Elvenheart wrote: »SteveCampsOut wrote: »People always excuse speedrunning saying "if you want to go slow do a premade" like...lolnah?
If people want to blitz through dungeons then they can either solo or do the premade. You're in a group, not by yourself, don't run ahead and make everyone else bolt through a dungeon just because you can't stand to take ten or so minutes to run it normally.
New people, people doing the quest, people who just want to take it easy, people looking for Chests or other things for Leads...plenty of people don't want to just rush rush rush through a dungeon whatever reason. If you want to, take your own advice and stop making it everyone else's responsibility to make premade groups just to justify your impatience.
Simply put, if it's just one person "Speed Running ahead", That person is the problem! And any mechanic that doesn't allow people to go back through the dungeon for looting purposes after the fight is over is a PROBLEM! Why they can't just implement the Portals to Join the Encounter In Progress that previously allowed people joining a party mid-dungeon is beyond me.
I’ve always felt that there shouldn’t be a two minute kick timer at the end of a dungeon run. I wish there wasn’t one at all and the session just ended when the last person left the dungeon, but if there has to be a timer for server purposes then I wish it was ten minutes instead of two.
Necrotech_Master wrote: »Necrotech_Master wrote: »In Banished Cells 2 you literally can't do Maw mechanic anymore, because you keep getting teleported to middle of the room when trying to position Maw on the grill.
that was a mechanic? never heard or seen anyone do that even back in 2014 when i was first running the dungeon on vet lol
nowadays even on vet can mostly just tank and burn him in the middle
Yes, it is probably one of the most unknown mechanics in the game, learned it from one of the tanks while pugging, and have seen only a couple of other tanks do it in many many runs .
I've checked some guides that appear on top of google search, and only Alcast mentions it:This boss has a very unique mechanic which most of the players aren’t aware of. If the tank especially knows about this mechanic, this fight will be a lot faster!
It indeed was making fight a lost faster, boss was taking, idk, 20-30% of health in a few seconds from it. But positioning had to be very precise, wasn't always getting it right on first attempt.
Edit: Found a video of someone trying it, you can see at 0:38-0:43 how it's health drops
interesting, though i dont think i would call it a "mechanic" lol
it is an interesting trick though, or even possibly a bug that the boss takes dmg from the fire traps on the floor, especially that much dmg
Don't think this is a bug, mobs typically don't take environmental damage, something like this has to be coded deliberately. Plus the fact that Maw has a lot more health than any other non-final base game boss (5.7 mil on vet), before I learned this I was wondering why is it so fat.
It shouldn't really be an issue in 2024 to kill this boss quickly when so...
Honestly, if you join via dungeon finder be prepared to go fast. If you want to go through every urn bookcase and chest then joining a dungeon guild will be better maybe. Usually RND and dailies done via group finder are there for one purpose. Get in and get out 💁🏼♀️
In both cases, Tank should be the one that leads the group. Both speedy and tourist players should be encouraged to premade their groups, you can't police people from random queue. While most of the time I see players with similar level to each other, you can't expect the group that did the dungeon for 265315267th time to wait for you because you want to look at the flowers in the room. Same as people that want to stick to the group want to chase that one guy that is constantly on major expedition and pulling everything.
-Use the chat, in like 80% of cases people will slow down for your quest or speed up if you let them know
-Vote kick for the stubborn speedster or tourist/afker
-For extreme turbo mode or chill exploration, get a premade
-Expect nothing from the random queue
Older dungeons could get a facelift that either forbid to open the door until everybody speak to NPCs or have the story dialogue play in the background like in the DLC dungeons. Some old content quest take so much time that you would be half way next boss hp bar until NPC finally let you speak with them. Banished cells 1 and 2, Vaults of Madness and Wayrest 2 are the worst offenders here.
zharkovian wrote: »This new feature is horrendous, new players can no longer enjoy the lower level dungeons, if some enthusiastic pug tank or dps wishes to drag everyone through a dungeon at high speed for a pledge or a plunder skull, there is no choice, heavy sacks, chests are meaningless as there is no chance to dawdle, insignificant mini-bosses meaningless, horrible. I've played this game for over 8 years now and this new "joining encounter in progress" is far too aggressive. @ZOS_GinaBruno @ZOS_Kevin
So why can't the player about to be pulled to the boss location be given a choice? Skip the teleport and risk missing the boss fight, or accept it and miss some dungeon content? At least that way, if the player chooses to stay, (s)he can always do that dungeon some other time while skipping any story content.Erickson9610 wrote: »Most dungeons on Normal difficulty are relatively easy to complete. Each dungeon has 3 item sets to collect from it, so players who are looking to farm gear (or just complete their daily random dungeon) want to do so as quickly as possible.
If you want a slower experience, you have the option of making a group in the Group Finder for that purpose. Alternatively, you could try soloing it with or without a Companion (you can bring friends along for this if you'd like).
The "joining encounter in progress" feature has been around for quite a while, and it helps because the people being left behind still get an opportunity to fight the current boss. If that feature didn't exist, the busy players might even defeat the final boss before the slow players finished listening to every bit of dialogue, which would mean the slow players wouldn't get a chance to fight any bosses at all.
Elvenheart wrote: »MindOfTheSwarm wrote: »Erickson9610 wrote: »Most dungeons on Normal difficulty are relatively easy to complete. Each dungeon has 3 item sets to collect from it, so players who are looking to farm gear (or just complete their daily random dungeon) want to do so as quickly as possible.
If you want a slower experience, you have the option of making a group in the Group Finder for that purpose. Alternatively, you could try soloing it with or without a Companion (you can bring friends along for this if you'd like).
The "joining encounter in progress" feature has been around for quite a while, and it helps because the people being left behind still get an opportunity to fight the current boss. If that feature didn't exist, the busy players might even defeat the final boss before the slow players finished listening to every bit of dialogue, which would mean the slow players wouldn't get a chance to fight any bosses at all.
Soloing works to a point. But some encounters have mechanics that require you to be rescued from a dungeon one hit kill. So those present an issue.
I’ve learned that they need to get rid of those mechanics that prevent dungeons being soloed with gimmicks or work arounds.
On normal, it's only 6 dungeons right now that have group mechanics that make the dungeons difficult to impossible to solo. And only two of them are actually impossible to solo.
Direfrost - you can do a work around to get through
Fang Lair - precog will get you through the mechanic
Blackheart - precog can get you through
Fungal Grotto 2 - precog can get you through
Wayrest 2 - Impossible solo
ICP - Impossible solo
The mechanics for Direfrost, Wayrest 2, and ICP, should absolutely be removed, as they are outliers compared to the large number of dungeons we have. The other 3 are fine as is, since a skill can be used to get through the mechanic.
Except even in the shortest Dungeon we have, two minutes isn't anywhere NEAR long enough to even get back to the start, even without looking for Chests, Heavy Sacks, etc. That's not really a justification for blitzing people through a Dungeon without asking first.SpiritofESO wrote: »The reality is that people are at different levels of awareness when they enter a random dungeon. Some are alert and ready to go, others are distracted and hang around the entrance for a minute or so. The best way to deal with this is using the Joining Encounter in Progress so that way all four members of the dungeon group will be present and, whether they contribute 100% or not, they are still able to get the XP, the loot and the credit from the boss.
The other thing is that the "fake tank" issue has forced me to always run dungeons as the tank, having skilled up my main Nightblade (Bosmer, good stamina racial passives) character to do so. And since I've played the game for about five and a half years now, this allows me to use my knowledge of the dungeon mechanics to take a bit more control over the flow through the dungeon. My process is to race ahead, gather a large group of enemies which then allows us to wipe them out, generally at a choke-point like a passageway. This works really well and you get all of the XP for everybody, and it is more fun and more challenging to kill 30 or 40 trash mobs in a big group rather than just three or five of them. This clears the dungeon, gets all the XP and all the loot, and allows you to engage the next boss with all four members at the same time.
Also, since you are likely to have one or two sub-level-50 players running the dungeon with you, they may be running the dungeon for the first time on that character and might need to kill all the dungeon bosses to complete the initial dungeon quest. Common courtesy dictates that we make an allowance for those players.
And, by the way, I always stop to open (force lock) chests along the way, and I am fully aware that not all PUG members are interested in looting chests. If you want to collect supplies or resources from containers in the dungeon, you have about two minutes after the final boss is killed to go back and run the dungeon quickly to gather your supplies.
Generally, my idea for running dungeons is to, yes, be quick about it but also to clear all trash mobs so that you get the XP and the loot and also clear all sub-bosses and the main boss. If I am running in a PUG and someone wants to "shortcut" the dungeon I will simply leave the group because I don't believe that's the "proper" way a dungeon should be run.
So then, overall, I think that the feature of Joining Encounter in Progress is, on the whole, worthwhile.
It's equally as selfish to run through a Dungeon at max ultra top speed because one only cares about how fast one can get through it, though.I said upthread that I think this mechanic is good. I don't want to be in a pug and have to wait while someone goes through every single dialogue option for a quest giver. It would change some 10-15 minute runs into 30-45 minutes -- longer for DLC dungeons, where there's a lot of optional dialogue so the NPCs tell you their life story. I really like story quests, but I would never expect a pug to go through a dungeon in story mode. Unless you get the agreement of the other three group members up front, it's selfish to expect three random players to wait. Go with guildies or form your own group through the group finder.
Also, I've been in the situation when a gate closed on me before a boss, and if that mechanic wasn't in place, I'd be sitting there unable to fight the boss. Once there were two of us there, just a second behind the others, and bam, the gate closed.
The only situation when this is annoying is with speed runners. I like the idea that at least 2 group members have to be at the boss for this mechanic to kick in, because most of the time it's only one person running ahead. Occasionally you'll get a sheep that runs after them, but most of the time it's just one person. Alternatively, maybe the speedrunner should be rubberbanded back to the group if they get to the boss and nobody else is close by, rather than moving the group up to the speedrunner.
Except even in the shortest Dungeon we have, two minutes isn't anywhere NEAR long enough to even get back to the start, even without looking for Chests, Heavy Sacks, etc. That's not really a justification for blitzing people through a Dungeon without asking first.SpiritofESO wrote: »The reality is that people are at different levels of awareness when they enter a random dungeon. Some are alert and ready to go, others are distracted and hang around the entrance for a minute or so. The best way to deal with this is using the Joining Encounter in Progress so that way all four members of the dungeon group will be present and, whether they contribute 100% or not, they are still able to get the XP, the loot and the credit from the boss.
The other thing is that the "fake tank" issue has forced me to always run dungeons as the tank, having skilled up my main Nightblade (Bosmer, good stamina racial passives) character to do so. And since I've played the game for about five and a half years now, this allows me to use my knowledge of the dungeon mechanics to take a bit more control over the flow through the dungeon. My process is to race ahead, gather a large group of enemies which then allows us to wipe them out, generally at a choke-point like a passageway. This works really well and you get all of the XP for everybody, and it is more fun and more challenging to kill 30 or 40 trash mobs in a big group rather than just three or five of them. This clears the dungeon, gets all the XP and all the loot, and allows you to engage the next boss with all four members at the same time.
Also, since you are likely to have one or two sub-level-50 players running the dungeon with you, they may be running the dungeon for the first time on that character and might need to kill all the dungeon bosses to complete the initial dungeon quest. Common courtesy dictates that we make an allowance for those players.
And, by the way, I always stop to open (force lock) chests along the way, and I am fully aware that not all PUG members are interested in looting chests. If you want to collect supplies or resources from containers in the dungeon, you have about two minutes after the final boss is killed to go back and run the dungeon quickly to gather your supplies.
Generally, my idea for running dungeons is to, yes, be quick about it but also to clear all trash mobs so that you get the XP and the loot and also clear all sub-bosses and the main boss. If I am running in a PUG and someone wants to "shortcut" the dungeon I will simply leave the group because I don't believe that's the "proper" way a dungeon should be run.
So then, overall, I think that the feature of Joining Encounter in Progress is, on the whole, worthwhile.
I do agree on common courtesy in letting people do their quests though.It's equally as selfish to run through a Dungeon at max ultra top speed because one only cares about how fast one can get through it, though.I said upthread that I think this mechanic is good. I don't want to be in a pug and have to wait while someone goes through every single dialogue option for a quest giver. It would change some 10-15 minute runs into 30-45 minutes -- longer for DLC dungeons, where there's a lot of optional dialogue so the NPCs tell you their life story. I really like story quests, but I would never expect a pug to go through a dungeon in story mode. Unless you get the agreement of the other three group members up front, it's selfish to expect three random players to wait. Go with guildies or form your own group through the group finder.
Also, I've been in the situation when a gate closed on me before a boss, and if that mechanic wasn't in place, I'd be sitting there unable to fight the boss. Once there were two of us there, just a second behind the others, and bam, the gate closed.
The only situation when this is annoying is with speed runners. I like the idea that at least 2 group members have to be at the boss for this mechanic to kick in, because most of the time it's only one person running ahead. Occasionally you'll get a sheep that runs after them, but most of the time it's just one person. Alternatively, maybe the speedrunner should be rubberbanded back to the group if they get to the boss and nobody else is close by, rather than moving the group up to the speedrunner.
I hate my first run through any new dungeon because nobody will slow down to let me read the damned story when doing the one-shot, once-only quest. I've settled into a habit of taking screen shots of every dialogue line to read after the dungeon, because otherwise I will be dragged forward, or constantly lag behind a fast group. Sometimes, unfortunately, people don't slow down even when you ask them to wait a little to let you take those screen shots, so I have to drop group and leave, just so I can take screen shots with a less impatient group. I hate the first run of new dungeons, it is an absolutely horrible experience. Putting quests, story, dialogue, etc, in there is a really bad design decision.
For context, I *do* run hard content, I have a weekly hardmode progression vet trial group. I've done vLC, vSE, etc. It's just miserable trying to do the first run of new dungeons unless I can find friends to go slow with, or muddle through solo'ing them. It sucks the joy out of the stories in the dungeons. It would be nice if the dungeons had options to deactivate joining boss encounters, or maybe an easy solo story mode that didn't reward any gear.
It's equally as selfish to run through a Dungeon at max ultra top speed because one only cares about how fast one can get through it, though.I said upthread that I think this mechanic is good. I don't want to be in a pug and have to wait while someone goes through every single dialogue option for a quest giver. It would change some 10-15 minute runs into 30-45 minutes -- longer for DLC dungeons, where there's a lot of optional dialogue so the NPCs tell you their life story. I really like story quests, but I would never expect a pug to go through a dungeon in story mode. Unless you get the agreement of the other three group members up front, it's selfish to expect three random players to wait. Go with guildies or form your own group through the group finder.
I would guess more players find it frustrating to miss a boss encounter entirely than those who don't like this mechanic.So... why did they implement this feature, anyway? What was the underlying reason or need for it? It has been helpful when someone disconnects and needs to quickly get back in to rejoin the group. But overall, it has been more troublesome than helpful.
In my experience, this is largely the case. I would say 9/10 times the other players wait for me during the quirky early dungeon quests that can easily break. But I have to ask.As a community, wouldn't it simply be nice to give maybe an extra minute of your time to ensure that a newer player gets the things they need out of a dungeon run? I always try to ask, when doing an older dungeon, if anyone needs the quest. If no one speaks up, it's full steam ahead. But if someone does, just take a few extra moments to allow them to progress the quest as quickly as possible. It's a pretty small sacrifice to get someone small bit of help.
So... why did they implement this feature, anyway? What was the underlying reason or need for it? It has been helpful when someone disconnects and needs to quickly get back in to rejoin the group. But overall, it has been more troublesome than helpful.