El_Borracho wrote: »Wouldn't mind this at all. Plus, I would love to see players lose their minds on these boards with FG1 rankings.
El_Borracho wrote: »Wouldn't mind this at all. Plus, I would love to see players lose their minds on these boards with FG1 rankings.
Hey, adding scores to dungeons might actually fix the “everyone skips half the dungeon and leaves the group behind” problem in some cases. Could also increase friction in other cases but… I just really want to scorepush some dungeons man. Particularly MGF. Imagine if how you push the cubes actually mattered haha.
Parrot1986 wrote: »I’m still praying for some sort of tier level difficulty for dungeons like mythic+ in WoW.
Having the ability to scale the difficulty higher and make it more difficult as you progress through higher tier/key almost like how IA works would be much more fun for me.
Having incoming damage actually matter and needing to follow mechanics on bosses like the game in the old days such as Planar Inhibitor in WGT would be great.
Having done so many nerfs to content tied with the massive power creep has rendered most dungeons easy apart from a few DLCs. Whilst this is obviously subjective, having a tierd difficulty system that you can progress through allows players to find their own limit without excluding people because it’s either far too tough or exluding by making it so inconsequential to run dungeons people just skip and faceroll or ignore them completely like in my case.
Currently I have zero need/desire to want to run dungeons or do pledges with almost every set item collected and every achievement earned there is literally no incentive to run content that I just faceroll through basically.
Lowering the speed run time or introducing scores based on current difficulty I don’t think would be much of an incentive for me as the content itself has become so stale with it being so easy.
Whilst Zos won’t just increase the base difficulty of each dungeon, having a scaled damage progression system that brings some challenge for people who want it would be a good way to get people to run this content in a fun way.
alpha_synuclein wrote: »Nice ideas!
But it would probably still give very little for those mgf cubes You don't loose that much time by ignoring them.
alpha_synuclein wrote: »Nice ideas!
But it would probably still give very little for those mgf cubes You don't loose that much time by ignoring them.
True, but I can still believe that one day cube speed strats will matter at all LOL.
Major_Mangle wrote: »I'd rather see ZOS implement another difficulty tier like WoW does with their mythic tier, but at the same time get rid of trifectas for the longer trials. Trifectas for dungeons and mini trials are fine but I absolutely despise them for those longer trials.
Major_Mangle wrote: »I'd rather see ZOS implement another difficulty tier like WoW does with their mythic tier, but at the same time get rid of trifectas for the longer trials. Trifectas for dungeons and mini trials are fine but I absolutely despise them for those longer trials.
Major_Mangle wrote: »I'd rather see ZOS implement another difficulty tier like WoW does with their mythic tier, but at the same time get rid of trifectas for the longer trials. Trifectas for dungeons and mini trials are fine but I absolutely despise them for those longer trials.
Stafford197 wrote: »I’d much rather a dungeon leaderboard existed, maybe with a rotating dungeon maybe every 2 weeks.
Leaderboard rewards would be a huge pack of Undaunted Keys.
Top 2% of players: 60 Undaunted Keys
Top 10% of players: 30 Unduanted Keys
Top 50% of players: 15 Undaunted Keys
Something like that would be fun and revitalize dungeon farms. Can also time it so that the dungeon coincides with the Mask Drop / Crown Store arms pack being sold.
That’s all enough to push people to do speed runs as opposed to increasing the difficulty of existing achievements.