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

ESO needs a new currency aka dungeon token.

  • Goregrinder
    Goregrinder
    ✭✭✭✭✭
    ✭✭
    kargen27 wrote: »
    Xebov wrote: »
    thorwyn wrote: »
    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?

    I have advocated for a long while now that dungeon rewards not be given until everything hostile in the dungeon dies. Skip a mob you don't get the rewards for completion. That would stop players from skipping to the end boss.

    The problem I see with this idea is how to keep any currency or tokens dungeon specific. We don't want/need players running fungal grotto to purchase Fang Lair gear.

    If FG only dropped X amount of tokens by the end of the run, but FL dropped slightly more, you'd need more FG runs than FL runs to get all of the pieces you need. Would balance itself out.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
    ✭✭✭✭✭
    ✭✭✭✭✭
    Allow 9 trait crafters to research items from the sticker book once they have acquired a certain number of pieces from a given set.
    Edited by Oreyn_Bearclaw on May 12, 2021 9:38PM
  • ksbrugh
    ksbrugh
    ✭✭✭✭
    ksbrugh wrote: »
    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.

    bad idea, people will only farm Fungal Grotto 1 or Elden Hollow 1

    They already do that. What I'm suggesting would give them the ability to farm all dungeons for tokens thus expanding the playability for other players. Because you would get a token for playing any of the dungeons and that said token would be able to go towards fungal grotto gear.
    If you play as a pug you could do the random dungeon Q and get into dungeons much faster than just specifically picking fungal grotto. Which means more people wanting something from fungal grotto would be playing also in a different dungeon with other players that may be farming for something else as well. It's a 360 win win win. Zos wins by having more people in queue, you win because you're able to earn tokens in any dungeon for the gear you specifically want, other players win because now you're willing to play any dungeon with them to get a token for another dungeon. Win win win 360!!!!!
  • amm7sb14_ESO
    amm7sb14_ESO
    ✭✭✭✭✭
    thorwyn wrote: »
    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.

    Define "need it to be competitive"

    Because anyone who has any aspirations in even the slightest of engaging in vet dungeons and trials is going to need to get those dungeon and trial drops to complete their sets.
    Edited by amm7sb14_ESO on May 12, 2021 10:21PM
  • Amottica
    Amottica
    ✭✭✭✭✭
    ✭✭✭✭✭
    thorwyn wrote: »
    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.

    I agree. One thing I have enjoyed about running dungeons is getting my own gear instead of having to roll for it. That and being able to trade (and see what loot others got just in case) is a great design.

    The only thing I would suggest is a better drop rate for weapons from dungeons.
    Pelirockjo wrote: »
    I'm all for that. Maybe different tokens to prevent people from farming low level dungeons to get dlc gear. A token system would be great to for the arenas.

    @Pelirockjo makes a very good point. A token system would need to be per dungeon since there are some dungeons that are so much easier than others. If the dungeons were more balance between them it could work properly but that does not seem to be the case.
    Edited by Amottica on May 12, 2021 10:12PM
  • ksbrugh
    ksbrugh
    ✭✭✭✭
    hafgood wrote: »
    Sorry but this is such a bad idea as you would need separate tokens for each dungeon. Otherwise everyone would run FG1 loads of times and buy all the gear they need.

    I understand where you are coming from but this is not the solution.

    Make it one token per dungeon per day. And you could also add in everything in the dungeon must be killed
  • Blood_again
    Blood_again
    ✭✭✭✭✭
    Gythral wrote: »
    Pelirockjo wrote: »
    I'm all for that. Maybe different tokens to prevent people from farming low level dungeons to get dlc gear. A token system would be great to for the arenas.

    Hell no - 200 new different tokens - really bad idea

    Simple 1 - fix RNGeus, maybe by weighting items not collected...

    It could be a scale of points for each dungeon instead of currency.

    We already have a sticker book. We have a scale for each dungeon, trial and zone there like "68 of 72 items collected", don't we?
    Imagine another scale there. Let's say "15 of 50 runs" for this dungeon.
    When you get '50 of 50 runs" you can just click on a peace of gear you didn't collect yet and have a popup "Do you really want to get this sticker for 50 runs you've done?"

    There's even no need to rank dungeons by complexity with this system. 50 runs of Fungal give you one prize from Fungal. 50 runs from Malatar - one prize from Malatar. Looks fair enough, doesn't it?
  • thorwyn
    thorwyn
    ✭✭✭✭✭
    ✭✭✭
    Define "need it to be competitive"

    Because anyone who has any aspirations in even the slightest of engaging in vet dungeons and trials is going to need to get those dungeon and trial drops to complete their sets.

    No. You do NOT need a medusa staff to get into a vet trial group! Medusa staff and BSW staff and Siroria daggers are nice to have, but those items are NOT a ticket to vet trial groups. Everyone starts vet trials with sub-optimal gear. That's why people start looking for vet trials in the first place. The only thing that get's you into vet trial groups is playing your role decently, nothing else.
    Edited by thorwyn on May 13, 2021 8:16AM
    And if the dam breaks open many years too soon
    And if there is no room upon the hill
    And if your head explodes with dark forebodings too
    I'll see you on the dark side of the moon
  • kargen27
    kargen27
    ✭✭✭✭✭
    ✭✭✭✭✭
    kargen27 wrote: »
    Xebov wrote: »
    thorwyn wrote: »
    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?

    I have advocated for a long while now that dungeon rewards not be given until everything hostile in the dungeon dies. Skip a mob you don't get the rewards for completion. That would stop players from skipping to the end boss.

    The problem I see with this idea is how to keep any currency or tokens dungeon specific. We don't want/need players running fungal grotto to purchase Fang Lair gear.

    If FG only dropped X amount of tokens by the end of the run, but FL dropped slightly more, you'd need more FG runs than FL runs to get all of the pieces you need. Would balance itself out.

    But it doesn't balance itself out. Slightly more would have to be vastly more. Gear from the harder dungeons would also need to cost maybe 100 times what the easier dungeon gear costs. Still wouldn't balance though as players would have no need to ever do the harder content to get the harder content gear. The games health depends on players participating in a variety of content and activities. That is why tokens would need to be dungeon specific.

    Why take a chance of spending half an hour or longer in a dungeon you might not finish when you could run one that will be finished in less than five minutes?
    and then the parrot said, "must be the water mines green too."
  • Goregrinder
    Goregrinder
    ✭✭✭✭✭
    ✭✭
    kargen27 wrote: »
    kargen27 wrote: »
    Xebov wrote: »
    thorwyn wrote: »
    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?

    I have advocated for a long while now that dungeon rewards not be given until everything hostile in the dungeon dies. Skip a mob you don't get the rewards for completion. That would stop players from skipping to the end boss.

    The problem I see with this idea is how to keep any currency or tokens dungeon specific. We don't want/need players running fungal grotto to purchase Fang Lair gear.

    If FG only dropped X amount of tokens by the end of the run, but FL dropped slightly more, you'd need more FG runs than FL runs to get all of the pieces you need. Would balance itself out.

    But it doesn't balance itself out. Slightly more would have to be vastly more. Gear from the harder dungeons would also need to cost maybe 100 times what the easier dungeon gear costs. Still wouldn't balance though as players would have no need to ever do the harder content to get the harder content gear. The games health depends on players participating in a variety of content and activities. That is why tokens would need to be dungeon specific.

    Why take a chance of spending half an hour or longer in a dungeon you might not finish when you could run one that will be finished in less than five minutes?

    So run FG gives 1 token per run, while FL gives 12 per run. I mean...the numbers are arbitrary as they can be changed, but the point being demonstrated remains the same. How many FG runs = a single FL run?
  • SeaGtGruff
    SeaGtGruff
    ✭✭✭✭✭
    ✭✭✭✭✭
    If the dungeon tokens were generic-- i.e., not connected to any given dungeon-- and could be farmed by soloing any dungeon, that could help reduce any potential toxic behavior associated with farming the tokens.

    There's already a way to transmute the trait on an item, which helps reduce the amount of grinding by letting players change the trait on a dropped item. Maybe ZOS could let us combine a certain number of transmute crystals plus a certain number of dungeon tokens to transmute a dropped item to a different piece and trait, like changing a Sharpened Inferno Staff into a Nirnhoned Ice Staff of the same set, or changing an Infused Pauldron to a Divines Cuirass, or something like that? Since you'd need to start with a piece from the desired set, that would prevent people from farming tokens in an easy dungeon to buy an item dropped in a harder dungeon. In other words, you'd just be using the transmute station, transmute crystals, and dungeon tokens to essentially change the results of a drop that was determined by RNG.
    I've fought mudcrabs more fearsome than me!
  • kargen27
    kargen27
    ✭✭✭✭✭
    ✭✭✭✭✭
    kargen27 wrote: »
    kargen27 wrote: »
    Xebov wrote: »
    thorwyn wrote: »
    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?

    I have advocated for a long while now that dungeon rewards not be given until everything hostile in the dungeon dies. Skip a mob you don't get the rewards for completion. That would stop players from skipping to the end boss.

    The problem I see with this idea is how to keep any currency or tokens dungeon specific. We don't want/need players running fungal grotto to purchase Fang Lair gear.

    If FG only dropped X amount of tokens by the end of the run, but FL dropped slightly more, you'd need more FG runs than FL runs to get all of the pieces you need. Would balance itself out.

    But it doesn't balance itself out. Slightly more would have to be vastly more. Gear from the harder dungeons would also need to cost maybe 100 times what the easier dungeon gear costs. Still wouldn't balance though as players would have no need to ever do the harder content to get the harder content gear. The games health depends on players participating in a variety of content and activities. That is why tokens would need to be dungeon specific.

    Why take a chance of spending half an hour or longer in a dungeon you might not finish when you could run one that will be finished in less than five minutes?

    So run FG gives 1 token per run, while FL gives 12 per run. I mean...the numbers are arbitrary as they can be changed, but the point being demonstrated remains the same. How many FG runs = a single FL run?

    Doesn't matter because what is important is that players participate in a variety of activities and in a variety of locations. It would not be good for the long term if a player could get all armor sets by running only one dungeon.
    and then the parrot said, "must be the water mines green too."
  • jm42
    jm42
    ✭✭✭✭
    jm42 wrote: »
    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?

    I got that Medusa Inferno staff after maybe seven runs.

    Well, good for you
  • priestnall.andrewrwb17_ESO
    Farm chests with the highlight chests ability and HarvestMap addon on normal difficulty for weapons, profit. If you are just hitting the last boss hoping for the drop... yeah that’s gonna take time.
    Edited by priestnall.andrewrwb17_ESO on May 13, 2021 11:21AM
  • kerrmcse
    kerrmcse
    ✭✭
    I think it’s a great idea! It’s something that I’ve wanted for a while and would be hugely beneficial for players like myself who don’t have the time to run a dungeon on repeat, waiting for a single piece to drop. I find that I spend so long waiting in queues for a specific dungeon when, if this was a thing, I could just run any dungeon and spend a lot more time doing what I love in the game (progressing my character and using them to do whatever). If people don’t like the idea of another currency…don’t use it? Even better, if another currency is really something that annoys people, just use transmute crystals.
    I don’t see a downside to this because it’d help those that want it and wouldn’t hinder those that don’t. I really hope it gets implemented!
  • Xebov
    Xebov
    ✭✭✭✭✭
    After all the discussion in this thread i think the ebst possible solution would be to remove the armor/weapon split from bosses and simply have all bosses drop all set pieces. Thatw ay there are more chances to get a specific drop for the same time invetsed and the problem might solve itself.
    Farm chests with the highlight chests ability and HarvestMap addon on normal difficulty for weapons, profit. If you are just hitting the last boss hoping for the drop... yeah that’s gonna take time.

    Even then you have to get to the chest and chets also have bad drop rates.
  • ajkb78
    ajkb78
    ✭✭✭✭✭
    Even for what you want to achieve a new currency isn't needed. Just charge 1000 transmutes for any piece of non-collected gear from a dungeon or trial you've completed. I think 1000 transmutes would be reasonable, the drop chance of any specific weapon is around 1 in 48 so running 100 dungeons seems a fair amount of work to do to overcome really bad RNG. Plus having random dungeons be the most efficient way to earn your weapon avoids people just grinding nFG1 over and over, and keeps the random dungeon queues busy. And it gives PVPers a chance to earn the weapon of their dreams too.
  • AuraStorm43
    AuraStorm43
    ✭✭✭✭✭
    Honestly an easy solution for this is adding the ability to fill out missing parts of the sticker book with transmute crystals. You can make it cost quite a few transmutes so its not something you can repeatedly do
  • joerginger
    joerginger
    ✭✭✭✭✭
    Can we please not have another currency? We have way more than enough of them already and soon we will also get Seals of Endeavour.
  • ksbrugh
    ksbrugh
    ✭✭✭✭
    joerginger wrote: »
    Can we please not have another currency? We have way more than enough of them already and soon we will also get Seals of Endeavour.

    I don't see what the big deal is about another currency. Last time I checked the currencies that we have now are not blocking my screen or blocking my view confusing me or causing a malfunction in the UI. Wait a minute unless all these currencies we already have is the lag issue. Well then, Say no to lag say no to currencies got it. My mind has been changed from a dollar bill to 4 quarters.
    Edited by ksbrugh on May 17, 2021 11:21AM
  • RedFireDisco
    RedFireDisco
    ✭✭✭✭
    I've played the game for 7 years. Thousands of dungeon runs. Never got Malubeth shoulders from a chest.

    I say yes. Anything that means you can grind to an outcome vs mindless nothingness, wins for me.

    Games should be fun.
  • Hexi
    Hexi
    ✭✭✭✭✭
    Then everyone would just run the easy crap dungeons you can solo and no one would do the harder dungeons. 9 times out of 10, people will take the path of least resistance.
    Edited by Hexi on May 17, 2021 11:58AM
  • Athan1
    Athan1
    ✭✭✭✭✭
    Dungeon token? Funny fay to spell undaunted keys and transmute crystals
    Athan Atticus Imperial Templar of Shezarr
  • ksbrugh
    ksbrugh
    ✭✭✭✭
    Hexi wrote: »
    Then everyone would just run the easy crap dungeons you can solo and no one would do the harder dungeons. 9 times out of 10, people will take the path of least resistance.

    Make it one token per each dungeon per day. Run one dungeon get one token run five different dungeons get five tokens run 20 different dungeons get 20 tokens sure would be a lot more people playing dungeons
  • AlnilamE
    AlnilamE
    ✭✭✭✭✭
    ✭✭✭✭✭
    I've played the game for 7 years. Thousands of dungeon runs. Never got Malubeth shoulders from a chest.

    I say yes. Anything that means you can grind to an outcome vs mindless nothingness, wins for me.

    Games should be fun.

    Are you looking in the right chest?
    The Moot Councillor
  • TwiceBornStar
    TwiceBornStar
    ✭✭✭✭
    jm42 wrote: »
    jm42 wrote: »
    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?

    I got that Medusa Inferno staff after maybe seven runs.

    Well, good for you

    You misunderstand. I don't think it's possible to do Arx Corinium ''hundreds of times'' and *not* get a Medusa staff. He/She should probably run it with a couple of friends who may share some loot. Just telling you guys. I've helped plenty of people with farming for that staff, which never took any of us a hundred times. Get some friends to run it with you? Try a different character/class? If I would do Arx Corinium a hundred times I'd have collected all of the gear that could possibly be found in that Dungeon like three times over?
  • Azurya
    Azurya
    ✭✭✭✭✭
    ksbrugh wrote: »
    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.

    we have the like: it is called keys. ESO just could make it also interchangeable for other gear pieces.....
  • amm7sb14_ESO
    amm7sb14_ESO
    ✭✭✭✭✭
    thorwyn wrote: »
    Define "need it to be competitive"

    Because anyone who has any aspirations in even the slightest of engaging in vet dungeons and trials is going to need to get those dungeon and trial drops to complete their sets.

    No. You do NOT need a medusa staff to get into a vet trial group! Medusa staff and BSW staff and Siroria daggers are nice to have, but those items are NOT a ticket to vet trial groups. Everyone starts vet trials with sub-optimal gear. That's why people start looking for vet trials in the first place. The only thing that get's you into vet trial groups is playing your role decently, nothing else.

    I think you have it backwards.

    You don't need that Medusa staff to get into a normal trial. Normal trials are for gear collection. But for vet, sets are very much a mandatory factor for any kind of success. Your claim that "everyone starts vet trials with sub-optimal gear" is incorrect. People are starting normal trials with sub-optimal gear. Not vet.
  • BlackAxiom
    BlackAxiom
    ✭✭✭
    ksbrugh wrote: »
    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.

    Just no
  • Merlin13KAGL
    Merlin13KAGL
    ✭✭✭✭✭
    ✭✭✭✭
    I've played the game for 7 years. Thousands of dungeon runs. Never got Malubeth shoulders from a chest.

    I say yes. Anything that means you can grind to an outcome vs mindless nothingness, wins for me.

    Games should be fun.

    @RedFireDisco Guessing you were in the wrong chest, thousands of times.

    There's a reason the roster is posted near the enclave, to remind you of which quest giver (formerly chest) is responsible for which dungeon.

    I'm sorry you experienced that, but no way it was anything but user error.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
Sign In or Register to comment.