Taleof2Cities wrote: »
It’s the part where players don’t want to take 5 minutes to learn mechanics ... either online or with their more experienced group mates.
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.
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.
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.
Oh cool ,hope one day when the time comes ,we get to see the rest of what is hidden in,or under direfrost heep

EpicRekkoning wrote: »Taleof2Cities wrote: »
It’s the part where players don’t want to take 5 minutes to learn mechanics ... either online or with their more experienced group mates.
I completely agree with you on this!
EpicRekkoning wrote: »Taleof2Cities wrote: »
It’s the part where players don’t want to take 5 minutes to learn mechanics ... either online or with their more experienced group mates.
I completely agree with you on this!
While I do agree, I also think ESO is very lash about teaching. Yes I appreciate smart game design (introducing mechanics through mobs, some NPC cues) much more than in your face explanations...
But maybe for first timers, dungeons should have something similar. Something that appeals to the casual crowd by being part of the quest -- so basically more in your face explanations from NPCs rather than the cues. ***, maybe have an NPCs run ahead and visually demonstrate the mechanic then.
All of this has to be optional of course.
vesselwiththepestle wrote: »I've done all vet dlc dungeons and I've done flawless conquerer on stamina dps. 85k dps on raid dummy even with non-meta gear. Still I'd like to have some easier dlc dungeons, just to chill and relax while doing some NEW dungeon which I haven't done 1000 times.
And no, doing normal dungeons is NOT an alternative.
Players are leaving dlc dungeons even on normal, while others are bored to death by them! At one time I was with an u50 doing random normals and got into some dlc dungeon and I got kicked because players thought I couldn't tank it. (Funny thing, I tanked it one the same charakter that day before because it was pledge. Funny thing 2, there was a portal, so they had already lost at least one tank. Probably the players didn't know mechanics.) Often you have to TYPE mechanics into group chat because players don't know mechanics and you'll have to PRAY players are reading group chat. That's NOT FUN.
Also I think difficulty isn't a fixed thing. When you look at base game dungeons, they are all differently. Even the No 1 ones. Spindleclutch 1 hm is actually hard for many players, much harder than Vaults of Madness, which *should* be harder, but it isn't. Because Spindleclutch 1 has those 1-shot-mechanics (2 one-shots and one mechanic which needs good heal) and many players seem to have problems to see when the boss targets them and they have to dodge roll. (On max cp you can survive the one shot mechanic, though.)
So I think there is a place for difficulty somewhere between Banished Cells 2 and Falkreath Hold and I think in that general area of difficulty we could use one or two new dlc dungeons.
I honestly don't need anymore like MoS hm or SC hm, which I can do only with a hand full of players in my social guild.