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Solo Dungeons will Kill the MMO.

  • Last'One
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    Actually Matt Firor started calling it a Online Role Playing Game (ORPG) around the time of Greymoor....just saying......

    We can call ESO an ORPG, an MMORPG, or whatever name we choose.
    But one thing is 100% certain: "we" will never, ever remove the RPG part from an Elder Scrolls game. Never.

    So why can’t players role-play? This is exactly why solo dungeons, solo trials, or any other solo content added to the game will always be welcome—it is the only way many players can truly role-play in ESO, because too often players are excluded simply for choosing to role-play in an MMORPG.


    Edited by Last'One on January 15, 2026 7:19PM
    Elder Scrolls Online? A delightful blend of tragedy and comedy. Hilarious! Terrifying!
    As Sheogorath, say: "If it makes you laugh and cry at the same time… PERFECT! Do it again!"
  • SilverBride
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    There seems to be an opinion among some that playing solo is somehow wrong and needs to be corrected. It's not. It's nothing more than a play style that many players enjoy.
    PCNA
  • Apollosipod
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    There seems to be an opinion among some that playing solo is somehow wrong and needs to be corrected. It's not. It's nothing more than a play style that many players enjoy.

    Are you trying to imply that we shouldn't ALL want to play alongside someone named xXxblunt_destroyer_666xXx?!

    Agreed completely. It keeps coming off like some people are mad some people would prefer to play alone instead of a group. That's fine. Forcing it either way isn't, but solo dungeons isn't going to kill the game anymore than group dungeons have
  • Warhawke_80
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    There seems to be an opinion among some that playing solo is somehow wrong and needs to be corrected. It's not. It's nothing more than a play style that many players enjoy.

    Are you trying to imply that we shouldn't ALL want to play alongside someone named xXxblunt_destroyer_666xXx?!

    Agreed completely. It keeps coming off like some people are mad some people would prefer to play alone instead of a group. That's fine. Forcing it either way isn't, but solo dungeons isn't going to kill the game anymore than group dungeons have

    I personally (and I'm just talking about personal experience) stick to playing solo or duoing with just one close friend. to me —it's incredibly rewarding and stress-free. The only time I ever run into toxicity is when I dip my toes into larger groups, particularly in PvP battlegrounds or Cyrodiil, or when jumping into PUG (pick-up group) Trifectas via the Activity Finder or LFG tools.

    PUG Trifectas? That's a recipe for disaster. Random players show up with mismatched builds, zero communication, and sky-high expectations. One mistimed mechanic or slightly low DPS, and suddenly you're getting voted out, flamed in chat, or blamed for the wipe. PvP is even worse—constant trash-talk, griefing, and alliance-wide salt when things go south.

    Thankfully, as time marches on into 2026, fewer and fewer players seem willing to bother with grouping at all. Zone chats are quieter, Activity Finder queues drag on forever for vet content, and LFG posts for trials are sparse compared to the Gold Road or Necrom eras. ZeniMax's push toward solo-friendly updates—like solo dungeon modes, companion overhauls, and infinite scaling—has made it easier than ever to enjoy Tamriel without relying on strangers. Guilds are tightening up recruitment for "prog" (progression) runs, leaving casual PUGs to fizzle out. It's a shame for those craving that team synergy high, but honestly? I'll take my chill solo adventures any day. Less toxicity, more fun—who needs the drama?

    ““Elric knew. The sword told him, without words of any sort. Stormbringer needed to fight, for that was its reason for existence...”― Michael Moorcock, Elric of Melniboné
  • Rylisin
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    I play both ESO and FFXIV - Though currently on break from the later.

    XIV has the trust system implemented now where players can use NPCs to complete most 4 man dungeons since Shadowbringers and in some cases 8 player story trials since and it is still being added to. You dont HAVE to use it, but it is there as an option. I really liked it for doing story and seeing new dungeon mechanics / figuring them out without having to waste other peoples time on the first run even though I'm fairly solid on winging it / learning on the fly.

    It has not killed the game, and I for one would welcome the option of solo dungeons in ESO. For those who just want to do the story of the dungeons alone, or people like me who might have health issues that make dealing with randoms an issue and a struggle. Some days I'm good for vet or normal group content and other days I'd just like to low energy vibe on my own, farm some gear or do something a little different without the added energy costs of groups.

    As a healer main, I seen things. While I've had some amazing people come into dungeon runs and had the patience to teach people new the mechanics, secret bosses and even vet HM for all bosses in vDC I've also seen a number of toxic players who rage quit on small mistakes, get nasty in group chat at those unfamiliar with mechanics and get iffy if you're not running meta builds. I'm guilty of leaving groups myself if things aren't going well in vet content - but that is coming from someone who has limited energy and is in pain a fair bit, I'd rather dip than get frustrated or angry at newer players and hopefully someone with more ability can come along and help them clear.

    Having the option for a solo dungeon isn't a bad thing. People who will want to keep grouping will continue to do so and those who want to solo will continue to do so. I personally would feel more confident going into group content at any level if i have the chance to run it solo and get a feel for things before going into a group and subjecting them to shenanigans.
    NA - NZ Player | Disabled Artist | MECFS
    Cirion Adaine - Warden / Crafter + a few alts for good measure. Always happy to help out others if needed|

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  • MorallyBipolar
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    There seems to be an opinion among some that playing solo is somehow wrong and needs to be corrected. It's not. It's nothing more than a play style that many players enjoy.

    Nobody has ever made that assertion. Are you projecting here?

    The problem is when the casual solo's push to take the MMO part out of the game when ESO was designed to have group content be the end game content and requires grouping to complete.

    The problem comes in when people try to change the game into something it was never intended to be. ESO is supposed to be competitive, not a stroll through the countryside listening to stories.
  • MorallyBipolar
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    There seems to be an opinion among some that playing solo is somehow wrong and needs to be corrected. It's not. It's nothing more than a play style that many players enjoy.

    Are you trying to imply that we shouldn't ALL want to play alongside someone named xXxblunt_destroyer_666xXx?!

    Agreed completely. It keeps coming off like some people are mad some people would prefer to play alone instead of a group. That's fine. Forcing it either way isn't, but solo dungeons isn't going to kill the game anymore than group dungeons have

    Solo dungeons will make it even harder to form groups using the group finder.
  • SilverBride
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    There seems to be an opinion among some that playing solo is somehow wrong and needs to be corrected. It's not. It's nothing more than a play style that many players enjoy.

    Nobody has ever made that assertion. Are you projecting here?

    The problem is when the casual solo's push to take the MMO part out of the game when ESO was designed to have group content be the end game content and requires grouping to complete.

    The problem comes in when people try to change the game into something it was never intended to be. ESO is supposed to be competitive, not a stroll through the countryside listening to stories.

    How do we take the MMO part out of the game, when it is still a Massively Multiplayer Online game? Playing solo doesn't change that.

    Where does it say ESO is supposed to be competitive? PvP, sure, but just the game in general? No. And why are there stories to listen to scattered all over Tamriel if we aren't supposed to engage with them?

    Just because some players enjoy grouping does not mean everyone does or has to. There is a lot to do in this game that doesn't require grouping and being competitive.

    They can play their way and we can play ours. No one is WRONG.
    PCNA
  • MorallyBipolar
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    There seems to be an opinion among some that playing solo is somehow wrong and needs to be corrected. It's not. It's nothing more than a play style that many players enjoy.

    Nobody has ever made that assertion. Are you projecting here?

    The problem is when the casual solo's push to take the MMO part out of the game when ESO was designed to have group content be the end game content and requires grouping to complete.

    The problem comes in when people try to change the game into something it was never intended to be. ESO is supposed to be competitive, not a stroll through the countryside listening to stories.

    How do we take the MMO part out of the game, when it is still a Massively Multiplayer Online game? Playing solo doesn't change that.

    Where does it say ESO is supposed to be competitive? PvP, sure, but just the game in general? No. And why are there stories to listen to scattered all over Tamriel if we aren't supposed to engage with them?

    Just because some players enjoy grouping does not mean everyone does or has to. There is a lot to do in this game that doesn't require grouping and being competitive.

    They can play their way and we can play ours. No one is WRONG.

    It's wrong to advocate for features that will degrade the ability to form groups for group content. All end game content requires grouping, and you're trying to make that harder.
  • SilverBride
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    It's wrong to advocate for features that will degrade the ability to form groups for group content. All end game content requires grouping, and you're trying to make that harder.

    No it isn't. Some players want solo content. They don't want to form groups or do group content. They are here for the story. Let end game players band together and form their groups and play how they want. But players advocating for what they want and what they enjoy have as much right to their playstyle as anyone else.
    Edited by SilverBride on January 15, 2026 10:17PM
    PCNA
  • Iriidius
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    ESO is an MMO with group content being the end game activities.

    The casual solo crowd just keep lobbying for changes that will make life much harder for those of us who play for the group content.

    Solo and story modes discourage grouping, which is the opposite of what ZOS should do if they want to maintain a viable ESO going forward.

    And I'm sick and tired of people trying to claim ESO is the latest edition of Elder Scrolls. It's not. ESO wasn't even created by the same studio that produces Elder Scrolls games. ESO is an MMO and grouping is a vital aspect of the game.

    ESO already caters almost exclusively to the casual crowd and it's been very detrimental already. Just look at the exodus of players after U35 hit. U35 killed the end game trial community. But the casual solos don't care because it doesn't effect them. Yet the population continues to decline further and further the more ZOS caters to the casual solo players.

    Trials and vet dungeons are a blast when they click. But let's be real: the vast majority of ESO players are solo or duo folks, not raid chasers. Reddit polls and threads consistently show 90%+ of content is soloable, and most players stick to overland, quests, or arenas with a buddy—group stuff is a small slice.

    The real grouping killer? Hardcore guilds and PUGs kicking anyone under perfect DPS or mechanics.

    Newbies and casuals get burned once, then nope out forever—sticking to solo where it's chill. That's why queues feel dead: the pool of potential groupers left awhile back because they were told they were "Bads"....ZOS catering to the solo/duo crowd keeps the 26M player base alive and growing.

    More casuals = more funding for your trials. Win-win but honestly there has to be folks actually showing up for them and that has been a issue.

    Yeah toxic groups gatekeeping everyone not fitting their expectations are one of the main reasons most ESO players are not playing in groups.
    Despite coming from Skyrim I played PvP in Cyrodiil daily for years solo, in PuGs and smallscales but had to stop because solo I get zerged on sight by everyone, PuGs arent available most of the time or get killed immediately and most PvP groups dont let me play with them and the few that do are not online most of the time.
    PC EU
  • Iriidius
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    salander7 wrote: »
    They've been appealing to the solo crowd for 5 years now, to the point where they are a majority within the playerbase.

    As soon as TES VI releases, most of them will likely ditch ESO for a couple years, and then the rest of us will get the song and dance of the game no longer being sustainable and so on before they start slashing it.

    Meanwhile, all the long-time group content enjoyers know dozens of players that left for other multiplayer games, and most of the players that still play, do so out of eso combat system being quite uniquely fast paced, not because they're super excited about current state of things.

    How exactly have they appealed to the solo crowd the last 5 years? Group players got a Trial and 4 dungeons like the 4 years and chapters before except 2023 and 2024 when they only released 2 updates cutting 2nd zone DLC too. Almost no new Dungeons, World bosses and events are soloable and 2023 the world event was instanced without queue so not even doable without finding 3 players by yourself.
    Around 5 years ago when ZOS removed 24 man groups and buffsharing outside groups they also removed most PUGs and zergsurfers from Cyrodiil, made Xv1 more effective and started releasing and buffing groupsets so you cant enjoy playing Cyrodiil without coordinated group that wont even let you play with them if you dont have regular schedule or dont have what they need or just arent wanted for other players.
    Solo crowd became majority of playerbase not by appealing to them but also by gatekeeping PuGs and zergsurfer from group content, advertising the game to solo TES players and delaying TES6 by Years.
    But as many "solo" players here pointed out they play game not completely solo but sometimes sozialize and group with other players and wont instantly leave to TES6 as you claim althought group players actively tell them to leave wanting them out of the game.
    PC EU
  • freespirit
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    I want to do endgame content BUT all too often that devolves into bitchiness and insults.

    I choose now to only do that content with people who know me and accept I am a bit slow to see mechanics and overall a bit ditsy!

    I want to try all the newer dungeons but find it waaaay better for my mental health to never use the group finder!

    Story Mode will enable me to do that, it will keep me more engaged in the game and lead to me continuing to play.

    Surely this is better for the game's health and player base numbers, than forcing people into groups they don't want to be in??
    When people say to me........
    "You're going to regret that in the morning"
    I sleep until midday cos I'm a problem solver!
  • Cooperharley
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    frogthroat wrote: »
    AzuraFan wrote: »
    For sets, I'd suggest dropping sets with stats geared toward solo play.
    Here's an idea! Drop overland sets in solo mode. That way it looks and feels the same as 4 player dungeon, but you get Delve rewards.

    Nah. Bad take IMO.

    If I do a veteran dungeon in solo mode and get delve rewards, I'm not touching it. Rewards need to match the difficulty of content. That's like saying if you do veteran vateshran, a solo arena, you should get delve rewards. If you are doing veteran difficult solo content, you absolutely should be rewarded as such.

    Sounds to me like solo is going to be a mode of its own, so if you did a vet dungeon solo that would be the same as doing it solo now. You would be doing the 4 man instance on your own.

    (Also they need to remove all the instances where you can't solo a dungeon because buttons/levers, that is not interesting group content, interesting group content is the trials where you split into teams to do different stuff)

    Yes, currently, but I'm just saying creating a normal and veteran solo version of a dungeon and then giving you "delve rewards" is a very poor idea.

    I agree they need to remove those mechanics too though! :D
  • Cooperharley
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    frogthroat wrote: »
    Rewards need to match the difficulty of content.
    Precisely. MHK and MoS are already soloable, so the solo changes will drop the difficulty. I am guessing at most the veteran solo mode is going to be barely a normal difficulty in group mode.

    So if you veteran solo something that is easier than the originally easiest normal difficulty, should you get veteran rewards?
    That's like saying if you do veteran vateshran, a solo arena, you should get delve rewards. If you are doing veteran difficult solo content, you absolutely should be rewarded as such.
    No, VH is designed to be a solo arena. 4 player dungeons are designed to be for 4 players. To make them soloable, I am guessing they are lowering the difficulty a lot. Neither MHK or MoS have any mechanics that will stop a solo player, so it's not going to be anything like removal of two pressure plates you need to stand on simultaneously.

    The changes to those two dungeons will be mostly less incoming damage and less boss health. Mechanics-wise, my guess is that in MHK the Golden Hedge Guardian will have fewer spriggans, and the end boss will have fewer enemies while having to stand in the coloured circles. And in MoS maybe the end boss hunt phase will be slightly easier. And this is me being optimistic. Realistically speaking, I doubt even the most difficult solo mode will be much more difficult than normal difficulty in group mode. They are taking an already soloable dungeons and making them easier to solo.

    If you do vet Vateshran, and then they add "stroll in the park" mode to it, should players who complete Vateshran in "stroll in the park" mode get the same rewards as you? Even if we didn't call it "a stroll in the park" mode, but "difficult mode"?

    You don't have to lower difficulty to make it soloable. You still have to dodge one shots, bring self heals, etc. You have to make up for the lack of group roles. They'll likely decrease the health slightly and any mechanics that would require a group to do and keep it largely the same.

    They have a stroll in the park mode - normal lol.

    Veteran is a huge jump up from normal, just like any content.

    What you're not grasping is while group dungeons are indeed possible to be soloed, you're thinking the average player is soloing these dungeons. That's not happening and there's no reward that is influencing them or drawing them to solo. The people that solo these dungeons want ADDITIONAL challenge or at least a different challenge.

    A solo mode does not make it EASIER per se for the average player, but more accessible. You add difficulty by adding a veteran mode.

    You can easily make maelstrom arena or vateshran a group arena by simply increasing boss health and introducing group mechanics. If i walk into moon hunter keep, i expect to get moon hunter keep loot. The thing that should influence you to go to a group is ADDITIONAL rewards - transmutes, extra XP, etc. But, why we still haven't seen an increase in XP and transmutes for doing a random vet over a random normal? Who knows?
  • Northwold
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    JustLovely wrote: »
    The arguments against solo mode are not weak. The only way solo/story mode doesn't break the game for players who play MMO's for grouping and socializing is if there are no rewards.

    If there are not the same rewards as in a group dungeon, but for less time or less work.
    Fixed it for you.

    Different rewards for solo and group modes make it totally OK.

    No effort should lead to no rewards.

    Bit like your comment really.
  • AzuraFan
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    freespirit wrote: »
    Surely this is better for the game's health and player base numbers, than forcing people into groups they don't want to be in??

    Absolutely. People who are panicking because they think they won't be able to find a group need to stop and think for a minute. If solo dungeons will mean they can't find a group, then everyone they were grouping with before really didn't want to be there. Most gamers aren't selfish. They don't want to make people do stuff with them when it sucks for those people.

    Anyway, as many have already pointed out, there are solo dungeons in other popular MMOs and they've enhanced the game, and nobody has a problem finding groups.
  • Cooperharley
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    There seems to be an opinion among some that playing solo is somehow wrong and needs to be corrected. It's not. It's nothing more than a play style that many players enjoy.

    Are you trying to imply that we shouldn't ALL want to play alongside someone named xXxblunt_destroyer_666xXx?!

    Agreed completely. It keeps coming off like some people are mad some people would prefer to play alone instead of a group. That's fine. Forcing it either way isn't, but solo dungeons isn't going to kill the game anymore than group dungeons have

    Solo dungeons will make it even harder to form groups using the group finder.

    Most players play DPS over support roles. This is why, in every single MMO, there is a long queue. The ultimate fix to a long queue is to entice more players to play tank & healer. This comes two fold:
    1) Players not being jerks when a new tank or healer joins and doesn't know information
    2) Developers making gameplay especially rewarding for support players (eg, additional XP by a sizable amount/more transmutes) while concomitantly creating a check system to prevent fake tanks/healers

    Solo players *generally* are also DPS and likely won't affect the queue as much as you think
  • Vonnegut2506
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    There seems to be an opinion among some that playing solo is somehow wrong and needs to be corrected. It's not. It's nothing more than a play style that many players enjoy.

    Are you trying to imply that we shouldn't ALL want to play alongside someone named xXxblunt_destroyer_666xXx?!

    Agreed completely. It keeps coming off like some people are mad some people would prefer to play alone instead of a group. That's fine. Forcing it either way isn't, but solo dungeons isn't going to kill the game anymore than group dungeons have

    Solo dungeons will make it even harder to form groups using the group finder.

    According to what historical evidence? The evidence from World of Warcraft and Final Fantasy would prove the exact opposite of your hypothesis as they already have solo dungeons and that has not affected the ease of group finders in those games. So what evidence do you have that solo dungeons would somehow do something in this game that it hasn't done in other games -- your hunch and gut feeling?
  • MorallyBipolar
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    When the toxic casuals get their way there will be no end game community left. Ya'll are shooting yourselves in the foot.
    Iriidius wrote: »
    ESO is an MMO with group content being the end game activities.

    The casual solo crowd just keep lobbying for changes that will make life much harder for those of us who play for the group content.

    Solo and story modes discourage grouping, which is the opposite of what ZOS should do if they want to maintain a viable ESO going forward.

    And I'm sick and tired of people trying to claim ESO is the latest edition of Elder Scrolls. It's not. ESO wasn't even created by the same studio that produces Elder Scrolls games. ESO is an MMO and grouping is a vital aspect of the game.

    ESO already caters almost exclusively to the casual crowd and it's been very detrimental already. Just look at the exodus of players after U35 hit. U35 killed the end game trial community. But the casual solos don't care because it doesn't effect them. Yet the population continues to decline further and further the more ZOS caters to the casual solo players.

    Trials and vet dungeons are a blast when they click. But let's be real: the vast majority of ESO players are solo or duo folks, not raid chasers. Reddit polls and threads consistently show 90%+ of content is soloable, and most players stick to overland, quests, or arenas with a buddy—group stuff is a small slice.

    The real grouping killer? Hardcore guilds and PUGs kicking anyone under perfect DPS or mechanics.

    Newbies and casuals get burned once, then nope out forever—sticking to solo where it's chill. That's why queues feel dead: the pool of potential groupers left awhile back because they were told they were "Bads"....ZOS catering to the solo/duo crowd keeps the 26M player base alive and growing.

    More casuals = more funding for your trials. Win-win but honestly there has to be folks actually showing up for them and that has been a issue.

    Yeah toxic groups gatekeeping everyone not fitting their expectations are one of the main reasons most ESO players are not playing in groups.
    Despite coming from Skyrim I played PvP in Cyrodiil daily for years solo, in PuGs and smallscales but had to stop because solo I get zerged on sight by everyone, PuGs arent available most of the time or get killed immediately and most PvP groups dont let me play with them and the few that do are not online most of the time.

    Edited by MorallyBipolar on January 16, 2026 12:22AM
  • Iriidius
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    There seems to be an opinion among some that playing solo is somehow wrong and needs to be corrected. It's not. It's nothing more than a play style that many players enjoy.

    Are you trying to imply that we shouldn't ALL want to play alongside someone named xXxblunt_destroyer_666xXx?!

    Agreed completely. It keeps coming off like some people are mad some people would prefer to play alone instead of a group. That's fine. Forcing it either way isn't, but solo dungeons isn't going to kill the game anymore than group dungeons have

    Solo dungeons will make it even harder to form groups using the group finder.

    Most players play DPS over support roles. This is why, in every single MMO, there is a long queue. The ultimate fix to a long queue is to entice more players to play tank & healer. This comes two fold:
    1) Players not being jerks when a new tank or healer joins and doesn't know information
    2) Developers making gameplay especially rewarding for support players (eg, additional XP by a sizable amount/more transmutes) while concomitantly creating a check system to prevent fake tanks/healers

    Solo players *generally* are also DPS and likely won't affect the queue as much as you think

    Yeah reason that DPS queue takes so long and tank queue often pops instantly is that there are much more dds than tanks.
    This problem stays no matter the total number of players in queue until the number of players in queue per role fits the number required for that role so 25%tanks 25%healer 50%dds or until ZOS adds different group compositions allowing flexibility. Also the queue sometimes seems unable to correctly form a group even if the required players are available.
    If only 4 players would random queue every minute and the role didnt matter every player would get queue pop in less than a minute.
    PC EU
  • Smitch_59
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    I never use the group finder. I play exclusively solo or duo with my wife. I'm looking forward to solo dungeons, and since I don't use group finder in any event, me playing solo dungeons will have absolutely zero impact on the group finder player base. I'm probably not the only one who doesn't pug dungeons via group finder.
    By Azura, by Azura, by Azura!
  • Al_Ex_Andre
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    Solo dungeons are a good to go yet for me so I don't complain. OP is correct though that it makes ESO Skyrim online, but hey, whatever.
  • Soarora
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    There seems to be an opinion among some that playing solo is somehow wrong and needs to be corrected. It's not. It's nothing more than a play style that many players enjoy.

    Nobody has ever made that assertion. Are you projecting here?

    The problem is when the casual solo's push to take the MMO part out of the game when ESO was designed to have group content be the end game content and requires grouping to complete.

    The problem comes in when people try to change the game into something it was never intended to be. ESO is supposed to be competitive, not a stroll through the countryside listening to stories.

    How do we take the MMO part out of the game, when it is still a Massively Multiplayer Online game? Playing solo doesn't change that.

    Where does it say ESO is supposed to be competitive? PvP, sure, but just the game in general? No. And why are there stories to listen to scattered all over Tamriel if we aren't supposed to engage with them?

    Just because some players enjoy grouping does not mean everyone does or has to. There is a lot to do in this game that doesn't require grouping and being competitive.

    They can play their way and we can play ours. No one is WRONG.

    It's wrong to advocate for features that will degrade the ability to form groups for group content. All end game content requires grouping, and you're trying to make that harder.

    Normal dungeons aren’t endgame content and that’s what solo mode would affect the most. I would argue pugging veteran dungeons isn’t either, that’s midgame to me. Tanks aren’t going to do solo mode and neither are healers, so queue times will if anything be faster due to less DPS in the queue… I’m getting a sense that the argument that solo dungeons harms endgame is simply an argument of “I want more unwilling and likely (no offense) underperforming people in my queues because I think they should be forced to be there”. So I ask:

    How exactly is solo mode dungeons going to hurt endgame? Walk me through this, please. Is it because people soloing the dungeons may never touch the dungeon finder? Wouldn’t exclusive rewards in the 4-man versions (such as pledges, transmute, monster masks, and the rewards associated with clearing norm/vet/challenger) be enough to entice people who would do group content to try the 4-man version? Would you disagree that people may find the 4-man pug experience more enjoyable if they’ve done the dungeon solo first and thus know what to expect?

    To get people into endgame dungeons, we first have to let them enjoy dungeons. Normal pugging makes people DISLIKE dungeons. A toxic normal queue is what’s harming dungeon endgame. That and lack of dungeon guild participation, which I think is one part people not being pushed to join guilds (in general but also #bring back challenger rewards) and one part the guild finder having non-dungeon guilds in the “does dungeons” tag (more than once I’ve heard people say they’ve struggled to find my guild— including myself. I was close to making my own guild after struggling to find a dungeon guild. For clarity, I didn’t start the one I’m GM of).
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  • Ye_Olde_Crowe
    Ye_Olde_Crowe
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    ESO is supposed to be competitive, not a stroll through the countryside listening to stories.
    For you. That is what ESO is for YOU.

    PC EU.

    =primarily PvH (Player vs. House)=
  • frogthroat
    frogthroat
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    Soarora wrote: »
    Tanks aren’t going to do solo mode and neither are healers, so queue times will if anything be faster due to less DPS in the queue…
    I hadn't considered this. If this is what is going to happen, then I think I am going to be changing my mind from slightly negative scepticism to cautiously optimistic.
  • Orbital78
    Orbital78
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    When the toxic casuals get their way there will be no end game community left. Ya'll are shooting yourselves in the foot.
    Iriidius wrote: »
    ESO is an MMO with group content being the end game activities.

    The casual solo crowd just keep lobbying for changes that will make life much harder for those of us who play for the group content.

    Solo and story modes discourage grouping, which is the opposite of what ZOS should do if they want to maintain a viable ESO going forward.

    And I'm sick and tired of people trying to claim ESO is the latest edition of Elder Scrolls. It's not. ESO wasn't even created by the same studio that produces Elder Scrolls games. ESO is an MMO and grouping is a vital aspect of the game.

    ESO already caters almost exclusively to the casual crowd and it's been very detrimental already. Just look at the exodus of players after U35 hit. U35 killed the end game trial community. But the casual solos don't care because it doesn't effect them. Yet the population continues to decline further and further the more ZOS caters to the casual solo players.

    Trials and vet dungeons are a blast when they click. But let's be real: the vast majority of ESO players are solo or duo folks, not raid chasers. Reddit polls and threads consistently show 90%+ of content is soloable, and most players stick to overland, quests, or arenas with a buddy—group stuff is a small slice.

    The real grouping killer? Hardcore guilds and PUGs kicking anyone under perfect DPS or mechanics.

    Newbies and casuals get burned once, then nope out forever—sticking to solo where it's chill. That's why queues feel dead: the pool of potential groupers left awhile back because they were told they were "Bads"....ZOS catering to the solo/duo crowd keeps the 26M player base alive and growing.

    More casuals = more funding for your trials. Win-win but honestly there has to be folks actually showing up for them and that has been a issue.

    Yeah toxic groups gatekeeping everyone not fitting their expectations are one of the main reasons most ESO players are not playing in groups.
    Despite coming from Skyrim I played PvP in Cyrodiil daily for years solo, in PuGs and smallscales but had to stop because solo I get zerged on sight by everyone, PuGs arent available most of the time or get killed immediately and most PvP groups dont let me play with them and the few that do are not online most of the time.

    Is that so bad? I hate to break it to ya, but these players were likely never destined for true end game anyways. True end game is balanced around a very small population. Someone that is dealing with end game hard modes isn't sweating soloing a normal dlc dungeon, unless it has artificial roadblocks.
    Edited by Orbital78 on January 16, 2026 10:33AM
  • robwolf666
    robwolf666
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    When the toxic casuals get their way there will be no end game community left. Ya'll are shooting yourselves in the foot.

    You mean Elder Scrolls fans who came from a franchise that was single-player for nearly 20 years before ESO existed?
    Yes, clearly they’re the ones misunderstanding what Elder Scrolls is about. 🙄
  • KalevaLaine
    KalevaLaine
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    But there is a difference beetwen former Elder Scrolls titles and a MMO.

    Like Warcraft III and WOW.
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  • Pevey
    Pevey
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    I don’t understand how it could be considered a problem that people who prefer being solo will do solo dungeons and people who like group content will do group dungeons. And for some people the preference will just depend on how they’re feeling that day. This is a good thing. Do you really want to be doing content with people who resent being there?
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