Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

are DLC dungeons dead at this point?

  • AlnilamE
    AlnilamE
    ✭✭✭✭✭
    ✭✭✭✭✭
    FierceSam wrote: »

    It is the devs’ fault that there are no tutorials that touch on group play or the individual responsibilities of each role.

    Ask 5 experienced players what the individual responsibilities of each role are, and you are likely to get 5 different answers.
    The Moot Councillor
  • TheFM
    TheFM
    ✭✭✭✭✭
    ✭✭
    FierceSam wrote: »
    TheFM wrote: »
    buttaface wrote: »
    Most people are not undertaking DLC dungeons on a regular basis, with Vet DLC being even less frequented. It is also fair to say that most people who do undertake normal or vet DLC dungeons, are doing so mainly for gear, in particular Monster Helms with Vet DLC - and once that gear is acquired will be unlikely to revisit the dungeon other than to help friends/guildies.

    The reason of course is that most of the DLC dungeons are significantly more challenging than the average base game dungeons, by design, its on purpose. This is positive, not something to complain about. It provides progression in difficulty of dungeons and a challenge for more capable players and groups.

    There are for instance some DLC dungeons that it is very rare to find a pug capable of completion. Why should it be? The dungeons are being designed with teamwork, knowledge of the mechs, high dps in mind, specifically to provide progression from base game normal and vet dungeons.

    You describe the problem adequately in the first paragraph, then go into "that's a good thing." WHY? WHY in a game based on an easy single player RPG IP, where I'd argue a vast majority of players come thinking they are going to be continuing Skyrim type play. This isn't "on the job training." It isn't some kind of school or test, so why if what you say in the first paragraph is true, can that be considered a good thing?

    If the game trained players to function in teams and required that all along, there might be some merit to a difficulty curve, even a fake one based on gotchas and arcade level learning. But it doesn't. ESO doesn't train the players in doodly squat in the way of team tactical play. It trains them to go to one of the myriad unregulated, risk free exp caves and level up, to crutch on aimbot pets and OP base skills, with not a hint of the gotchas in sight other than perhaps on World Bosses.

    Then after a few easy introduction dungeons, walls off THE REST from the player base at large with the gotchas. Solution? Get them OUT of ALL dungeons and make them opt in only, keep them in raids. That way ALL can at least do the content and the ones who enjoy the gotchas still have them available. Who loses in that scenario? Everyone wins.

    It isnt the devs fault if people ignore all the different tutorials and do not do any of the beginner level dungeons that are unlocked earliest.

    It is the devs’ fault that the tutorials they create are perfunctory at best and cannot be accessed more than once.

    It is the devs’ fault that there are no tutorials that touch on group play or the individual responsibilities of each role.

    It is the devs’ fault that players who sign up to ESO+ are force fed into DLC dungeons they do not wish to do.

    It is the devs’ fault that the normal versions of a dungeon provide almost no preparation for the vet versions, making them pointless for players to do as a way of introducing themselves to the mechanics and encouraging players to “dive right in” into the vet versions.

    The devs could make a much more serious effort to prepare players for and teach them about the DLC dungeons, but I guess they’d rather dob that off to youtubers and forum nazis
    • There are literally no dungeons you HAVE to do to progress in any main story line.
    • You literally get a giant message in the loading screens, of which we have many, that tells you to check out the tutorial instruction " booklet " and how to get there
    • The very first dungeons are pretty much the group training wheels, and progressively get more difficult. If you never did the very first dungeon, then you shouldnt expect to pass the newest dlc dungeons with flying colors.
    AlnilamE wrote: »
    FierceSam wrote: »

    It is the devs’ fault that there are no tutorials that touch on group play or the individual responsibilities of each role.

    Ask 5 experienced players what the individual responsibilities of each role are, and you are likely to get 5 different answers.

    If the basic answer isnt " do damage, heal and tank " then they really arent too experienced =P
    Edited by TheFM on December 6, 2019 3:02PM
  • buttaface
    buttaface
    ✭✭✭✭✭
    MattT1988 wrote: »
    First bolded part: That’s not a fact, just your opinion. Until someone provides solid statistics that aren’t the tainted numbers on the PS4 trophies or Xbox Achievements, then it will remain pure speculation which is pointless.

    Second bolded part: Please provide a link to when ZOS said this.

    You'd find a way to quibble with whatever was produced, not fooling anyone. Multiply by 10 or 20x if you like, .1%, 1% or 2% are unacceptable for any content that players pay for in any game. And no, it is not "pure speculation." Statistics of a a subset of players was introduced. Everyone was already aware that they could reflect dormant or inactive accounts. Everyone was already aware that they derived from only one platform. Everyone was already aware that in order to form a reasonable opinion as to how many complete vet DLC dungeons based on them, a multiple or other modification would need to be applied. None of these things that were already obvious make that the data generally support OP's claims "pure speculation."

    BTW, this is an informal game feedback forum full of far more opinions than facts, working as intended. You aren't sitting in robes in a judge's chair, and no one is beholden to "prove" anything to you via link, stats or otherwise.
  • buttaface
    buttaface
    ✭✭✭✭✭
    TheFM wrote: »
    Sounds like a mindset issue to me. Not a mechanics problem.

    Sounds like your last few posts are crammed full of straw man and other bias to me, and not responsive to what people actually posted.

  • pelle412
    pelle412
    ✭✭✭✭✭
    FierceSam wrote: »
    It is the devs’ fault that the tutorials they create are perfunctory at best and cannot be accessed more than once.
    I don't agree. Any player who wants to learn how a dungeon works has ample resources available to them. Some dungeons have NPCs with information; there are also a lot of youtube tutorials.
    FierceSam wrote: »
    It is the devs’ fault that there are no tutorials that touch on group play or the individual responsibilities of each role.
    I agree to an extent, but I'd also argue any player who want to understand their role has ample resources to do so.
    FierceSam wrote: »
    It is the devs’ fault that players who sign up to ESO+ are force fed into DLC dungeons they do not wish to do.
    Noone is forced to run DLC dungeons. If you pick a random dungeon because you want the juicy XP bonus, then you roll the dice, otherwise queue for the dungeon you want.
    FierceSam wrote: »
    It is the devs’ fault that the normal versions of a dungeon provide almost no preparation for the vet versions, making them pointless for players to do as a way of introducing themselves to the mechanics and encouraging players to “dive right in” into the vet versions.
    The normal versions have some preparatory experiences but I agree it won't fully prepare you. But here's the challenge, it's on the players and/or group to cooperate to beat it and help each other out. A game with no risk/reward becomes truly boring really quickly. Too many players just want simple basic tank and spank fights with no risk and all reward.
    FierceSam wrote: »
    The devs could make a much more serious effort to prepare players for and teach them about the DLC dungeons, but I guess they’d rather dob that off to youtubers and forum nazis
    [/quote]
    Someone's gotta earn a living doing it :)
  • Kahnak
    Kahnak
    ✭✭✭✭✭
    buttaface wrote: »
    MattT1988 wrote: »
    First bolded part: That’s not a fact, just your opinion. Until someone provides solid statistics that aren’t the tainted numbers on the PS4 trophies or Xbox Achievements, then it will remain pure speculation which is pointless.

    Second bolded part: Please provide a link to when ZOS said this.

    You'd find a way to quibble with whatever was produced, not fooling anyone. Multiply by 10 or 20x if you like, .1%, 1% or 2% are unacceptable for any content that players pay for in any game. And no, it is not "pure speculation." Statistics of a a subset of players was introduced. Everyone was already aware that they could reflect dormant or inactive accounts. Everyone was already aware that they derived from only one platform. Everyone was already aware that in order to form a reasonable opinion as to how many complete vet DLC dungeons based on them, a multiple or other modification would need to be applied. None of these things that were already obvious make that the data generally support OP's claims "pure speculation."

    BTW, this is an informal game feedback forum full of far more opinions than facts, working as intended. You aren't sitting in robes in a judge's chair, and no one is beholden to "prove" anything to you via link, stats or otherwise.

    If you can't support your argument with anything substantial than it is not an opinion worth considering. Statistics for a subset of the player base are not representative of the whole. Speculation based on a rough 1/3 of the player base is not helpful to the discussion - hard data for the whole is helpful. ZOS doesn't make decisions based exclusively on data from one console, so I'm not sure what about partial data is conclusive enough to determine the direction of DLC dungeons.

    "Everyone was already aware that they could reflect dormant or inactive accounts. Everyone was already aware that they derived from only one platform. Everyone was already aware that in order to form a reasonable opinion as to how many complete vet DLC dungeons based on them, a multiple or other modification would need to be applied. None of these things that were already obvious make that the data generally support OP's claims "pure speculation.""

    No, everyone was not already aware and this is completely disingenuous. Using partial data to determine data for the whole is still speculation. An educated guess is still a guess.
    Tombstone Reads: "Forgot to get good"
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
    ✭✭✭✭✭
    ✭✭
    Raisin wrote: »
    The reason the new motifs aren't in guildstores is because they're bugged.

    For a good amount of the playerbase, running DLC dungeons and achievement hunting within them are still the cream of the crop of ESO content, so no worries. :)

    But yeah, a lot of people actively avoid going into PVP so let's get rid of PVP plz

    According to the psn trophy given when you complete both dungeon in vet, there is your large portion of the player base


    0.5% did shadow of the Hist
    0.3%did Horn of the reach
    0.3% did DragonBones
    0.2% did Wolf Hunter
    0.1% did wrathstone
    0.1%did scalebreaker

    It only speak for the ps4 playerbase but still i can imagine it being somewhat similar on other platform

    But i dont have a problem with those staying like they are
    Edited by Dark_Lord_Kuro on December 6, 2019 7:46PM
  • Malprave
    Malprave
    ✭✭✭✭✭
    I love the dlc dungeons but getting people to run them is hard. And this is another instance where the developers shoot themselves in the foot by not motivating players to run them.

    Running veteran Fang Lair and getting one crummy transmute crystal is just a sick joke. I go bankrupt running these dungeons because of all the potions I consume.(and I’m a 50 in alchemy). Finally, as some have noted before the gear power gap between dlc dungeon gear and trials gear is enormous.

    I’m a fan of the work Zenimax has done on this game and I really enjoy it but they do seem to have an uncanny ability to endlessly fiddle with things nobody cares about and then leave huge unaddressed elephants sitting there in the room.
  • NettleCarrier
    NettleCarrier
    ✭✭✭✭✭
    Back to the original question of this post. Not only are the drops bugged as others have pointed out, but you have to keep in mind that they are a lot of (rich) players who want these motifs. This means that they sell very quickly and the supply just cannot keep up with it. Eventually the majority of players are really want these will be satisfied and you'll see them around a bit more.
    GM of Gold Coast Corsairs - PCNA
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
    ✭✭✭✭✭
    ✭✭
    shimm wrote: »
    Some actual stats for the Xbox via the achievement system (not the in-game achievements that tell you nothing)...

    Achievement for finishing vet mazzatun was unlocked by .32% of gamers
    Normal mazzatun 1.54% of gamers
    Normal Scalecaller peak .96% of gamers
    Normal Fang Lair 1.00% of gamers

    Maybe someone on PlayStation can post some numbers? I think it tracks things the same way...

    OP pretty close with their 1% statement.

    According to the psn trophy given when you complete both dungeon in vet


    0.5% did shadow of the Hist
    0.3%did Horn of the reach
    0.3% did DragonBones
    0.2% did Wolf Hunter
    0.1% did wrathstone
    0.1%did scalebreaker

  • Dark_Lord_Kuro
    Dark_Lord_Kuro
    ✭✭✭✭✭
    ✭✭
    MattT1988 wrote: »
    MattT1988 wrote: »
    Getting really tired of people pulling this “only 1% of the playerbase run them” figure out of their arses. Got any hard data to back those numbers up?

    I love these dungeons and I know a stack of people who agree. If you don’t like them, don’t do them, but leave them alone for those of us who really enjoy them.

    Zos themselves said people don’t complete the content not too long ago. That’s one of the reasons they are focusing on attracting new players more than keeping old players.

    Link please, and it needs to include the statistic of “1% of players complete this content” for it to be acceptable for the OP’s argument.

    According to the psn trophy given when you complete both dungeon in vet


    0.5% did shadow of the Hist
    0.3%did Horn of the reach
    0.3% did DragonBones
    0.2% did Wolf Hunter
    0.1% did wrathstone
    0.1%did scalebreaker

    It only speak for the ps4 playerbase but still i can imagine it being somewhat similar on other platform
    Edited by Dark_Lord_Kuro on December 6, 2019 8:39PM
  • Kahnak
    Kahnak
    ✭✭✭✭✭
    Malprave wrote: »
    I love the dlc dungeons but getting people to run them is hard. And this is another instance where the developers shoot themselves in the foot by not motivating players to run them.

    Running veteran Fang Lair and getting one crummy transmute crystal is just a sick joke. I go bankrupt running these dungeons because of all the potions I consume.(and I’m a 50 in alchemy). Finally, as some have noted before the gear power gap between dlc dungeon gear and trials gear is enormous.

    I’m a fan of the work Zenimax has done on this game and I really enjoy it but they do seem to have an uncanny ability to endlessly fiddle with things nobody cares about and then leave huge unaddressed elephants sitting there in the room.

    I think there is certainly something to be said about incentive for completing DLC dungeons and more specifically - an increased reward for completing the DLC pledge for the day.

    As to the trial vs dungeon gear, however, I would say that is not entirely accurate. There are certain BIS gear sets that trial runners get from running trials , but there are still plenty of sets that end game groups ask for that you can only acquire from dungeons. BIS Monster Helms also come from the new DLC dungeons. Additionally, even the meta sets aren't necessarily as effective if used outside of 12 man group play. Sets like Alkosh or Lokkestiz lose a ton of value if you're not getting a 12 man's array of synergies and sets such as Relequen are almost useless in any instance where you have more than one target or you need to switch targets frequently - which is the case in any mob pull and many dungeon boss fights. Trials are built around benefits that they receive from sets like Ebon, Worm Cult and Hircine's and all of these sets come from base game dungeons.

    "I’m a fan of the work Zenimax has done on this game and I really enjoy it but they do seem to have an uncanny ability to endlessly fiddle with things nobody cares about and then leave huge unaddressed elephants sitting there in the room."

    I share this sentiment 100%.
    Tombstone Reads: "Forgot to get good"
  • Kadoin
    Kadoin
    ✭✭✭✭✭
    ✭✭
    I don't do them because I don't buy dungeon DLC and I'm not subbed (though I have some DLC). But when the free weekend roll around...

    Thats literally my only reason, not difficulty...

    Either way that means three tanks out of the pool :D
  • azjuwelz
    azjuwelz
    ✭✭✭✭
    MattT1988 wrote: »
    MattT1988 wrote: »
    Getting really tired of people pulling this “only 1% of the playerbase run them” figure out of their arses. Got any hard data to back those numbers up?

    I love these dungeons and I know a stack of people who agree. If you don’t like them, don’t do them, but leave them alone for those of us who really enjoy them.

    Zos themselves said people don’t complete the content not too long ago. That’s one of the reasons they are focusing on attracting new players more than keeping old players.

    Link please, and it needs to include the statistic of “1% of players complete this content” for it to be acceptable for the OP’s argument.

    According to the psn trophy given when you complete both dungeon in vet


    0.5% did shadow of the Hist
    0.3%did Horn of the reach
    0.3% did DragonBones
    0.2% did Wolf Hunter
    0.1% did wrathstone
    0.1%did scalebreaker

    It only speak for the ps4 playerbase but still i can imagine it being somewhat similar on other platform


    Read the entire thread to see why you're being ignored.


    I do have one big suggestion for the devs, where I see an opportunity that could be really popular. I would love them to develop a "training dungeon"--a tutorial that you can play more than once that explains the basics of what "dps" even means, what tanking means at least in terms of taunting a boss or pulling an add, and maybe some basic exercises to recognize mechanics, such as dodge rolling an attack that might otherwise kill you. Yes, it would have to be basic because of all the possible builds, etc. But at least people would know what a tank is and why standing in stupid is bad.

    Beyond that, I also vote for a "mid-tier" DLC dungeon level between normal and vet, for those progressing through content. And an opt out of DLC for random queue.
    Xbox-NA
    Guildmaster of Nightmothers Deadly Deals

    PVE/PVP Stamblade: Ylandra Silverthorn
    PVE Magwarden healer: Raw'zl Dah Zel
    PVE DK Tank: Greta Feuerwerk
    PVP StamDK: Helga Feuerwerk
    PVP Necro Healer: Dratha Helbain
    PVE Magcro: Dorian Fey
    PVE Magblade: Arivssa Thaoral
    PVE Magsorc: Eldara Birchwood
  • Shantu
    Shantu
    ✭✭✭✭✭
    ✭✭
    DLC dungeons aren't dead...but they're certainly not a hotbed of joyful activity either. While some people enjoy them, they're simply an investment of too much time and frustration for most.

    Personally, I think they could be structured better. Instead of just a Normal and Vet mode, add modes of additional varying difficulty and rewards.

    If nothing else, better rewards would make them more appealing.
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    @FierceSam

    Those PSN trophies are just for killing the bosses in those dungeons. You don't need to be skinned to get the trophy. Congratulations on being one of the top players. I must admit I too felt a little bit cooler about having done most of these. And I also have some of the skins.
    Edited by spartaxoxo on December 6, 2019 10:12PM
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    MattT1988 wrote: »
    Until someone provides solid statistics

    2.7% of people have killed a dragon in Elsweyr vs 0.1% have done vet scalebreaker according to PSN. Now we know that this affected by a lot of different factors, it's also undeniable that this content is way, way less popular than the content of vet dungeons. And that's despite more people likely have access to Scalebreaker than Elsweyr, since it's a DLC instead of a chapter.

    Again, you can look at the observable facts and come to only one reasonable conclusion, most people are not interested in these dungeons.
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    TheFM wrote: »
    It is not reasonable to expect content to be changed to suit you whilst completely ignoring the fact that a good portion of active players do it and enjoy it. .

    It isn't a good portion that enjoy it though. Or there would better completion ratios. The people who enjoy it are miniscule in number. The vast majority of people who want challenging content run trials. I have friends that are like this and right now they basically live in VSS. They have all of the skins and done all the hardmodes of all the trials. And the content they repeat for fun is VSS. So that they can gear up a new character and then do this stuff all over again.

    Once they are skinned they never step foot into those DLC dungeons again. Something that typically only takes them a couple of days to accomplish.

    I think it's way more selfish to keep this content the way it is to suit a group of people that don't even want to do it much over making it more accessible.

    I don't think it needs to be on the same level as the base game dungeons. But they should be around the difficultly level of Ruins of Mazzatun. That one is more difficult than any of the base game dungeons but not so bad people simply drop group at the sight of it. And as a result it has a much better completion rate while still not being most of the playerbase that's willing or able.

    I think questing is too easy for most and also unpopular.
  • MattT1988
    MattT1988
    ✭✭✭✭✭
    ✭✭
    MattT1988 wrote: »
    MattT1988 wrote: »
    Getting really tired of people pulling this “only 1% of the playerbase run them” figure out of their arses. Got any hard data to back those numbers up?

    I love these dungeons and I know a stack of people who agree. If you don’t like them, don’t do them, but leave them alone for those of us who really enjoy them.

    Zos themselves said people don’t complete the content not too long ago. That’s one of the reasons they are focusing on attracting new players more than keeping old players.

    Link please, and it needs to include the statistic of “1% of players complete this content” for it to be acceptable for the OP’s argument.

    According to the psn trophy given when you complete both dungeon in vet


    0.5% did shadow of the Hist
    0.3%did Horn of the reach
    0.3% did DragonBones
    0.2% did Wolf Hunter
    0.1% did wrathstone
    0.1%did scalebreaker

    It only speak for the ps4 playerbase but still i can imagine it being somewhat similar on other platform

    Once again, my response to that back on the second page:
    MattT1988 wrote: »
    shimm wrote: »
    Some actual stats for the Xbox via the achievement system (not the in-game achievements that tell you nothing)...

    Achievement for finishing vet mazzatun was unlocked by .32% of gamers
    Normal mazzatun 1.54% of gamers
    Normal Scalecaller peak .96% of gamers
    Normal Fang Lair 1.00% of gamers

    Maybe someone on PlayStation can post some numbers? I think it tracks things the same way...

    OP pretty close with their 1% statement.

    Those stats are laughably unreliable because it takes into account EVERYBODY who’s ever logged into the game, even the players who tried the game on the free weekends and ditch the game afterwards. The PS4 stats are the same. Players who get the game, play it for a week, decide they don’t like it and don’t log in again shouldn’t count towards the overall playerbase.

    That’s the third time I’ve had to post that because people are too lazy to read the whole thread.
  • max_only
    max_only
    ✭✭✭✭✭
    ✭✭✭✭✭
    Op, I have had plenty of experience in what you are talking about. People absolutely do avoid dlc dungeons whenever possible. These people are of the opinion that they take too long for a paltry prize that can be obtained doing something else. And half the time, they’re right. I avoid trials myself. I don’t want to play hokey pokey and dps burn. Zos went through a huge phase of dungeon design that was basically “step left step right, dps race, step left step right etc”. At least their last 2 dungeons have actual games in play.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • akl77
    akl77
    ✭✭✭✭✭
    Cos they need decent players to play it on vet, and normal doesn’t drop motif so that’s why the motifs are rare.
    The chance of it dropping is not even guaranteed on vet, so giving the effort to run it twice might get you 0 motif, unless you do hard mode, which need top players. To find 4 people willing to do it at the same time, it’s just difficult. Most decent players would rather do trials or arenas than dungeons
    Pc na
  • Linaleah
    Linaleah
    ✭✭✭✭✭
    ✭✭✭✭✭
    as others mentioned - motifs are bugged and only drop once a day.

    that said. whether you like anecdotal evidence or not, whether you accept it or not, a LOT of people share experience of DLC dungeons just not being desirable by a large chunk of dungeon running population. group members immediately dropping out the moment they zone in - is very common. group members leaving after few trash pulls if they are not fast enough for them - also common. 1 wipe on boss = leaving group members is VERY common. DLC dungeons are relatively long. they are far less forgiving of mistakes than vanilla dungeons. they do not offer significantly better rewards for the amount of effort invested. for a lot of us - they are simply not fun.

    and for people who keep claiming that dungeons are not necessary for the main story.. kinda.. sorta.. and yet. year of the dragon begs to differ. while its possible to do the story without playing through the dungeons - they directly tie into it in a significant way. ZoS's attempt to encourage more people to buy/run them if I were to guess.
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • AlnilamE
    AlnilamE
    ✭✭✭✭✭
    ✭✭✭✭✭
    akl77 wrote: »
    Cos they need decent players to play it on vet, and normal doesn’t drop motif so that’s why the motifs are rare.
    The chance of it dropping is not even guaranteed on vet, so giving the effort to run it twice might get you 0 motif, unless you do hard mode, which need top players. To find 4 people willing to do it at the same time, it’s just difficult. Most decent players would rather do trials or arenas than dungeons

    Wait, normal doesn't drop the motif at all? Not even the small chance like in the other dungeons?
    spartaxoxo wrote: »
    MattT1988 wrote: »
    Until someone provides solid statistics

    2.7% of people have killed a dragon in Elsweyr vs 0.1% have done vet scalebreaker according to PSN. Now we know that this affected by a lot of different factors, it's also undeniable that this content is way, way less popular than the content of vet dungeons. And that's despite more people likely have access to Scalebreaker than Elsweyr, since it's a DLC instead of a chapter.

    Again, you can look at the observable facts and come to only one reasonable conclusion, most people are not interested in these dungeons.

    That's an interesting comparison. Consider that most people that created a character after Elsweyr came out will have killed a dragon because they start their character there, so that number actually gives a better base number for what is the active playerbase.
    The Moot Councillor
  • universal_wrath
    universal_wrath
    ✭✭✭✭✭
    Raisin wrote: »
    The reason the new motifs aren't in guildstores is because they're bugged.

    For a good amount of the playerbase, running DLC dungeons and achievement hunting within them are still the cream of the crop of ESO content, so no worries. :)

    But yeah, a lot of people actively avoid going into PVP so let's get rid of PVP plz

    I do agree with part of what you say, but I have to dishree with the amount of player chasing achievments and motifs. Solely speaking about my self, I'm spending so much time trying to find a group to do any kind of achievment for vet DLC dungeons. I had 3 PvE focused guilds and 2 solid achievment hunters groups pre dragonhold. Now I left two guilds and the remain guild is for non DLC vet pledges and My 2 solid groups are no more. Most of the people I knew quite not because of lack of dmg but too much bugs and mechanics are just melting your brain to no proper reward. Most bugs in dungeons have not been fixed today. For example, check Ruins of mazzatun and cradle of shadows, they both still have bugs since release up today that can ruin your no death run and speed runs. Zos is just pushing content and ignoring already release onse, i think it signefecantly affect gameplay. Currently, i log in and queu for 30 mins to a dlc dungeon in both normal qnd vet, i don' find a group even during prime time then i log off.

    This is just my exp, your might be different.
  • buttaface
    buttaface
    ✭✭✭✭✭
    Kahnak wrote: »
    Statistics for a subset of the player base are not representative of the whole. .

    Your failure to possess even the most basic understanding of statistics is not my problem.
  • Anhedonie
    Anhedonie
    ✭✭✭✭✭
    ✭✭
    Some are dead, some are not. I still enjoy running ICP/WGT, ROM/COS, even though they are pathetically nerfed, but newer dungeons just aren't doing it for me. Wolfhunter dungeons are boring as hell and I did them only once, everything that came later I either did once or skipped completely. The issue is mostly with the dungeon design gameplay wise. I feel like the person responsible for them kinda lost inspiration at this point.


    Edited by Anhedonie on December 7, 2019 5:50PM
    Profanity filter is a crime against the freedom of speech. Also gags.
  • Kahnak
    Kahnak
    ✭✭✭✭✭
    buttaface wrote: »
    Kahnak wrote: »
    Statistics for a subset of the player base are not representative of the whole. .

    Your failure to possess even the most basic understanding of statistics is not my problem.

    Haha. Spare me. Refute the argument or jog on.
    Tombstone Reads: "Forgot to get good"
  • Contaminate
    Contaminate
    ✭✭✭✭✭
    AlnilamE wrote: »
    akl77 wrote: »
    Cos they need decent players to play it on vet, and normal doesn’t drop motif so that’s why the motifs are rare.
    The chance of it dropping is not even guaranteed on vet, so giving the effort to run it twice might get you 0 motif, unless you do hard mode, which need top players. To find 4 people willing to do it at the same time, it’s just difficult. Most decent players would rather do trials or arenas than dungeons

    Wait, normal doesn't drop the motif at all? Not even the small chance like in the other dungeons?
    spartaxoxo wrote: »
    MattT1988 wrote: »
    Until someone provides solid statistics

    2.7% of people have killed a dragon in Elsweyr vs 0.1% have done vet scalebreaker according to PSN. Now we know that this affected by a lot of different factors, it's also undeniable that this content is way, way less popular than the content of vet dungeons. And that's despite more people likely have access to Scalebreaker than Elsweyr, since it's a DLC instead of a chapter.

    Again, you can look at the observable facts and come to only one reasonable conclusion, most people are not interested in these dungeons.

    That's an interesting comparison. Consider that most people that created a character after Elsweyr came out will have killed a dragon because they start their character there, so that number actually gives a better base number for what is the active playerbase.

    2.7% own Elsweyr, a decent basis for active players

    .1% completed both Scalebreaker dungeons, we can maybe put it at .25% completed either dungeon.

    So about 9% of the active playerbase have completed the most recent dungeons on vet. Which, while not a significant portion, isn’t as bad as some are describing considering the dungeons are only a few months old now.

    Shadows of the Hist (at .5% completion overall, 18% completion using the Elsweyr “slay a dragon” achievement as a baseline) has a pretty healthy completion percentage for what is meant to be challenging PvE content.
    Edited by Contaminate on December 7, 2019 8:52PM
  • validifyedneb18_ESO
    validifyedneb18_ESO
    ✭✭✭✭✭
    The issue of ESO suffers with DLC dungeons is the same issue other MMOs have faced when adding in more difficult content within a tier, but emphasized of-course because ESO only has 1 "tier".

    Players dont know how to play them, making pugging much harder, which means people actively avoid them, which means people dont know how to play them.

    They're fun but also *** annoying when you're in a group with your typical does-random-normal-for-xp ESO casual player. 810s that have never done vet content, dont know how to play and dont know what the word "mechanics" even means. That sort of thing.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • BejaProphet
    BejaProphet
    ✭✭✭✭✭
    Anybody suggesting that players are forced to do vet DLC is leaving off a pretty stinking major asterisk in that statement.

    Zero spin, nobody has to do them. If you want the bonus of a vet random AND if you refuse to grab that exact same bonus via a normal random THEN you must risk avet dlc.

    So if you were speaking plainly we would be complaining that we can’t get the bonus reward.

    I personally believe that dlc dungeons should be a separate queue with higher rewards. But the developers aren’t forcing anybody to play these.
Sign In or Register to comment.