Dragonnord wrote: »
Scalecaller Peak and Fang Lair had really good connected stories and amazing lore. In Fang Lair even the mobs have banter if you listen from a distance without attacking. It was pretty amusing.You were never going to get interesting lore in a dungeon dlc sadly. ESO isn’t set up to tell stories in them at all.
Yes. In both dungeons everything can be soloed on normal.
Dragonnord wrote: »
I loved the mechanic of whirlpool in Coral Aeries, and the graphics in Shipwright Regrets. SR gave me a vibe of Far Harbor in Fallout 4.Is uncanny how two people can experience the exact same thing and come away feeling wildly differently about it.
I found the story in Shipwright's Regret quite charming - but again I found the characters charming previously so rather biased there - and the mechanics caught us off-guard a few times. I'm a mediocre player, fortunately my party members are more skilled, but the HMs still weren't a walk in the park for us.
The story in Coral Aerie was not as remarkable for me but it wasn't terrible or anything, and the mechanics on the first boss I found rather entertaining.
Haven't managed all the HMs there yet though.
In both cases I didn't mind the reused assets, in fact I would expect existing assets to be reused creatively whenever possible, and in this regard seems to me like they succeeded.
Amazing, absolutely loved them.
The stories were well written, made sense, and were compelling. I loved the little bits of wry humour! The dialogue for NPCs (bosses) was well-written and original. I love the little nods in both dungeons to things going on the world around, like Baron Dorell's note or The Heritance.
The mechanics were all fun and interesting.
I really feel like apart from the story in the quest we take on, the locations have their own separate stories which I really appreciate because it makes them really fun to explore. Riven's location story was fun and atmospheric, but Aerie was just freaking *cool.*
Both of them were visually appealing and set a specific mood (especially Rivenyard).
The pacing is also great. They can be taken as bite-size content and finished fast, but there's secrets to explore if you have the time and patience to go a bit further. I haven't had a chance to have a crack at the hard modes yet, but the addition of optional HMs for every boss has been great.
If I had to put a criticism, I found that the exposition for the Aerie was confusing because it starts with a disorienting info dump, and I think this can cause disengagement. But I imagine there is a tight budget of spoken-line dialogue (and gamer attention span), so I think there's reasons for it. FWIW, I didn't find this so much in Rivenyard dungeon story at all. And its a shame that the dungeons have to be these weird cave-openings that teleport you. It would be cool if they could be more incorporated into the world. But these are really little quibbles.
It was amazing work, yet again. I personally feel that the dungeoncrafting is something that is consistently hitting it out of the park and needs to be recognised. Thank you, dungeon team!
paulsimonps wrote: »Name a dungeon story that was actually super engaging.
We asked for new contents to make breton lore interesting... not new contents as boring as the breton in ESO
I basically abandoned ESO for quite some months, then decided to get back and have a look...I really shouldn't have
Reused assets, boring quest and same old humanoid bosses with no interesting mechnic, the year of breton is looking pretty rough right now