechanic again without dying and having to start over' is important. Also I imagine the HM mechanic (as in BC2) would also be nice in normal. You don't have to worry about dying to the mobs like in BC2 because they hit hard; rather they are so squishy you have to be careful to keep them alive. More about coordination than anything else.
    Edited by Raisin on August 4, 2019 1:53AM
  • MehrunesFlagon
    MehrunesFlagon
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    They're completely puggable, I pugged them all. But yes, half of the time people leave instantly. Adding easier versions is not the right way to fix this. Instead, we need better rewards for doing DLC dungeons. Like some Transmute Crystals maybe.

    I pugged Fang Lair Challenger.
  • ZarkingFrued
    ZarkingFrued
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    Calm_Fury wrote: »
    Hello everyone,

    I want to see what people would think if ESO's designers decided to put one "base-game version II"-level dungeon in each DLC pack instead of 2 very hard ones.

    First I want to say that I love ESO's 4-man contents. vDSA for me is still the best design in the game. I also love doing the new DLC dungeons for the achievements and skins when they come out and farming the motifs once they are released.

    But, as someone that mostly just do dungeons with PUGs, I think the DLC packs leave a lot to be desired because most of the dungeons are simply unpuggable. It is nice when they are new and you have a good group to get the skins, achievements and such, but after a while NOBODY wants to run those dungeons in vet mode or HM anymore.

    That leads to a big issue: if you like to PUG vet dungeons, you are mostly running the same 20 or so base-game dungeons for the last 5 years.

    ICP and WGT are 4 years old now and you can PUG them most of the times after the latest nerfs.

    CoS and RoM are harder to get a group, but you can do it sometimes. HM, though, is very hard to do with PUGs. Nobody wants to even try.

    The rest of the DLC dungeons are almost impossible. People will just leave the group as soon as they are put there. Even as tank with 10 seconds queues, 95% of the times you can't even start the first fights. I don't think I had a single vet Wolfhunter group that didn't disintegrate as soon as we were put in the dungeon.

    So, I really wish we had more dungeons that could be done in vet HM with pugs to enter the "daily rotation" of most players. Think something like CoA II, CoH II and similar. One per DLC-pack or even just 1 per year (1 every 3 easier than the current vet DLC standard).

    I know some people really like the challenge but, from my own informal polls, even hardcore players avoid running the vet DLC dungeons in HM after just a few months of release.

    What do you think?

    The way that there are Hardmodes for each boss now they're essentially giving two level 2 dungeons and two very hard at the same time
  • Calm_Fury
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    Raisin wrote: »
    So what are the variables that need to change?
    Well, lowering the number of mechanics you have to play and increasing reaction times would be very helpful.

    Some mechanics require you to act instantly. There's no margin of error. You have to react really fast. And then there are mechanics like Blessed Crucible, the fire damage from the last boss is for many a one-shot, too. But you get an animation and then time to avoid the fire. You've got time to react.

    The other variable would be the amount of mechanics you have to play. Just look at Scalecaller HM. You've got Zaan, you've got the kiting, the ice and you've good to get your safe spot, of which are four and two of them must not be activated in advance, because you'd miss them when you need them. So, there's a lot going on! No, let's compare City of Ash 2. Yeah, there's a little dps race as a whole and there are those atro's. Oh, and you have to jump to another platform in the right moment. Not only are the mechanics easier to understand (some platforms sourrounded by lava are easier to understand than any of Scalecallers boss mechanics), they are less.

    So when they plan a dlc dungeon, instead of 5 mechanics maybe just use 3. And instead of mechanics which require you to react within 1 second, let us react to them in 3 seconds.

    I think you are to something here...

    I thought about the amount of mechanics before, but the reaction time thing is something I didn't really consider and you are absolutely right.

    The main issues for me are now 3 things, the 3 that makes vet DLC dungeons much harder than anything:

    1. Amount of mechanics happening at the same time
    2. Unforgiveness of some damage types (one-shots)
    3. Very short reaction times

    ESO's team is very imaginative. I'm sure they can still devise cool dungeons that are not that unforgiving.
  • Calm_Fury
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    Dusk_Coven wrote: »
    How about dps solo/story mode, regular dungeon mode, then vet mode.

    That is another issue completely.

    Personally I think ESO would get a HUGE boom of players if everything had a story mode. I've probably done thousands of dungeons runs and some I don't even know the story because we are always going to the end. It would be great to be able to get in and do or redo the quests alone, even if not receiving any rewards.

    But, again, this is a completely different issue.
  • idk
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    It seems OP is wanting a DLC dungeon to be a cake walk because they want to run with random groups. I think it is a poor business decision to make new vet dungeons catered to the lowest common denominator. Making the game easy as is asked. for the reasons being asked just seems like a very poor design.

    Next it would be the vet HM trials are to hard and need to be made easier. That just seems like a poor business decision since Zos already provides a normal mode that is much easier.

    In other words, Zos already gave everyone an easier mode to complete the content and most of the normal DLC dungeons are pretty easy.
  • Calm_Fury
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    MojaveHeld wrote: »
    I think the game already has enough "base-game" level dungeons. I doubt that ZOS could keep to their quarterly releases schedule if they added another dungeon of that type to every dungeon release dlc. And if we have to choose between dlc-level dungeons and base game-level dungeons, that choice is gonna be dlc-level dungeons every time. So I can see why someone might want this, but I just don't know that it's currently feasible.

    I understand your point.

    I disagree that we have enough base-game level dungeons, though. After 4 or 5 years, they get really, really tiring to do.

    But yeah, it is a complicated issue. You can never please everyone...
  • Calm_Fury
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    idk wrote: »
    It seems OP is wanting a DLC dungeon to be a cake walk because they want to run with random groups. I think it is a poor business decision to make new vet dungeons catered to the lowest common denominator. Making the game easy as is asked. for the reasons being asked just seems like a very poor design.

    Next it would be the vet HM trials are to hard and need to be made easier. That just seems like a poor business decision since Zos already provides a normal mode that is much easier.

    In other words, Zos already gave everyone an easier mode to complete the content and most of the normal DLC dungeons are pretty easy.

    You misuderstood me.

    I do not think we should not get hard content or the current vet should be made easier. I'm fine with that.

    What I don't like is having ONLY really hard stuff as new content.

    As I said, I do all DLC dungeons and actually am in the process of forming a group to tackle ALL 4-man achievements.

    Still, I'd like some less-stressful content now and again too.

    Normal is not the answer. It is too easy and not at all what I want or suggested.
  • zvavi
    zvavi
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    They're completely puggable, I pugged them all. But yes, half of the time people leave instantly. Adding easier versions is not the right way to fix this. Instead, we need better rewards for doing DLC dungeons. Like some Transmute Crystals maybe.

    I pugged Fang Lair Challenger.

    What a coincidence, so did i.

    Also guys, wtf are you even discussing, with the broken aoe and staff below average groups has no way to complete them, it ain't a learning curve to learn broken mechanics and bosses. After zos fixes the dungeons, then, we can think of something.
  • Darkenarlol
    Darkenarlol
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    TL;DR - adjust normal to be playable for most of the playerbase

    but leave vet/vet HM difficulty for those who really like this type

    of content.



    sorry OP but i can't agree with you

    dungeon DLC is my most wanted content

    me my wife and our friends are big fans of vet blind runs

    (no guides, no info from any source, just our team vs

    first time seen vet dung at release day)

    on next couple of days we finish all achieves related

    to those dungeons (again, only self-invented tactics)


    while i'm not against any difficulty changes to normal

    versions i just can't agree with cutting my amount of fun

    (which i wait for long six months) by half just to please

    someone who most likely won't run that dung more than once

    on normal for a skill point


  • Nordic__Knights
    Nordic__Knights
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    Raisin wrote: »
    So what are the variables that need to change?
    Well, lowering the number of mechanics you have to play and increasing reaction times would be very helpful.

    Some mechanics require you to act instantly. There's no margin of error. You have to react really fast. And then there are mechanics like Blessed Crucible, the fire damage from the last boss is for many a one-shot, too. But you get an animation and then time to avoid the fire. You've got time to react.

    The other variable would be the amount of mechanics you have to play. Just look at Scalecaller HM. You've got Zaan, you've got the kiting, the ice and you've good to get your safe spot, of which are four and two of them must not be activated in advance, because you'd miss them when you need them. So, there's a lot going on! No, let's compare City of Ash 2. Yeah, there's a little dps race as a whole and there are those atro's. Oh, and you have to jump to another platform in the right moment. Not only are the mechanics easier to understand (some platforms sourrounded by lava are easier to understand than any of Scalecallers boss mechanics), they are less.

    So when they plan a dlc dungeon, instead of 5 mechanics maybe just use 3. And instead of mechanics which require you to react within 1 second, let us react to them in 3 seconds.

    Have you ever took any consideration that in those one second mechanics lag takes over that one second and you never see the mechanic coming
  • Sarannah
    Sarannah
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    Honestly it is stupid that the DLC dungeon are harder than what they should be, harder than what the difficulty setting describes. "Normal" difficulty should be normal.

    There is a reason I only do "normal" dungeons. It is even worse when leveling and you unlock them at level 45, it is basically a wasted queue.
    I get why ZOS wants to ramp up the difficulty(to get more players into high end game content), but my days of seriously high end gaming are over. Forcing this content upon someone is a very bad move. Normal difficulty dungeons should all be actually normal difficulty, not ramping up in difficulty with DLC dungeons. Normal = normal!

    PS: But this might be a me thing, because I also do not want to light-attack weave or use two ability bars. Besides it feeling messed up, this is a game, not work. I play for fun. (Kinda wonder how many other players feel this way, since the only reason ZOS ramped up the DLC difficulty was to make more players flow into high endgame difficulty.)
    PPS: I do not have any issues with boss mechanics.
    Edited by Sarannah on August 4, 2019 9:11AM
  • Taleof2Cities
    Taleof2Cities
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    Calm_Fury wrote: »
    You misuderstood me.

    I do not think we should not get hard content or the current vet should be made easier. I'm fine with that.

    What I don't like is having ONLY really hard stuff as new content.

    As I said, I do all DLC dungeons and actually am in the process of forming a group to tackle ALL 4-man achievements.

    Still, I'd like some less-stressful content now and again too.

    Normal is not the answer. It is too easy and not at all what I want or suggested.

    I sincerely respect your opinion, @Calm_Fury. Your ideas are well-thought out and clear.

    But, I disagree.

    DLC Dungeons already have three (3) modes ... outlined by most of the forum-goers here: Normal, Vet, and Vet HM.

    If you can’t PUG a DLC dungeon on normal for a “less stressful” run, then then only option is to ignore the group finder and find a pre-made.

    ZOS isn’t going to make a “DLC Light” Dungeon to accommodate PUG groups ... mainly due to the fact that the content should continue to be progressive to challenge players. Not the other way around.

    Though you’re not saying it in exact words, some other posters here are advocating an easier Vet DLC dungeon without mention of any change in rewards. That’s also a bad idea.

    There are a lot of forums threads complaining about PUG groups in Vet DLC Dungeons ... and complaining about Vet DLC Dungeons coming up in the Random Vet pool. All of these issues are solved by not using the group finder to PUG. I’m having a difficult time trying to separate this discussion from those threads.

    Edited by Taleof2Cities on August 4, 2019 12:14PM
  • Reistr_the_Unbroken
    Reistr_the_Unbroken
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    Instead, we need better rewards for doing DLC dungeons

    So basically: “I don’t care about the challenge in eso, but give me better rewards”
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