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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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    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


    It is ok to disagree. I expected that a lot of people would not like that idea and I really do understand where you are coming from.
  • Calm_Fury
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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.

    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.
  • starkerealm
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    Kinda wish I'd seen this before we interviewed Finn.
  • Agenericname
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    Calm_Fury wrote: »
    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.

    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.

    To some extent this happens organically in the game already. As we evolve and get stronger as players, older content is nerfed, and we become more experienced, more and more of the content becomes "pug friendly." There was a time when vWGT or vICP would have been considered more challenging, now they barely fit the profile of a vet DLC.

    When I hit CP cap I thought that I was as strong as I would ever be. That wasn't the case. Even within the same patch without major changes, we learn, about our characters, about the game itself, we recognize patterns, perfect rotations, experiment, all of which result in us growing stronger as players. As this happens the relative difficulty of content decreases and the amount of "less stressful" content increases.

    An argument could be made that the learning curve is steep due to the drastic increase in difficulty between some normal and vets, or that there isn't always a clear line of progression in dungeons, but it's a healthy way to make content accessible in my opinion.
  • Erelah
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    I agree with the original posters comment. Things need to be more fun. The argument of wait a year or two to purchase DLC and play it is not something that is good for the game. I would rather the development team spend their time on something which will be used (and purchased) by the majority of the player base to help fund future content.
  • KerinKor
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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.
    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.
  • Nestor
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    Raisin wrote: »
    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.

    Enjoy the game, life is what you really want to be worried about.

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  • Raisin
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    Nestor wrote: »
    Raisin wrote: »
    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.

    I think we're trying to stray away from one-shots though? And constant dots? I'm not sure how that makes an easier dungeons.
    I think I'm just confused about what you're trying to say.
  • Tandor
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    They'd sell a lot more copies of the dungeon DLCs if they each included a couple of delves.
  • Calm_Fury
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    Nestor wrote: »
    Raisin wrote: »
    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.

    I honestly think all those role adherence strategies are just way too complicated to implement. There are always several counter examples that break those things once you start putting in practice.

    For me it is not that hard, honestly. I used to be a healer only for one year. Main problems here are that the self heals are too strong and that the damage is either non-existent or too great. Put more mechanics that are a considerable amount of damage over time and all of a sudden DPSs will have to sacrifice so much damage to stay alive that having a healer is viable again.

    As for tanking, I don't think people even think it is feasible to do without one. If they do, just make bosses have hard hitting attacks AND conal attacks more frequently. As a tank I find that very few bosses have dangerous cleaves in dungeons.

    But back to the DLC dungeons, the thing that I notice in particular is that there are just way too many mechanics at the same time. It is way too much stuff happening in most of them and this is what makes them so hard.
  • starkerealm
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    Tipsy 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.
  • redlink1979
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    Not sure if this is needed since if you want an easy dungeon, you run it in normal mode...
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
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  • LucyferLightbringer
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    People leaving dlc dungeons is normal imho, i do it myself. I feel like i am getting punished for having ESO+/access to all dungeons whenever i get it as a random daily. Run through normal dungeon takes 5-10 mins, dlc one is atleast a 20min drag prolly way longer with a pug not knowing mechanics/lacking dps. I'd rather eat the punishment for leaving than waste time runing dlc for same reward as i would get for a 5 min fungal grotto 1 run.
    Edited by LucyferLightbringer on August 9, 2019 12:01PM
  • Aurie
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    Dusk_Coven wrote: »
    How about dps solo/story mode, regular dungeon mode, then vet mode.

    I quite agree @Dusk_Coven .

    There are more and more solo players in ESO, who don't join dungeon groups for various legit reasons such as the likelyhood of being called away mid-dungeon (kids, work etc). But they are not catered for, and so are restricted to public dungeons and a few of the easier group dungeons.

    Probably the subject for another thread, but it all ties in with this thread anyway.

  • Khumbu
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    As a healer, I’m not going to roll the dice if I zone into a difficult DLC pug when the average dungeon dpser usually pulls under 10k and sometimes tanks are either really bad at their jobs or flat-out faking.

    Even farming nSCP for Jorvuld’s gear with randoms gave me an irl migraine because of endless coaching people through the mechanics. Credit where it’s due, many got my directions, but when they didn’t they REALLY didn’t. And this is on NORMAL. I’m not putting up with that mess on vCOS or whatever.
    Edited by Khumbu on August 9, 2019 1:09PM
  • Calm_Fury
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    Not sure if this is needed since if you want an easy dungeon, you run it in normal mode...

    As I said many times, I do not want "easy", I want "easier than lastest DLCs".

    I was specific in my suggestion that it should be something Vet CoA II.

    There is a gap the size of the world between what I'm suggesting and normal dungeons.

    Everyone knows that the difference between normal and vet in most content is just so big, so big that most normal versions are not even worth it for learning purposes (take nMoL and vMoL, for example...).
  • highkingnm
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    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.
  • KageNin
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    Have you tried making some friends?
    New content should be harder, otherwise tha game would become boring for long time players.
  • Jeremy
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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?

    It's not so much the "challenge"- rather it's their reliance on obnoxious one-shot gimmicks that rely on learning some pattern or knowing in advance the "mechanics" of some stupid mini game built into a fight. When I sit down to play a role playing game I'm looking for role-based combat that relies on my actual performance in my combat role. I'm not looking to play a game of hokey pokey or deadly dodge ball.

    Because even after I master these kind of scripted trial and error fights they're still annoying and not at all something I enjoy. I believe that's why people ultimately avoid much of the DLC content. Not because it's too difficult. But because it's simply not fun to the vast majority of ESO's player base, who actually like the fundamentals of RPG combat (imagine that, people who actually like RPG combat playing an MMORPG game) and don't need or want a load of annoying gimmicks built in to kill you over and over again while you play the hokey pokey or memorize patterns. This isn't suppose to be a cheesy action game from the 1980's and that's not what I signed on for.
    Edited by Jeremy on August 9, 2019 2:41PM
  • doggie
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    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.
  • Dubhliam
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    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.
    >>>Detailed Justice System Concept thread<<<
  • Calm_Fury
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    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.

    I could have chosen my words better. I didn't really mean that they are never, EVER puggale. I've managed to some very nice PUG runs on vet DLC dungeons, specially the older ones.

    What I meant is that they are not USUALLY puggable, in a sense that if you just have one hour every day, you are most likely spend most of your days waiting the penalty because almost half the groups will leave when porting in.

    This is my main issue. As I said, I LOVE doing those dungeons with the right group, but most days I can only play for a limited time so I just PUG vet dungeons. And almost every day I'm frustrated because it is either the same old dungeons since forever or a VERY high chance that I'll get the penalty and need to switch characters.

    I just wanted more options that don't make people quick immediately almost half the time (not all the time).
    KageNin wrote: »
    Have you tried making some friends?
    New content should be harder, otherwise tha game would become boring for long time players.

    I have many friends, thank you very much. Unfortunately they are not online 100% of the time I play, so I frequently need to PUG.

    And where is that law that says that ALL new content must be hard? I think I missed that mandatory command somewhere.

    There is NOTHING stopping ZOS from adding new content that is more manageable from time to time.

    Take Halls of Fabrication. To this day some PUGs have trouble finishing it even on normal. None of the newer trials come close.

    doggie wrote: »
    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.

    The problem with that, as I said before, is that we are right back were we started: only having the same old dungeons from the last 5 years.

    Sometimes I let my subscription run out when I know I won't be playing much. And what I want is EXACTLY having more of THOSE dungeons to cycle through.
    Dubhliam wrote: »
    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.

    Already discussed in the thread. There is a HUGE, HUGE gap between normals and vet dungeons. Just saying to PUG normals is not the answer.

    I want more challenging content that can be done with PUGs most of the time, and this is NOT what normals are for.

    I was very specific in suggestion "base-game version II" dungeons exactly for that.

    CoH II, CoA II frequently give PUGs a hard time, with a lot of deaths, but they are still mostly doable without communication or having to write a book explaining mechanics and hope people learn fast.

  • SassiestAssassin
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    Potentially, could you add a 4th Undaunted pledge?
    Like how Maj gives lower ranked dungeons than Glirion?

    Give Urgalag a counterpart that gives out the lower ranked DLC dungeons. That way it won’t replace the harder dungeons for pledges, plus it would also give PvE more chances to get more transmute stones.
    Edited by SassiestAssassin on August 9, 2019 5:40PM
    *slams a gallon of Respecting Support Roles juice on the table* Take a sip, babes.
  • Jayman1000
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    The problem is that everyone in the group relies on everyone doing everything to near perfection, or all will wipe. This becomes the problem, it doesnt matter if you are perfectly great and uber good yourself, if there is just one other that fails everyone fails, and your uber super skills etc does not matter. If they could somehow change this, I think it would do a lot for the pugging of these specifically hard vDLC dungeons.
    Edited by Jayman1000 on August 9, 2019 7:55PM
  • Tipsy
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    Tipsy 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.

    Oh cool ,hope one day when the time comes ,we get to see the rest of what is hidden in,or under direfrost heep <3
  • MLGProPlayer
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    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.
  • Aurie
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    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.
  • Agenericname
    Agenericname
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    Aurelle1 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.

    The suggestion wasn't to add additional content, it was "instead" of. That's exactly what it is asking for, to reduce the difficulty of the content.




  • Calm_Fury
    Calm_Fury
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    The suggestion was mainly to add more middle-level content.

    I would LOVE if every other DLC dungeon had 3 dungeons instead of 2, with 1 being that.

    My suggestion to replace one was simply because I find it really hard that ZOS would do that and give us MORE dungeons.

    I don't want the DLC taken away either. Ideally for me it would be the 4 we get each year but eventually ZOS adding more mid level stuff.

    It could even be with chapters and story DLCs. That would actually be perfect because people could buy the story DLCs, get one dungeon they can run more easily and still let subcription expire if the don't want the harder DLC ones.

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