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Dungeon Speedrun Achievement Times

Soarora
Soarora
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It's hard to have a good discussion about this due to how spread out the greater dungeon community is, so just posting my thought: what if dungeon speedruns were actually hard? It's a bit too late to go back and adjust old dungeons, but for the new ones... the only dungeon the speedrun actually mattered on was coral aerie and now with power creep the speedrun, while still difficult, isn't as much of a priority. Trifectas are basically just hardmode no-death. Making the speedrun harder could be an alternative to making harder dungeons, though I would like to see the next 2 dungeons on HM have a higher difficulty than OP and BV. Something more like SWR, SG, and CA when they first came out.

P.S. still wanting dungeon scores like how trials have scores plsty.
Edited by Soarora on October 21, 2024 10:01PM
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  • El_Borracho
    El_Borracho
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    Wouldn't mind this at all. Plus, I would love to see players lose their minds on these boards with FG1 rankings.
  • Soarora
    Soarora
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    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.
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  • Ph1p
    Ph1p
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    Soarora 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.

    The skipping and speed running issue mostly happens with PUGs and RNDs. I doubt this is where any score-pushing would happen.

    But still +1 to the idea of dungeon scores! Reminds me of a fun guild event, where the objective was to solo normal Fungal Grotto I as fast as possible - skipping allowed - and two people got it down to 1:45 min.
  • Parrot1986
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    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
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    Nice ideas!
    But it would probably still give very little for those mgf cubes ;) You don't loose that much time by ignoring them.
  • Soarora
    Soarora
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    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.

    I also really want a new dungeon difficulty for this reason, but I feel the next dungeons having lower SR times and/or implementing scores is more realistic. Veteran dungeons are harder with PuGs than HMs are with friends. Doesn’t make sense progressionally and means there’s very little to prog for high skill dungeoneers. The only dungeons that feel maybe difficult are like… SG HM last boss as tank, CA tri, SH/BS HM as healer maybe.
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  • Soarora
    Soarora
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    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.
    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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  • alpha_synuclein
    alpha_synuclein
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    Soarora 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.

    Yeah, too many old mechs fall victims to nerfs and power creep.
  • Major_Mangle
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    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.
    Ps4 EU 2016-2020
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  • colossalvoids
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    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.

    There's enough of a population for those still, don't see any point messing with it. I might also not do trifectas anymore there and only dungeons but why that's more important than a proper full trial.
  • alpha_synuclein
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    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.

    Trifectas are fun. Add them to trials that don't have them ;)
  • Stafford197
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    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.
  • Soarora
    Soarora
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    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.

    Don’t do them then. Regardless, I’m strictly talking dungeons here. Aside from the craglorn trials, I think their difficulty is fine, while most dungeons are simply too easy for an endgame group. A lot of people migrate to trial trifectas, there’s nothing really to do when it comes to dungeons but wait for the next 2 dungeons in Q1 then complete them within a month and wait a year for the next 2.
    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.

    I hadn’t even thought about leaderboard rewards haha. I wouldn’t mind this though, especially if more things become buyable with keys. I’m glad people are agreeing with dungeon scores this time, last time I posted about it I was told it would ruin PuGs and shouldn’t be implemented. But the dungeon community really needs something to chew on… and I just really want to scorepush dungeons LOL.
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