spartaxoxo wrote: »Solo-able Dungeons with companions via a new "Story Mode"?
Sure sign me on.
Yes. Please! Many dungeons wouldn't even need huge changes. Look at how much more atmospheric this dungeon is when you here the entire story! The crew adds flavor! Landel and his points about goblins are actually insightful points for TES lore. He's basically comparing goblins to cavemen that are gettting wiped out constantly due to racism and greed!
The additonal story absolutely makes this dungeon feel so much better. It even enhances mechanics! The skeevaton fight is much less annoying when you understand the narrative purpose it serves.
Oreyn_Bearclaw wrote: »spartaxoxo wrote: »Solo-able Dungeons with companions via a new "Story Mode"?
Sure sign me on.
Yes. Please! Many dungeons wouldn't even need huge changes. Look at how much more atmospheric this dungeon is when you here the entire story! The crew adds flavor! Landel and his points about goblins are actually insightful points for TES lore. He's basically comparing goblins to cavemen that are gettting wiped out constantly due to racism and greed!
The additonal story absolutely makes this dungeon feel so much better. It even enhances mechanics! The skeevaton fight is much less annoying when you understand the narrative purpose it serves.
I dont know, I am not sure Bill Shakespeare himself could get me around to enjoying that mechanic. That Tzogvin farm hurt me to my soul. Haha.
I will admit, I am coming around to the concept of story mode. Not sure I would ever use it, but I dont see the harm and definitely seems people want it. I think it also might alleviate a lot of complaints about Group finder on these here forums.
It still amazes me that people keep saying "this is an MMO" when in reality, it has NEVER been a traditional MMO... in fact, when it tried, at launch, it was such a failure the game almost went under. Even Brian discussed how bad it was in the beginning and how it had no clear definition... and most of the players playing it were NOT MMO players but were Elder Scrolls players wanting "Skyrim with friends". So then came One Tamriel, and it was their plan to make it "Skyrim with friends". Even internally, Matt Firor stated in an interview they consider ESO to be an "online RPG with MMO elements".
So for people who keep saying, "this is an MMO"... it's clearly NOT.
Bookslinger wrote: »I'm new to ESO and have stayed away from dungeons (so probably shouldn't comment at all). Would be effective if in group finder players could specify "quest" or "farming"or (whatever reason you all run dungeons)? Would it make it more likely to at least group with players with similar goals?
Klingenlied wrote: »That would be a massive waste of ressources. Story mode dungeons would likely be played once only - if at all - by most players. Besides, in all honesty? You need even more? Every year players get one massively big area in form of a expansion release and another big area in form of Q3 DLC release.
Besides, there are Arenas. In Arenas, the there is always a NPC talking to you about your Arena activity, even giving feedback to your performance.
Stuff that is important right now? State of the game overall - player power, accessibility, class balance.
And if there is something that I personally deem a million times more valuable then story mode dungeons? More Vet content, Vet overworld or the like.
Just can't get how people want stuff even easier. You can pretty much solo every dungeon on normal easily and a lot on vet as well. There is heavy attack builds helping players to achieve 60k dps - triple of what the op boasts with telling us he is already is plenty good with being better then those people at 5 or 10k dps. If a player without any kind of disability does struggle with achieving more then 20k dps, very likely there is some serious lack in understanding of game mechanics or executing any form of efficient rotation that includes light attack weaving.
@ the OP: you create all those Videos. You take the time to make this post and do some rather shameless self-advertisting. Why did you not just look up a strong solo build? Check on people that regularly solo dungeon content? Once you break certain dps and survivability thresholds, most of the games content will be incredibly easy, including solo dungeons.
spartaxoxo wrote: »
There are dungeons that cannot be soloed with a companion, no matter the skill level of the player, like Direfrost Keep. This is because you have to do stuff like stand on a pressure plate with someone else. Also, some of the dungeons require too high of a skill level for it to be realistic for the majority to solo.
Honestly, don't even need to change the difficulty of a dungeon. Just let companions do a few necessary things to make all dungeons solo-able.
Necrotech_Master wrote: »i usually solo the dungeons on a tankier character with ember as a dps
red petal bastion was a super pain to solo because of the first boss, spent like 90% of my time in goat form lol, was able to stay alive due to leeching plate lol
black drake villa was annoying to solo as well because on the last boss the companion just stands in the fire aoe and dies constantly
Kingsindarkness wrote: »Necrotech_Master wrote: »i usually solo the dungeons on a tankier character with ember as a dps
red petal bastion was a super pain to solo because of the first boss, spent like 90% of my time in goat form lol, was able to stay alive due to leeching plate lol
black drake villa was annoying to solo as well because on the last boss the companion just stands in the fire aoe and dies constantly
That's a pain...it's almost as bad as when Mirri decides she is the Tank (even though you have her set up to heal) and wants to Kite everything.
Still...I think that having a four-man dungeon set up so two people and their companions can run it with lesser rewards/XP also a solo story mode version would be extremely popular.
Necrotech_Master wrote: »ive also had problems with companions on the first boss of coral aerie when you have to swim and jump on the ledges, the companions dont "jump down" and will just die