It seems the forums are a minority in liking 4 dungeons a year.
Feast of Shadows just came out on Xbox and literally nobody is doing the new dungeons
tomofhyrule wrote: »your wish is my command at any off peak hour in q for a specific on dd, no more dungeons !
...
i think surely 5 - 7 years since as dd role i noticed a q this long, but i bet according to forum it is because the dd list is miles long and there just is no one tanking
...
back in the day even now at this time at weekend we would be expecting to meet other time zones in EU, and chat to them in randoms but these days nothing except echo chambers, i miss the Australians complaining that they cant make the eu trial times haha
I mean... you could tank too, and that's solve that problem.
One of the other major things to note is that both of the new dungeons are very tank-heavy, so I totally understand why no tanks want to pug them. Heck, I don't PuG at all because I don't want to deal with random groups, and I only tank.
But yes, your other major problem is the fact that you're playing on XB EU, and it's well known that that is the most underpopulated server by a lot. XB as a console really is unpopular outside of the US in the first place and has barely any traction, so it follows that the XB EU server is going to be very underpopulated. The EU servers also tend to be a lot more concentrated than the NA servers by nature with a very active primetime and then very little at other times, as opposed to NA highs and lows being much less extreme; most players who play at different times like OCE tend to favor the NA servers, so it has a more consistent population.
frogthroat wrote: »I don't like that OP is speaking for me. New dungeons are the highlights of the year.
If you don't like dungeons, don't play them. I don't like card games so I don't play ToT. It's that easy. It's not like I'm going to run out of content to play if I miss a bit of card playing.
[snip]
twisttop138 wrote: »I mean, I don't wanna ruin the secret but Naj Caldeesh was awesome. When we went in and figured out what it was and the 3 spots to do it in, I was impressed. It's just left field man. Really cool. How could you not want more of that. Story has been meh lately but the dungeon team is firing on all cylinders. My complaint is the sets. Tank set is good and I get you don't wanna shake up the meta all the time but man, can we get some cool sets?
too bad for those with poor eyesight and the colourblind too. but i sort of had my mind made up for me since it seems i cannot random group it BGF hm is off the cards too for now since its a voice thing i guess
I see a lot of arguments about it but only few highlighted real issue. The problem is not adding 4 DLC dungeons per year, it is how they are implemented. All of them have complicated, confusing mechanics that requires reading boring manuals and watching lengthily videos to understand how to do it. People want to play game, not to read or watch videos about it.
On vet level coordination is often required to avoid “kill on spot” or “wipe on spot” or similar mechanics even when players know about it.
I see a lot of arguments about it but only few highlighted real issue. The problem is not adding 4 DLC dungeons per year, it is how they are implemented. All of them have complicated, confusing mechanics that requires reading boring manuals and watching lengthily videos to understand how to do it. People want to play game, not to read or watch videos about it. On vet level coordination is often required to avoid “kill on spot” or “wipe on spot” or similar mechanics even when players know about it. Vast majority runs PUGs, such mechanics are PUG killers, meaning majority of players can not do it as OP stated. I seen even PUG fail on normal level ER dungeon where the difficulty is way more then vet HM on some base dungeons due to these mechanics. So the answer is not to stop making DLC dungeons but start making them for everyone like base game ones instead of only for 0.2-0.3% of players as XBOX stat shows.
i certainly dont enjoy being told voice is required in an eso dungeon, i like to enjoy the complicated stuff voice chat free thankyou. i have lair of maarselok and black gem foundry hm's in mind, for LoM if a guild did not agree to hold my hand i would have totally dropped the thought of that HM. either way not been back for years, too bad for those with poor eyesight and the colourblind too. but i sort of had my mind made up for me since it seems i cannot random group it BGF hm is off the cards too for now since its a voice thing i guess
On vet level coordination is often required to avoid “kill on spot” or “wipe on spot” or similar mechanics even when players know about it. Vast majority runs PUGs, such mechanics are PUG killers
You know what's also a pug killer? First boss of Scalecaller Peak. Any boss that has one (1) mechanic that kills someone if done incorrectly can be a pug killer.
I see a lot of arguments about it but only few highlighted real issue. The problem is not adding 4 DLC dungeons per year, it is how they are implemented. All of them have complicated, confusing mechanics that requires reading boring manuals and watching lengthily videos to understand how to do it. People want to play game, not to read or watch videos about it. On vet level coordination is often required to avoid “kill on spot” or “wipe on spot” or similar mechanics even when players know about it. Vast majority runs PUGs, such mechanics are PUG killers, meaning majority of players can not do it as OP stated. I seen even PUG fail on normal level ER dungeon where the difficulty is way more then vet HM on some base dungeons due to these mechanics. So the answer is not to stop making DLC dungeons but start making them for everyone like base game ones instead of only for 0.2-0.3% of players as XBOX stat shows.
And how do you think people who made those guides figured out the mechanics? You do not need to read or watch a guide for any dungeon, you just need to know that the death recap gives hints at the bottom. Of course, a pug group likely won't appreciate a blind run but in my experience (and how I treat others), if people ask for mechanic help or express that they don't know how to do the dungeon... people will explain.
You know what's also a pug killer? First boss of Scalecaller Peak. Any boss that has one (1) mechanic that kills someone if done incorrectly can be a pug killer. Is it really the best route to make all mechanics ignorable instead of forcing people to learn how to do mechanics? To push people to become better players and thus be able to climb difficulty levels if they so wish instead of experiencing a sharp difficulty spike?i certainly dont enjoy being told voice is required in an eso dungeon, i like to enjoy the complicated stuff voice chat free thankyou. i have lair of maarselok and black gem foundry hm's in mind, for LoM if a guild did not agree to hold my hand i would have totally dropped the thought of that HM. either way not been back for years, too bad for those with poor eyesight and the colourblind too. but i sort of had my mind made up for me since it seems i cannot random group it BGF hm is off the cards too for now since its a voice thing i guess
Yes, many people say voice chat is required for LoM. No, it is not. I prefer LoM voiceless myself because I have bad auditory comprehension so the typing method is better for me as I can tell at a glance whose the odd one out. Both in my opinion and in opinions gathered from others, BGF HM is possibly the best designed dungeon we've had, in part because it requires so much communication and coordination. Unlike LoM, I think BGF is objectively easier with voice chat but I don't think it's impossible. PUGging BGF HM however... you'd have to happen across a group of 3 friends who queued together. The general pug population wouldn't be able to do it. This is good, HMs shouldn't be balanced around pugs. Normals, absolutely. Veteran, sure, within reason. HM, absolutely not. Most pugs don't do DLC HMs, DLC HMs are for organized groups. Anyone can join or create organized groups, especially on PC (I know consoles can be rough due to lower population).
MashmalloMan wrote: »I think regardless if you like dungeons or not, we can all acknowledge they've done this recipe for 11 years. Eat anything for that long, and it starts to get stale.
I just want them to experiment with new content. I thought they committed to that for 2023 and 2024, but for some reason they went back on that promise for 2025. I suppose it has something to do with moving to content passes, maybe the 3rd/4th dungeons for this year were originally meant for 2026, but they shifted things around as they did say "2025 is a transitional year".
Either way, I want to see them think outside the box. Let them cook. Even if you absolutely love dungeons, there is probably over 50+ to play right now. If we can move back to 2 a year, for them to try something out of the box, I'm all for it.
MashmalloMan wrote: »I think regardless if you like dungeons or not, we can all acknowledge they've done this recipe for 11 years. Eat anything for that long, and it starts to get stale.
I just want them to experiment with new content. I thought they committed to that for 2023 and 2024, but for some reason they went back on that promise for 2025. I suppose it has something to do with moving to content passes, maybe the 3rd/4th dungeons for this year were originally meant for 2026, but they shifted things around as they did say "2025 is a transitional year".
Either way, I want to see them think outside the box. Let them cook. Even if you absolutely love dungeons, there is probably over 50+ to play right now. If we can move back to 2 a year, for them to try something out of the box, I'm all for it.
Right now, for soloers or people who solo a lot (but not always), there's no endgame system. There are a ton of systems that can be partially completed solo (like antiquities, collecting lorebooks, achievements, to name a few), but there's still no endgame system in ESO that can be completed solo, meaning systems that have you out in the world doing stuff. So once you've finished the story content, there's nothing unless you do stuff you know you'll never be able to complete. Which frankly sucks as an experience.
Exactly my and OP point.Of course, a pug group likely won't appreciate a blind run
Scalecaller Peak is DLC, they just added it to base game because nobody wants to run it for the discussed reasons. As for the rest, we are not talking about a player being killed during dungeon run, I seen players being killed in vet FG1, this is not the issue. We are talking about failure to complete dungeon, when 1 player being killed leads to whole PUG group wipe or mechanics that wipes entire group with no chance to recover, so group abandons dungeon after few tries and players never complete it even once.Just wanted to add to that:
Vaults of Madness - Base Game - Mini-Boss (Wraith)
Spindlecluth II - Base Game - 2nd Boss
Crypt of Hearts II - Base Game - Mini-Boss (Mezeluth)
Elden Hollow I - Base Game - 2nd Boss
Tempest Island - Base Game - 2nd & 3rd Boss
... and many more that will wipe a PuG that doesn't know what it is doing.
This is the reason 99% players fails to complete DLC dungeons. We may be tired after work, we do not have hours to spend in the game trying this and that etc. Yet all of you saying this is how it is supposed to be: 99% of us (according to the stats) will pay money for content development so only you (1%) will enjoy the game and we won’t? Do you think people will agree or start leaving the game? Are you willing to pay literally 100 times more for the game to cover the cost of game development, maintenance and support if 99% players quit? ZOS is not a charity, it can not do it without profit.The only thing they should stop: making dungeons TOO easy and placing rewards for just vet. We need more decent rewards for challenging actions in such dungeons (not a title or memento). That's it. And yes, i did HMs in a first run for first hour in the last ones and this is too simple (i remember how i've been tryharding March of Sacrifices on HM for hours).
The only thing they should stop: making dungeons TOO easy and placing rewards for just vet. We need more decent rewards for challenging actions in such dungeons (not a title or memento). That's it. And yes, i did HMs in a first run for first hour in the last ones and this is too simple (i remember how i've been tryharding March of Sacrifices on HM for hours).
Right now, for soloers or people who solo a lot (but not always), there's no endgame system. There are a ton of systems that can be partially completed solo (like antiquities, collecting lorebooks, achievements, to name a few), but there's still no endgame system in ESO that can be completed solo, meaning systems that have you out in the world doing stuff. So once you've finished the story content, there's nothing unless you do stuff you know you'll never be able to complete. Which frankly sucks as an experience.
Like what? I'm presuming you mean repeatable solo instanced content or something you can grind?
Instanced: MA, VH, IA
Grind: Zone exploration/completion, Sub-Class skill lines, (some) Golden Pursuits, Zone Dailies
I say this as someone who does solo often: Solo games have an end-point, there is only so much you can do before you've tapped that well dry. For soloists in ESO it's a very deep well, there is a massive amount of content to chew through. So, given what is already in the game, how would you envision a workable solo end-game?
Right now, for soloers or people who solo a lot (but not always), there's no endgame system. There are a ton of systems that can be partially completed solo (like antiquities, collecting lorebooks, achievements, to name a few), but there's still no endgame system in ESO that can be completed solo, meaning systems that have you out in the world doing stuff. So once you've finished the story content, there's nothing unless you do stuff you know you'll never be able to complete. Which frankly sucks as an experience.
Like what? I'm presuming you mean repeatable solo instanced content or something you can grind?
Instanced: MA, VH, IA
Grind: Zone exploration/completion, Sub-Class skill lines, (some) Golden Pursuits, Zone Dailies
I say this as someone who does solo often: Solo games have an end-point, there is only so much you can do before you've tapped that well dry. For soloists in ESO it's a very deep well, there is a massive amount of content to chew through. So, given what is already in the game, how would you envision a workable solo end-game?
Not necessarily repeatable solo instances or something you can grind, no.
One possibility would be a system of collectibles like lorebooks. There are over 6000+ lorebooks, which is great. Except there are lorebooks in dungeons and trials, so sure, you can collect 98% of them, but no cigar, so what's the point of starting? There are also lorebooks in PvP areas. Leads - great. Except there are leads in trials. Sure you can buy them from the vendor, but waiting a year for your last few leads to come up isn't exhilarating gameplay. Have a collectible system of 10000+ items, all located in the many zones we now have in the world, including delves and PDs.
Another possibility would be a daily system that involves solo activities only (no WBs, no dungeons, etc.) and the reward is something where you have to collect X of them (and can only get one a day), and at the end there's something cool, like a house.
Those are two off the top of my head. I'm not a game designer, so it's not my responsibility to come up with ideas, though I'm sure if I gave it more thought, I could come up with more. I have no reason to believe that the designers at ZOS lack imagination and could come up with more ideas.