Darkenarlol wrote: »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
Taleof2Cities 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.
Taleof2Cities 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.
Talos, it is perfectly fine to disagree. As I said before, I was expecting some disagreement and I completely understand your argument.
My point here is exactly what you said... The new dungeons are mostly just suited for pre-made groups. Which is fine. I'm also trying to form a new pre-made group to tackle them on my second account.
The whole thing I was trying to say is exactly that, as someone who LOVES just logging into ESO to PUG some vet dungeons without too much stress, I'd love some more options for that kind of playstyle.
It is a different discussion from removing DLC dungeons from Random Dungeons and the other complains because that is not really what I want. Again, I just want a little more variety in dungeons that can be done more consistently with PUGs instead of requiring pre-mades, communication between groups (specially since PC does not have a built-in voice chat like consoles).
But, again, I totally understand the opposite argument to what I am suggesting and I recognize that is a perfectly valid counter-argument to what I am proposing.
You don't seem to understand that not everyone is fixated on phat lewt, some people may want to run a dungeon for fun but not have to deal with the jerks who demand BiS even for 'normal' runs.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. 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
One of the things I find difficult is the question of how to design these easier dungeons. 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
The solution maybe rather simple.
1. Bosses have to stay under Taunt or the One Shot could happen
2. The amount of damage dealt per second by the Boss and Adds demands a constant source of Healing. Group Shielding must be applied to stay in the "Healable" damage rate.
3. Mechanics are used to make each Dungeon different from each other, or as different as they can reasonably be.
Or, Achievements, or more importantly, Mask drops, do not occur unless there is a Threshold of Role Activity. Taunts must be applied a certain amount of the fight time, healing must occur a certain amount of the fight time. Sure, this could create a situation where the Mechanics are gamed, but it sill means bringing a Tank and a Healer to the show.
The other danger is designing a solution that works 100% of the time. Just design one that encourages Role adherence most of the time.
One of the things I find difficult is the question of how to design these easier dungeons. 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
The solution maybe rather simple.
1. Bosses have to stay under Taunt or the One Shot could happen
2. The amount of damage dealt per second by the Boss and Adds demands a constant source of Healing. Group Shielding must be applied to stay in the "Healable" damage rate.
3. Mechanics are used to make each Dungeon different from each other, or as different as they can reasonably be.
Or, Achievements, or more importantly, Mask drops, do not occur unless there is a Threshold of Role Activity. Taunts must be applied a certain amount of the fight time, healing must occur a certain amount of the fight time. Sure, this could create a situation where the Mechanics are gamed, but it sill means bringing a Tank and a Healer to the show.
The other danger is designing a solution that works 100% of the time. Just design one that encourages Role adherence most of the time.
always imagined direfrost keep to get a Version II eventually
Behind that other door up the stairs behind the 3 bosses at the campfire.
Or maybe a VII path xwhere you explore a gigantic icy cavern underneath it
Dusk_Coven wrote: »How about dps solo/story mode, regular dungeon mode, then vet mode.
redlink1979 wrote: »Not sure if this is needed since if you want an easy dungeon, you run it in normal mode...
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?
highkingnm wrote: »Whilst I agree with the idea, the DLC dungeons are not unPUGable, they are just risky to PUG. I got SCP Challenger with a PUG, did MHK HM with a PUG over discord and have clears on vet BRF, CoS, RoM, FL, FH, DoM and vFV with PUGs, all but FV without Discord.
The problem lies with the PUGs. DPS is now high enough that one good DPS and a competent tank can carry others through base game dungeons. So those DPS and heals get the cleats but not the skills. Things melt so fast that tanks never learn the basics. I’ve seen people with all base game clears who know nothing. And DLC dungeons punish that.
If everyone knows the essentials of their role and plays mechs, vet DLC are not as hard as they are made out to be.
Have you tried making some friends?
New content should be harder, otherwise tha game would become boring for long time players.
There are many reasons why people quit, the loot is one. But I think the main reason is that they didn't choose that dungeon and they know probably most other people did not either. So it's going to be a $h!tshow.
Just because you choose a random vet dungeon didn't mean you want to do the hardest dungeon in the game.
The solution is to remove the DLC dungeons from the random veteran dungeon, and then only people who signed up for the DLC are the ones who match.
Then people are much more likely to stay.
We can discuss itemization in this game until we drop dead. But quite honestly I don't think the devs understand what a proper itemization is.
I don't think PUG groups should be any kind of standard to take into account when designing new veteran content.
The current difficulty level of new dungeons fits all playsyles.
You have vet HM for hardcore players.
You have vet for average players.
You have normal for casual players.
Seems to me if you don't enjoy PUGing vet DLCs, you should just stick to normals.
Normal dungeons are easily PUGable.
starkerealm wrote: »always imagined direfrost keep to get a Version II eventually
Behind that other door up the stairs behind the 3 bosses at the campfire.
Or maybe a VII path xwhere you explore a gigantic icy cavern underneath it
@Tipsy, Finn talked about this when we interviewed him for Wrathstone. Basically, Direfrost was originally much longer. There was an entire additional wing of the dungeon that was cut because there was simply too much. The various dungeons were designed to have hooks for future story content, but that doesn't mean Direfrost 2 was already written and ready to go.
MLGProPlayer wrote: »These dungeons are the only challenging content we get all year. The overwhelming amount of content that gets released in the year is easy solo content. If ZOS took dungeons away, endgame players would literally have nothing left to do.
MLGProPlayer wrote: »These dungeons are the only challenging content we get all year. The overwhelming amount of content that gets released in the year is easy solo content. If ZOS took dungeons away, endgame players would literally have nothing left to do.
All people are asking is for a greater variety of dungeon modes, to cater for all situations.
There will always be high end players who thrive on hardcore dungeon mode, just as there will always be soloers and casuals who need their own mode to be able to even do the majority of dungeons. And then there is normal/vet mode for players who fall somewhere in between.
No one is suggesting that your challenging content should be compromised in any way.