Farming dungeon gear in ESO is easy as it can be compared to other MMO's out there. You don't have to run the veteran version of the dungeon, in many instances you don't even need a full group because they are solo-able and on top of that, once you get the item, you can just transmute everything to perfect trait and then reproduce unlimited copies of that item for all your twinks and on top of that: noon really *needs* any of the drops to be competitive, especially newcomers. There are easy workarounds for everything and those "rare" drops won't affect your DPS or overall performance at all.
Also, please stop using the narrative of "600 plus times". Noone needs that many runs for an item. Most people just get bored after a couple of runs and get the subective impression that they must have been running this hundreds of times, which does not bring it closer to the truth.
Yes, doing something for the first time is always the hardest part. Still, ESO makes it pretty easy for players to get what they want if they have a little bit of patience and determination.
I don't need to google about farming medusa staff. I've done it. It took me a total of 19 hours of solo farming.
Gear is tradable among party members.
Go in with some friends.
Trade with them for the gear you need.
Done.
That is how I got the bow from vet maelstrom arena, plus some other gear. I don’t even run dungeons that often. I think I did the dungeon twice on vet and I had everything I wanted.
PigofSteel wrote: »I have played since 2014 and i still didnt get bsw inferno...
me too. 2500 hours + on Steam and doing CoA and Arx hundreds of times with rnd daily, pledges and months of specifically farming - and no bsw fire staff and medusa fire staff. my collection from this 2 dungeons is full, lacking just this 2 items. So, drop rates are completely honest, yes?
A token system that is the same for all dungeons would be a bad idea.
You'd either need a token for each dungeon(set) or use Undaunted keys.
They could also change the loot table of bosses so that all bosses in the dungeon have the chance to drop a weapon.
Farming dungeon gear in ESO is easy as it can be compared to other MMO's out there.
Thinking about it rather than a new currency I would make a daily challenge available for each and every dungeon, arena and trial you can take - master of the obvious moment - once a day on each one of them.
The challenge would be different every day from a pool of seven in a predictable rotation and two out of the seven would require less skill than the rest to complete.
If one/one's party successfully completes the challenge a vendor pops up at the end of the dungeon/arena/trial who enables purchasing ONE 'bind on pickup' item from the pool that pertains to it.
This makes 'working towards a goal' a predictable, achievable affair with a clear indication of time/effort investment vs reward as opposed to a lottery.
using undaunted keys to unlock gear would suffice. i have hundreds of keys but got all the shoulders i need. so exchanging keys for dungeon gear would make up for the horrible rng for some weapons.
using undaunted keys to unlock gear would suffice. i have hundreds of keys but got all the shoulders i need. so exchanging keys for dungeon gear would make up for the horrible rng for some weapons.
This would be a good only if it is not giving you RNG drops. It needs to give you the specific item you want.
using undaunted keys to unlock gear would suffice. i have hundreds of keys but got all the shoulders i need. so exchanging keys for dungeon gear would make up for the horrible rng for some weapons.
This would be a good only if it is not giving you RNG drops. It needs to give you the specific item you want.
For about 100 keys.
Ceejengine wrote: »Yes. 100%
In fact, everything in the game that operates based on RNG should have a way to guarantee players receive the item if they dedicate enough time to the farm.
Especially because of how absolutely vital set pieces are to your ability to function in the game.
I could understand if gear sets operated like old class tier sets in WoW, where they added a minor bonus effect that, while helpful, was not necessary for your class to function.
In ESO, you are absolutely dependent on a gear set to succeed. And gear sets that drop based on RNG and cannot be traded are extraordinarily frustrating to get a hold of.
I'm very fortunate. I got my BSW inferno the fourth or fifth time I ran CoA1. I got Medusa's inferno + lightning back to back. My first maelstrom run I got the ice staff, then 2x Daggers, then inferno.
If you're not that lucky, you literally cannot play the game the way you want to. Your build literally will not function correctly.
I'll say I enjoy farming dungeons for gear. But I'm a tank. And even I absolutely hate queuing for the same dungeon for 84th time. Especially when there's 4 people all committed to giving this 1 single item to our DPS friend.
Add to that weapons and jewels only drop on the last boss. Meaning your entire group are just wading through 3+ bosses for a shot at 1 item.
Of course you can chest farm, but that's a workaround mechanic.
Each boss of each dungeon should drop something like "Undaunted Mettle". A normal run should grant like 15, a veteran run 25, and vet HM 40.
Each item should cost like 150 Mettle and it allows you the ability to directly purchase whatever you need.
Then boom, you maintain the need to farm but also provide people some alleviation for grind exhaustion.
OR if you want to force people to farm the dungeon where the item is located, you can have set pieces give "Essence of X" when deconstructed.
Then at certain crafting benches around the world you can spend x Essence of Burning Spellweave to craft whatever item you want.
A dungeon token would be something you would be rewarded after you complete a dungeon. And then when you accumulate 200 or 300 whatever ZOS sees fit you can exchange that for one armor piece or weapon piece from any of the dungeons that you have already successfully completed. So that way the unbelievable grind to get say a dagger and running the dungeon 600 plus times and still no dagger would be and feel much more rewarding. I know I know it's supposed to be an MMO grind heaven, but I'm just giving a suggestion for the newcomers.
Zos would not have to do it with trials or arenas that is unless they wanted to.
Gear is tradable among party members.
Go in with some friends.
Trade with them for the gear you need.
Done.
That is how I got the bow from vet maelstrom arena, plus some other gear. I don’t even run dungeons that often. I think I did the dungeon twice on vet and I had everything I wanted.
using undaunted keys to unlock gear would suffice. i have hundreds of keys but got all the shoulders i need. so exchanging keys for dungeon gear would make up for the horrible rng for some weapons.
This would be a good only if it is not giving you RNG drops. It needs to give you the specific item you want.
For about 100 keys.
Oof, Quite vindictive aren't you?
I'm not giving 1 key above 25 for a random trait weapon.
Gear is tradable among party members.
Go in with some friends.
Trade with them for the gear you need.
Done.
That is how I got the bow from vet maelstrom arena, plus some other gear. I don’t even run dungeons that often. I think I did the dungeon twice on vet and I had everything I wanted.
I would love to know how you got the vet maelstrom bow by trading with a party member.
Not that the bow itself is particularly hard to get but from a party member? now that's something.
Gear is tradable among party members.
Go in with some friends.
Trade with them for the gear you need.
Done.
That is how I got the bow from vet maelstrom arena, plus some other gear. I don’t even run dungeons that often. I think I did the dungeon twice on vet and I had everything I wanted.
I would love to know how you got the vet maelstrom bow by trading with a party member.
Not that the bow itself is particularly hard to get but from a party member? now that's something.
@ApoAlaia Sorry! I meant Dragonstar, I got my arenas mixed up.
Gear is tradable among party members.
Go in with some friends.
Trade with them for the gear you need.
Done.
That is how I got the bow from vet maelstrom arena, plus some other gear. I don’t even run dungeons that often. I think I did the dungeon twice on vet and I had everything I wanted.
EDIT: Sorry! I meant dragon star, I got my “arenas” mixed up.
Farming dungeon gear in ESO is easy as it can be compared to other MMO's out there. You don't have to run the veteran version of the dungeon, in many instances you don't even need a full group because they are solo-able and on top of that, once you get the item, you can just transmute everything to perfect trait and then reproduce unlimited copies of that item for all your twinks and on top of that: noon really *needs* any of the drops to be competitive, especially newcomers. There are easy workarounds for everything and those "rare" drops won't affect your DPS or overall performance at all.
Also, please stop using the narrative of "600 plus times". Noone needs that many runs for an item. Most people just get bored after a couple of runs and get the subective impression that they must have been running this hundreds of times, which does not bring it closer to the truth.
Most of what you say is true, no doubt. We still look at players that want to complete collections or do a dungeon 150+ times to get a single item they need for a build. Thats the frustrating part. Threads like these are not to create shortcuts, but to create fail safe systems that create a worst case scenario to make sure that everyone can get what they want or need within an acceptable amount of time.SeaGtGruff wrote: »IMO, adding yet another currency, one specifically earned by completing dungeons, would just turn into another reason for a lot of players to speed-run dungeons and otherwise behave toxically toward players running dungeons together in random groups. There are already enough behavioral problems related to dungeons as is without adding yet another thing for players to use as an excuse for behaving toxically. Can you imagine the uproar in the forums if players were to start kicking players at the very end of the dungeon, so the kicked player won't get their token like the rest of the group? No, thank you.
The problem is, no matter the suggestions, the counter argument brought up is always "players might do something bad with this." The reality is that some players might behave bad, they already do, but should this be the reason to lock out the remaining majority of a potential feature just because some ppl act like asholes?