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Skippers, runners, etc. AKA dungeon sprinting

  • JanTanhide
    JanTanhide
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    Drammanoth wrote: »
    JanTanhide wrote: »
    Drammanoth wrote: »
    I know little can be done to prevent sprinters from finishing the dungeon where the rest of the group is half way.

    So maybe, instead of the above, could you make the time after group disbandment last 180 sec - to have the time to collect all the loot from chest, and perhaps return to be able to collect the loot from the boss that was killed way before us?

    And no, don't tell me "choose a group you will like" because this is not a solution. I too would like to do the do the dungeon relatively fast, BUT not to the point of ignoring others.

    I thought this was already fixed so that if everyone leaves the instance, you can still stay in to complete quests/collect loot, ect.?

    Only for a few minutes.

    No - 60 seconds.

    Two minutes. https://forums.elderscrollsonline.com/en/discussion/493691/removing-from-area-timer-will-be-adjusted-to-2-minutes
  • Soarora
    Soarora
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    pelle412 wrote: »
    Remove transmutes from random normal (but keep for random vet) and drastically reduce the XP bonus from random normal but keep same amount for random vet. This will remove most of the dungeon rushing.

    This has been suggested. The outcome would simply be more folks unprepared for vet dungeons, especially dlcs, ending up in groups where they cant effectively fulfill their rolls. You see it already with people looking for monster helms.it usually just ends with a disbanded group for dlcs. I see it constantly.

    Nothing wrong with trying it though. Like how there’s been experiments with BGs only to put it back to how it was. Might make some speedrunners use guildmates instead of PuGs bc they can’t fake tank a random vet. Or they'll just start leaving every time it’s a DLC dungeon but surely that amount of leaving would be worse than just making a real tank. Or they level an alt account with no DLCs and queue with it… but tbh nondlc vet is just as bad as normal…

    Might have real DPS speedrun too but hey, it’s fun watching them die because I’m not gonna reward the behavior by being a good tank if they’re gonna be like that.
    Edited by Soarora on January 3, 2024 5:54PM
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
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  • boi_anachronism_
    boi_anachronism_
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    Soarora wrote: »
    pelle412 wrote: »
    Remove transmutes from random normal (but keep for random vet) and drastically reduce the XP bonus from random normal but keep same amount for random vet. This will remove most of the dungeon rushing.

    This has been suggested. The outcome would simply be more folks unprepared for vet dungeons, especially dlcs, ending up in groups where they cant effectively fulfill their rolls. You see it already with people looking for monster helms.it usually just ends with a disbanded group for dlcs. I see it constantly.

    Nothing wrong with trying it though. Like how there’s been experiments with BGs only to put it back to how it was. Might make some speedrunners use guildmates instead of PuGs bc they can’t fake tank a random vet. Or they'll just start leaving every time it’s a DLC dungeon but surely that amount of leaving would be worse than just making a real tank. Or they level an alt account with no DLCs and queue with it… but tbh nondlc vet is just as bad as normal…

    Might have real DPS speedrun too but hey, it’s fun watching them die because I’m not gonna reward the behavior by being a good tank if they’re gonna be like that.

    Most speed runners are getting crystals on all their toons. They are speeding usually cause they have a ton of them to do. Your kinda just trading incomplete dungeons bc of fake tank dps for inexperienced tanks tbh.. ive literally tanked vmk on my dps nb bc we had a fake and i didn't want to wait again. I pulled some of my tanks gear out of my bank, threw on an s&b and inner fire and prayed lol quing a new tank in a vet takes ages a lot of times. Most just leave when they lose the tank as a result. Inexperienced are arguably tougher because you want them to have the opportunity to learn (or atleast i do) but also ive spent 1 hr plus in dungeons trying to help them clear. making a real tank, its hard. Its not a quick thing to make one that can stand up in all dlcs, its a steep learning curve for most folks, it definitely was for me and i was actually at an advantage because im an endgame dps and knew all the mechs. I didnt do random vets on my tank for ages because i knew if i got something like graven or earthroot i would probably be the reason my team failed.
    Edited by boi_anachronism_ on January 4, 2024 12:35AM
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