Maintenance for the week of February 23:
· [IN PROGRESS] NA megaservers for maintenance – February 23, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
· [IN PROGRESS] EU megaservers for maintenance – February 23, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)
· [IN PROGRESS] ESO Store and Account System for maintenance – February 23, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)

Dungeon Challenge Method

OolongSnakeTea
OolongSnakeTea
✭✭✭✭
We have normal.
We have veteran.
Then we only have veteran hard mode at the end.

This makes little to no sense.

Why not instead, in veteran we had an option to make it normal-veteran or hard-mode from the start? And at that, it should be a choice with all players agreeing, not some guy who zergs the scroll/banner/whatever activation then forcing the hard mode until the dungeon group whips out on the attempt.

This would provide a few things:
  • Cohesion for the challenge of the dungeon
  • Choice for the entire group for the hard content
  • A distinct way to challenge players throughout the dungeon, not just the last boss that just gets like 2 extra mechanics and more health
  • A way to to really 'earn your stripes' for some of these dungeons
  • A way to refresh the base-game dungeons
"I try to create sympathy for my characters, then turn the monsters loose."– Stephen King



  • RogueShark
    RogueShark
    ✭✭✭✭✭
    No one wants to go in to prog a HM then not be able to clear non-hm if they can't.
    When doing challenger achieves, sometimes groups will try for no death + speed and if it messes up halfway through, opt for HM instead. Being able to activate HM when you get there or not is really nice and convenient. Alternatively some pugs struggle with and cannot complete even non-DLC hm.

    Being unable to turn HM off wasn't a good idea for Crag trials and wouldn't be a good idea for dungeons. If one jerk in a group repeatedly activates HM when the rest of the group doesn't want to, kick.
    PC NA
    Will heal DPS for memes.
  • OolongSnakeTea
    OolongSnakeTea
    ✭✭✭✭
    The idea I had in mind would be a group voting system, or some sort of mechanic where more then 2 people in a 4 man, and more then 6 people in a trial would activate the hard mode aspect of the dungeon, either at the start or end.

    The idea would be to add a level of challenge to the entire dungeon for people who already maxed it, or want something more to sink into.

    "I try to create sympathy for my characters, then turn the monsters loose."– Stephen King



  • AlnilamE
    AlnilamE
    ✭✭✭✭✭
    ✭✭✭✭✭
    The way it is in the original dungeons is that the "Hard Mode" involves a specific mechanic change.

    Like, in Fungal Grotto II, you have to kill the last boss without going into the dome. In Banished Cells 2, you have to kill the last boss while 3 Daedroth were out. In Elden Hollow 2, you read the tome and the healer tendrils show up as well, so that's what would determine if it was hard mode or not, not adding twice the health to the boss and calling it a day.

    The Moot Councillor
  • pod88kk
    pod88kk
    ✭✭✭✭✭
    ✭✭

    Cohesion for the challenge of the dungeon



    There's the main problem right there, it's very hard to get cohesion with PUGs
    Edited by pod88kk on November 11, 2019 1:58PM
Sign In or Register to comment.