Androconium wrote: »Because that would be ESO V2.0. We'd need to pay for that.
MrBumblefoot wrote: »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.
MrBumblefoot wrote: »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.
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.
Well, lowering the number of mechanics you have to play and increasing reaction times would be very helpful.So what are the variables that need to change?
vesselwiththepestle wrote: »Well, lowering the number of mechanics you have to play and increasing reaction times would be very helpful.So what are the variables that need to change?
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.
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.
MrBumblefoot wrote: »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.
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?
vesselwiththepestle wrote: »Well, lowering the number of mechanics you have to play and increasing reaction times would be very helpful.So what are the variables that need to change?
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.
Dusk_Coven wrote: »How about dps solo/story mode, regular dungeon mode, then vet mode.
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.
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.
MehrunesFlagon wrote: »MrBumblefoot wrote: »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.
vesselwiththepestle wrote: »Well, lowering the number of mechanics you have to play and increasing reaction times would be very helpful.So what are the variables that need to change?
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.
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.
MrBumblefoot wrote: »Instead, we need better rewards for doing DLC dungeons