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How to fix the dungeon rush issue

MrBrownstone
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A lot of players are complaining because vets queue for normal and rush the dungeon, ruining the experience. Happened to me when I was a new player back in the day so I always queue for vet now.

But most people won't queue for vet. Actually I suspect that I'm the only person in the game who queues for vet when it comes to the daily run. I do that because I enjoy the dungeons and didn't pay for them just to get some fast crystals.

If the veteran rewards were better, veteran players would queue for veteran. The "better rewards" issue was adressed before, however it was for DLC dungeons (I agree).

Just make it so veteran daily dungeon rewards 15 crystals instead of 10 and you can't do both. This way casuals will play normal with casuals and veterans will play veteran with veterans. I'd love to see this happen because this would mean I would get into vet dungeons much faster, since other vets will stop playing on normal.

Why doesn't harder content give better rewards anyway?
  • jaws343
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    It isn't about rewards. It's about difficulty and chance/time of clear.

    Why would anyone run the random on vet when the likelihood of ending up in a dungeon with players who cannot clear it exists. No one wants to waste their time ramming their head against vet dlcs which a bunch of randoms. And I doubt rewards would make this better.
  • MrBrownstone
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    jaws343 wrote: »
    It isn't about rewards. It's about difficulty and chance/time of clear.

    Why would anyone run the random on vet when the likelihood of ending up in a dungeon with players who cannot clear it exists. No one wants to waste their time ramming their head against vet dlcs which a bunch of randoms. And I doubt rewards would make this better.

    My random vet completion rate is probably around 95%. I queue for vet all the time. I don't remember the last time the group disbanded. It's not completely about rewards but it can be about rewards. The extra crystals are worth queueing for vet.
    Edited by MrBrownstone on September 25, 2021 4:48PM
  • Lord_Hev
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    100% agree. I never que random normals either. With even one dps being below average, normal content is too disengagingly easy to be entertaining. If both dps are good, then even dlc bosses don't last more then 15 seconds, it's ridiculous. I only do random vets if I want/need geodes. Contrary to what you see on the forums, there are actually a few of us out here that genuinely enjoy doing veteran dungeons even in pugs.

    I'd prefer random normal que be reduced to 5 crystal geodes. Random vet at 10 as it is now. Reason being, that it seems to be how their geodes quality are standardized, however they could just as easily create a new geode type just for it. As long as the payout for veteran content is higher, then all is fair. As it stands now, them being equal should have been glaringly obvious to the dev team, how it would be abused.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • myskyrim26
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    You'll be just advised to find some friends. I hate this advice. It is very difficult to play even with my spouse because every player has his/her own needs, interests and understanding of speed run, slow run, story and so on. There's another MMO we are playing together with my spouse and for 3 years we can't find one more player for regular team activities. Now in ESO I need to find 3 players who share my view of playstyle and are ready to do it exactly when I'm up for a dungeon? This is a joke, really.
    Edited by myskyrim26 on September 25, 2021 6:42PM
  • redspecter23
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    As soon as you add extra rewards to vet, you increase the number of people queueing for vet that have no clue what they are doing. They just want the shinies. I like it how it is now. The rewards are the same for norm and vet so the only ones doing vet actually want to be there for the challenge or existing dungeon rewards.
  • Kessra
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    I also tend to rush through random-normal dungeons. Why? Because I've experienced this dungeon probably a couple hundred times already and item wise I only need a small choice for completing my collection. If it wasn't for the transmute crystals, I wouldn't probably run dungeons at all anymore. Sure, running dungeons is usually a fun experience but may also lead to plenty of frustration. Depending on the group. I.e. DLC vet dungeons usually require some communication, especially when you have not that much experience with the encounters.

    Unless you run with a premade group, you don't know what you get. You might have a jackpot and get a very good group but most of the time you hit the zonk and as a tank you are the DD of the group. Just queued for random-vet yesterday in the hopes to land in a daily pledge but I got Fang Lair. The group clearly hasn't had much of experience with this dungeon but we managed to get to the 2nd boss, the zoo event how I call it. Before the first pull I didn't say anything to the group, except that I was unsure if our dps will be enough to clear the dungeon, as I had the hope that these players are just not top-DPS but at least know the mechanics of this fight. But as soon as they were running like headless chickens through the room, noone interrupted the cat and so on, it was pretty obvious that this might get a tough challenge. On the second pull I asked them to stay a bit closer so we can interrupt the cat when needed and focus it first. What happend was, people ran even more crazier than before through the room and focusing the tiny bomb-adds and the guar. I was the only one interrupting (running through the room constantly) and kept ressing players left and right. Before the 3rd pull I asked whether things are still unclear. One of the players just typed something in Russian I couldn't understand and an other guy called my out as toxic. I was a bit buffled here as I clearly wanted to explain them how to play this encounter. Some tries later we actually managed to kill this boss (roughly 20 minuts fight and us being lucky that the cat always jumped someone other in the group than me, the only one interrupting the cat). Ok, we progressed to the third boss where the boss sommoned his totem and the group was still focusing the boss that didn't take any damage at all. At one point I asked the group to focus the totem as more and more mobs flooded the room. But regardless of what I said, the group kept doing the exact opposite. We wiped and before the second pull I wanted to ask why they didn't focus the totem but kept pushing the boss (which was >90% before he summoned his totem, so far away from burning him down). But before I was able to finish my sentence I was typing, the DD who accused me for being toxic just pulled the boss with the same strategy they used before. I managed to kill like 3 totems on my own with the group being fully on the boss before I was last man standing with the boss at like 85%. Before the 3rd pull a discussion between the "oh, you're so toxic" player and me started to break loose that's when I quit the group as my time wasn't worth spending on that guy further. Calling someone out as toxic just for providing help to obviously inexperienced players and behaving even more toxic and resisting to take advice was a barrier I couldn't accept further. The group for vet Bloodroot Forge that I got afterwards wasn't good in DPS also, but at least was able to play mechanics properly. I've spent like 1 1/2 hours+ in Fang Lair and got nothing except for repair costs. Blootroot Forge took us like 35-40 minutes and at least yielded 10 crystal stones at the end.

    Especially communication with people from differenct cultures is already a challenge in itself. I.e. I didn't know what the Russian guy said in the Fang Lair group at all. Not sure whether the others did understand him/her and I was the only one not understanding Russian. But even when i.e. English is used to communicate, there might still be cultural differences. I.e. Germans and people from Eastern Europe tend to be more direct than people from Southern and Western Europe. This all plays together in how someone experience communication. Sometimes I wish ESO had an option to queue only with people you are able to communicate with so that people that only speak Russian can group up with people that only speak Russian or don't care about what the others speak. This at least could guarantee that players can communicate with each other. Whether the cultural differences and how such messages exchanged by others it though yet a different story.

    But back to topic: One thing you did not mention in your post was that new players and the ones leveling alts also benefit from the current system. I.e. without the crystals one might get for queuing in random normal way less normal dungeon groups would form and thus less dungeons would open up for new players/alts to join and thus longer waiting times for dungeon groups and less experience gained in terms of leveling undaunted or other skill-lines and so forth. Also, I have never seen a player being kicked on random-normal because he did his quest or the group not accepting that s/he is doing the quest. Usually a short statement at the start of the dungeon like "I'm having a quest here" is enough so that people wait at certain bosses needed for the quest. However, what I regularly see is that people start to loot everything then suddenly stopping to sell the whole junk to the vendor and continuing looting everything. I remember that after waiting like 10 (!) minutes for 2 guys to come by (just to the boss waiting in the next room) as they were looting/selling all the stuff they could get a grip on, I quit that group as did the healer.
    My random vet completion rate is probably around 95%. I queue for vet all the time. I don't remember the last time the group disbanded. It's not completely about rewards but it can be about rewards. The extra crystals are worth queueing for vet.

    Which extra crystals do you mean? Completing normal or vet random yields 10 crystals. Only daily pledges give 1 on normal, 3 on vet and 5 on vet with hardmode combining up to 25 crystals per day at max. (3x5 for the daily pledges + 10 for random). With 18 chars at max of 450 crystals per day though I guess you'd need a full-day job to do this every day. Even if you'd double the crystals you can obtain by running vet randoms, the overall yield could be higher if you still rush through normal as vet DLCs, if run in random PUGs, is probably more time-consuming and thus the return on investment in total lower.

    As we don't know what random-dungeons you are running, i.e. do you have every DLC/chapter and do you have enough CPs to get queued for all of the newer DLCs? Running non-DLC dungeons on vet isn't usually an issue. However, as outlined in my short Fang Lair example above, when it comes down to DLC dungeons things quickly can change.
    Edited by Kessra on September 25, 2021 7:57PM
  • Colecovision
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    The problem is that the dungeons should be categorized by difficulty and aren't. They know that. Don't care.

    I solo the base dungeons in hardmode and don't have the dps to clear some vet dlcs. So I can only queue for normal when plus is active. High cp. Clear vet solo arenas with ease. Can't use the vet DF, by design.

    They just don't care about the dungeon finder. As a reminder, if everyone uses it, it breaks. That's why the dungeon event rewards drop on bosses and not the DF. Whatever the maximum degree of not giving a crap about this feature is. That's where we are at.
  • Kiralyn2000
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    Another option, instead of trying to bribe people to run Vet, is to make a "stop here to gather your party" spot before each boss fight. You can't start the boss fight til everyone is in the circle. (I think Neverwinter does this). That'll keep people from blasting through without the rest of their group. >:)

    (well, or at least only let them blast through each set of trash between bosses)
    Edited by Kiralyn2000 on September 25, 2021 10:21PM
  • LalMirchi
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    Another option, instead of trying to bribe people to run Vet, is to make a "stop here to gather your party" spot before each boss fight. You can't start the boss fight til everyone is in the circle. (I think Neverwinter does this). That'll keep people from blasting through without the rest of their group. >:)

    (well, or at least only let them blast through each set of trash between bosses)

    This is the best suggestion so far.
  • MrBrownstone
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    Another option, instead of trying to bribe people to run Vet, is to make a "stop here to gather your party" spot before each boss fight. You can't start the boss fight til everyone is in the circle. (I think Neverwinter does this). That'll keep people from blasting through without the rest of their group. >:)

    (well, or at least only let them blast through each set of trash between bosses)

    Next patch the whole group will be auto ported to the boss
  • tomfant
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    As soon as you add extra rewards to vet, you increase the number of people queueing for vet that have no clue what they are doing. They just want the shinies. I like it how it is now. The rewards are the same for norm and vet so the only ones doing vet actually want to be there for the challenge or existing dungeon rewards.

    This!
  • _adhyffbjjjf12
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    One way of incentivizing normal speed dungeon runs is to Calculate the average time it takes to clear a dungeon without significant rushing, this is the baseline reward that has extra loot over what we have now. This excludes important set items on final boss. The faster you go beyond this the lower the reward (again ignoring set items on final boss). If you repeat a dungeon this suffers from diminishing returns. In addition you can scale this based on relative cp level. Lower CP players get more that high CP players where scaling is active.
    Edited by _adhyffbjjjf12 on September 26, 2021 9:34AM
  • Hapexamendios
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    Another option, instead of trying to bribe people to run Vet, is to make a "stop here to gather your party" spot before each boss fight. You can't start the boss fight til everyone is in the circle. (I think Neverwinter does this). That'll keep people from blasting through without the rest of their group. >:)

    (well, or at least only let them blast through each set of trash between bosses)

    All this does is put the group at the mercy of the slowest person rather than the fastest and that isn't any better imo.
  • jm42
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    Lately I noticed that when I do pledges it is much better to queue for vet dlc as I mostly get decent party and clear. Queueing for norm dlc will end up with newbie fake tank sorc who dies instantly aggroing all the trash, bunch of rushers, and no one will know mech or listen, as in dlc dung sometimes you must do them even on normals. So my choise are vets nowadays, something really changed
    Edited by jm42 on September 26, 2021 9:48AM
  • Kessra
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    Another option, instead of trying to bribe people to run Vet, is to make a "stop here to gather your party" spot before each boss fight. You can't start the boss fight til everyone is in the circle. (I think Neverwinter does this). That'll keep people from blasting through without the rest of their group. >:)

    (well, or at least only let them blast through each set of trash between bosses)

    Nope, that wont help against the "I have to turn every stone to loot the last bit" players where you have to wait for minutes till they find the time to take part in the encounter. The porting stuff surely helps here though is also a bit rude in terms of forcing you to take part in that encoutner. I.e. in a run I did recently I was trying to open a master chest on a toon that is still quite new though one of the group didn't care about that and started the boss-fight. The 3 of us waiting for the chest to get open were simply ported to the boss fight and had to run back afterwards to open the chest.

    Maybe a 30 seconds/minute long query whether you want to take part in that encoutner, like it is done for the dungeon queue or in Diablo 3, would be the ok. This way people have still time to do their stuff but the waiting time is limited. And if you didn't manage to get your stuff together in that time period, bad luck. The game should port you then to the boss fight that you at least get the boss drop.

    Also, what would be great is whether one could choose in some options if optional bosses should be done or not. In the last few days at least one in the group always rejected to do this on random normal as this is a waste of time to him, though at least 2 people in the group asked for it and I didn't care that much but if they wanted to do these bosses, then do it for them. That we then actually spent more time discussing whether we should do these bosses or not and therefore spent actually more time in the dungeon than actually blasting through them is a different story. But this showcases how one single guy can ruin the run for others. By the way, "greetings" to an "awesome 666" player who is actually quite anti-social and very vocal about his dislike of PUGs.
  • Xebov
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    The idea will not solve the issue and will just create more issues.

    You assume that everyone that is rushing through is just doing their daily dungeon for the crystals. Whats about the ppl doing them for the XP? What about the ppl that farm gear or do their pledges on normal? You wont reach them with your idea in any way.

    Besides that flaw you also have a general attraction issue because you would attract everyone to the higher difficulty, not only capable veterans, but also incapable players that make up a huge amount of the randoms. You already see that happening with pledges.
    I play only tanks and i already have to drop groups for normal DLC dungeons because even CP1200 players are regularly completely uncapable. When i queue for vet DLC i regularly see groups that are barely able to go anywhere and it just takes ages to get anything done, if they can do it at all. So if you like to do random vets than think about again if you would still like them with <10k DPS DDs or healers that die from every AoE.
    Another option, instead of trying to bribe people to run Vet, is to make a "stop here to gather your party" spot before each boss fight. You can't start the boss fight til everyone is in the circle. (I think Neverwinter does this). That'll keep people from blasting through without the rest of their group. >:)

    (well, or at least only let them blast through each set of trash between bosses)

    And then you come into a dungeon with Joe that decides that he wants to crawl and explore every corner and loot every wooden crate while you wait for 5-10mins at every boss for him to come and you realize that this is not such a great idea.
    As soon as you add extra rewards to vet, you increase the number of people queueing for vet that have no clue what they are doing. They just want the shinies. I like it how it is now. The rewards are the same for norm and vet so the only ones doing vet actually want to be there for the challenge or existing dungeon rewards.

    That is what we can already see happening with Pledges where players barely contributing anything insist of getting the vet HM for the bigger reward.
  • Ishtarknows
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    Next patch the whole group will be auto ported to the boss

    This is the answer. It'll help new players who have got lost, afk players and those ready and waiting for the dawdlers to catch up
  • Lord_Hev
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    Xebov wrote: »
    The idea will not solve the issue and will just create more issues.

    You assume that everyone that is rushing through is just doing their daily dungeon for the crystals. Whats about the ppl doing them for the XP? What about the ppl that farm gear or do their pledges on normal? You wont reach them with your idea in any way.

    Besides that flaw you also have a general attraction issue because you would attract everyone to the higher difficulty, not only capable veterans, but also incapable players that make up a huge amount of the randoms. You already see that happening with pledges.
    I play only tanks and i already have to drop groups for normal DLC dungeons because even CP1200 players are regularly completely uncapable. When i queue for vet DLC i regularly see groups that are barely able to go anywhere and it just takes ages to get anything done, if they can do it at all. So if you like to do random vets than think about again if you would still like them with <10k DPS DDs or healers that die from every AoE.

    Been there and done that myself. I use to only solo que on my tank for all pledges. And I've had plenty of dlc runs that shared the usual "nightmare fuel" that is regurgitated on the forms. It never dissuaded me though, if anything it only taught me patience and helped me hone my tanking skills and I had to learn all the mechanics to an intuitive level. It also taught me very important self resource management and self-reliance that is independent of any gear I build for at a given time.

    I do understand, don't get me wrong. And everyone has different tolerance levels naturally, but there also comes a point where a negative rhetoric only feeds and bleeds into a narrative that dissuades potential players from experiencing content and getting that drive to improve themselves. I believe increasing the overall population pool for vet ques is a good thing overall. A small-nit dungeon running guild that i'm in, the guild is literally formed due to all of us meeting each other in one time or another in pug groups. The majority of my first dlc hm clears, were also done through the group finder. And boy was that a challenge in itself, but it is possible. These positive interactions should be emphasized, rather then only passing the terror stories and just calling it quits and never trying again. I guess is what I'm trying to get at. To each their own though.

    I can see the potential risk of vet ques being flooded with the bad sort with a better reward incentive, but I'm not convinced. I think it can only help make the que population more healthy. The usual bad and toxic behavior we all see in random normals, cannot survive in veteran content for long in my opinion. They will naturally be weeded out.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Amottica
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    I would expect the suggestion would have two major impacts.

    1. More players rushing the dungeon in vet difficulty. There is nothing to stop this and it does still happen to a lesser degree already.
    2. More players that are not ready for prime time will be doing bet difficulty for the better rewards which would drive even more tanks and healers from using them he queue.
  • BejaProphet
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    CP disabled option for normal dungeon runs. No elite player looking for a quick rush will use it. No new player will have CP to loose.

    And now you have a place for new people to learn at their own pace.
  • temerley
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    Meh, most of my alts are running as tank next update (because of armory). Just craft forti and maybe torugs, swap using armory, do dungeon as tank, then back as crafter. Easy peasy lemon squeezy.

    Most of my guildmates are thinking about it too, so maybe we can expect a more balanced dungeon pop.
  • Xebov
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    Lord_Hev wrote: »
    Xebov wrote: »
    The idea will not solve the issue and will just create more issues.

    You assume that everyone that is rushing through is just doing their daily dungeon for the crystals. Whats about the ppl doing them for the XP? What about the ppl that farm gear or do their pledges on normal? You wont reach them with your idea in any way.

    Besides that flaw you also have a general attraction issue because you would attract everyone to the higher difficulty, not only capable veterans, but also incapable players that make up a huge amount of the randoms. You already see that happening with pledges.
    I play only tanks and i already have to drop groups for normal DLC dungeons because even CP1200 players are regularly completely uncapable. When i queue for vet DLC i regularly see groups that are barely able to go anywhere and it just takes ages to get anything done, if they can do it at all. So if you like to do random vets than think about again if you would still like them with <10k DPS DDs or healers that die from every AoE.

    Been there and done that myself. I use to only solo que on my tank for all pledges. And I've had plenty of dlc runs that shared the usual "nightmare fuel" that is regurgitated on the forms. It never dissuaded me though, if anything it only taught me patience and helped me hone my tanking skills and I had to learn all the mechanics to an intuitive level. It also taught me very important self resource management and self-reliance that is independent of any gear I build for at a given time.

    I do understand, don't get me wrong. And everyone has different tolerance levels naturally, but there also comes a point where a negative rhetoric only feeds and bleeds into a narrative that dissuades potential players from experiencing content and getting that drive to improve themselves. I believe increasing the overall population pool for vet ques is a good thing overall. A small-nit dungeon running guild that i'm in, the guild is literally formed due to all of us meeting each other in one time or another in pug groups. The majority of my first dlc hm clears, were also done through the group finder. And boy was that a challenge in itself, but it is possible. These positive interactions should be emphasized, rather then only passing the terror stories and just calling it quits and never trying again. I guess is what I'm trying to get at. To each their own though.

    I can see the potential risk of vet ques being flooded with the bad sort with a better reward incentive, but I'm not convinced. I think it can only help make the que population more healthy. The usual bad and toxic behavior we all see in random normals, cannot survive in veteran content for long in my opinion. They will naturally be weeded out.

    I understand you too. I just doubt that your idea will get the intended result. If your goal is to create a betetr environment for new players, why not group them together? The dungeon finder should be modifyable in a way that low level players or ppl with the quest are grouped together. It always strikes me as odd that iam pulled togetehr with 3 level 10 guys while iam CP1800.
  • BejaProphet
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    Xebov wrote: »
    Lord_Hev wrote: »
    Xebov wrote: »
    The idea will not solve the issue and will just create more issues.

    You assume that everyone that is rushing through is just doing their daily dungeon for the crystals. Whats about the ppl doing them for the XP? What about the ppl that farm gear or do their pledges on normal? You wont reach them with your idea in any way.

    Besides that flaw you also have a general attraction issue because you would attract everyone to the higher difficulty, not only capable veterans, but also incapable players that make up a huge amount of the randoms. You already see that happening with pledges.
    I play only tanks and i already have to drop groups for normal DLC dungeons because even CP1200 players are regularly completely uncapable. When i queue for vet DLC i regularly see groups that are barely able to go anywhere and it just takes ages to get anything done, if they can do it at all. So if you like to do random vets than think about again if you would still like them with <10k DPS DDs or healers that die from every AoE.

    Been there and done that myself. I use to only solo que on my tank for all pledges. And I've had plenty of dlc runs that shared the usual "nightmare fuel" that is regurgitated on the forms. It never dissuaded me though, if anything it only taught me patience and helped me hone my tanking skills and I had to learn all the mechanics to an intuitive level. It also taught me very important self resource management and self-reliance that is independent of any gear I build for at a given time.

    I do understand, don't get me wrong. And everyone has different tolerance levels naturally, but there also comes a point where a negative rhetoric only feeds and bleeds into a narrative that dissuades potential players from experiencing content and getting that drive to improve themselves. I believe increasing the overall population pool for vet ques is a good thing overall. A small-nit dungeon running guild that i'm in, the guild is literally formed due to all of us meeting each other in one time or another in pug groups. The majority of my first dlc hm clears, were also done through the group finder. And boy was that a challenge in itself, but it is possible. These positive interactions should be emphasized, rather then only passing the terror stories and just calling it quits and never trying again. I guess is what I'm trying to get at. To each their own though.

    I can see the potential risk of vet ques being flooded with the bad sort with a better reward incentive, but I'm not convinced. I think it can only help make the que population more healthy. The usual bad and toxic behavior we all see in random normals, cannot survive in veteran content for long in my opinion. They will naturally be weeded out.

    I understand you too. I just doubt that your idea will get the intended result. If your goal is to create a betetr environment for new players, why not group them together? The dungeon finder should be modifyable in a way that low level players or ppl with the quest are grouped together. It always strikes me as odd that iam pulled togetehr with 3 level 10 guys while iam CP1800.

    It’s not odd if you are swimming in the kiddie pool.
  • Kessra
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    Lord_Hev wrote: »
    I can see the potential risk of vet ques being flooded with the bad sort with a better reward incentive, but I'm not convinced. I think it can only help make the que population more healthy. The usual bad and toxic behavior we all see in random normals, cannot survive in veteran content for long in my opinion. They will naturally be weeded out.

    I somehow disagree. I think what will happen is that people will queue for vet dungeons and hope for a non-dlc one and leave the group instantly when it is one of the newer DLC dungeons which require some DPS but also coordination. The root problem here is that vet dungeons do not have the same base difficulty level. Non-DLC vet dungeons are way easier compared to more recent DLC ones.
    CP disabled option for normal dungeon runs. No elite player looking for a quick rush will use it. No new player will have CP to loose.

    And now you have a place for new people to learn at their own pace.

    New players will have a hard time finding groups to do these dungeons then actually if you try to "exclude" players with CPs that way. I've talked to some new players, espeically former WoW players, and they actually enjoy running dungeons. From what I noticed is that they do not care that much about the lore and do not take the time to listen to what the NPCs said but want to reach level 50 as fast as possible to play with "the big guys". Sure, there will be plenty of people out there who are enjoying the game for its quests and solo-playability, though removing CPs from normal dungeons will hurt new players more than it will provide any benefits, even though they might not benefit from such directly yet.
    Edited by Kessra on September 26, 2021 6:06PM
  • BejaProphet
    BejaProphet
    ✭✭✭✭✭
    @Kessra im not suggesting to remove the current normal dungeon run. I’m suggesting adding a third option.

    Random veteran
    Random normal
    Random no cp normal
  • six2fall
    six2fall
    ✭✭✭✭
    I'd simply add different queues to accommodate how players want to play & then I'd add a mentor type system that you can choose to be notified when players are looking to run certain dungeons certain ways & if you take time to help get extra rewards. Like maybe a points system like pvp has tiers the more you help the better your extra rewards can be at end of month
  • ixthUA
    ixthUA
    ✭✭✭✭✭
    I like veteran dungeons the way they are. If better reward was given - there would be lots of fake tank DD rushers, like it is now in normal dungeons.
    Problem of normal dungeons is that they collected lots of asocial players, who don't care about others and only want reward. I would continue doing veteran dungeons even if they didn't give transmutes, but a lot of other players would not.
  • Syrpynt
    Syrpynt
    ✭✭✭
    @Kessra im not suggesting to remove the current normal dungeon run. I’m suggesting adding a third option.

    Random veteran
    Random normal
    Random no cp normal

    It makes more sense to make it:
    • Random Normal Base
    • Random Veteran Base
    • Random Normal DLC
    • Random Veteran DLC

    But then people running Veteran DLC dungeon queues will wonder why about even LESS players / longer queue times. lol
  • Starlight_Knight
    Starlight_Knight
    ✭✭✭✭✭
    I play a tank and run mulitple random vet a day. it cuts out a lot of the fake healers and as im a tank i know at leased my job is safe.
    I think for the effort some of them take there should be a better reward.

    People, mostly idiots just speed run though the rdm normal ones for the exp and crystals, thats all they want, they dont care about new players who might be doing the quest etc and it certainly should be addressed.

    A little popup informing the group that a player is new to the instance might be beneficial, or something of the sort, but even then idiots will always be idiots and charge off.

    tldr: I endorse better rewards for vet, or nerf the rewards for normal.
  • Artim_X
    Artim_X
    ✭✭✭✭✭
    ✭✭
    I would never queue for a vet random. It's just not worth the stress of dealing with people who can't perform their role.

    At least on normal I can hard carry an instance. I always make an effort to go at the pace of the group and not skip anything that's aggroed. In my experience, most players appreciate the fast run as long as I go at their pace.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
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