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Solo Dungeons will Kill the MMO.

  • FlameDark
    FlameDark
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    Hope everyone is having a great day! :p

    I saw this thread and thought I would add my two cents into it! Anyways, I am a little concerned with how many people are saying something along the lines of “if you want solo dungeons then you really just want to play a single player game” or “this is a MMORPG, doing things as a group is how it should be and giving options to do otherwise will kill the game”. Both points I have to… disagree with.

    MMORPG is a game with thousands of players in the same world interacting with each other. Not STRICTLY doing dungeons together. HOW they interact is up to the players, and it may very well be not the way YOU personally would. If the only reason you are playing ESO is for group content, then great! I wish you have an awesome time doing it. But there is more to an MMO then that. I personally love solo content. I like to do the challenges on my own, at my own pace. I do not like the pressure of PUG groups, or the worry of maybe this que I will end up in a toxic group. I did not sign up to this game to be PMed because the dungeon is not being completed as quickly as some rando wanted it to. I am not very competitive, I am not striving to push the META, I do not like being told to “Get Good”. The only reason I have stepped into group content is because I am an obsessive achievement wh**e and must complete. At least until I reach the limit of what I am willing to do (hell to the nah on ever doing trifecta of whatever trial is the hardest currently).

    BUT I also love just chilling with other players. The other day I had a lovely conversation with a couple people about just random things while I was soloing world bosses. There was once I joined a weird flash mob/ band/ dance competition? That just randomly appeared in Stonefalls. It was hilarious and amazing! I cant exactly have that experience in a solo game. I also enjoy helping players out when they need it, and giving advice to new players in zone chat when they have questions. I like HAVING all the people there, I do really like the community despite some bad apples and believe it does enrich the world in ways a solo game cannot. I love the social aspect of an MMO just not the competitive parts or anything where there is an expectation on me to do certain things.

    We are also forgetting RPers here… The amount of MONEY those guys put into their houses and character outfits is frankly shocking. I know a few that have dumped whole pay checks into the game so their necromancer character can have a cool lair with matching outfit and mount. Some of them don’t even do ANYTHING in the game but RP. I know of some that don’t do dungeons. They don’t do content except to grab the dyes maybe. They just RP. Yet the contributions THEY make to the game by buying anything new that comes off the crown store for their toons is DEFINITELY helping to keep the lights on. Money keeps the game alive, not dungeon que numbers. So no, solo dungeons will not “Kill the MMO”. In fact MORE people will purchase dungeons now that they become solo, so really, quite the opposite.

    In the end the social aspect of any MMO is what YOU want to make of it. Whether you enjoy just guild trading and interactions through chat, dancing on an open bridge with randos, making your own stories with fellow players in RP, or striving to complete the hardest content as a team of hardcore players. I believe solo dungeons adds more opportunities for the community and opens the doors that were otherwise closed to plenty of people. That makes it worth it and will definitely not kill the game.
    Edited by FlameDark on January 26, 2026 10:50PM
    PC/NA CP 800 - PvE
    Arondael - Level 50 Magicka Necromancer Valyndrae (MAIN) - Level 50 Magicka Sorcerer Mithaedrun - Level 50 Stamina Arcanist
  • GuardianV
    GuardianV
    I don't understand what their goal is with this. If they really want to make dungeons you can solo, why did they start with these 2? they should have started with Direfrost Keep and Imperial City Prison. Not only are Iceheart monster set and Leeching Plate armor 2 of the best sets for hard solo play, but they are both literally impossible to solo because they have mechanics that require 2 plays to activate things at the same time.

    If they want to make things you can solo so that you can experience the dungeon at your own pace and get better at it, here is what they need to do for a "solo instance dungeon".

    1. Remove mechanics that require 2 players. Things like interrupts or synergized while you are pinned, levers that need activated at the same time at 2 different places, and things that need killed while you are immobile or teleported somewhere else.
    2. Make the bosses respawn after you kill it, so you can get more practice without having to run the whole dungeon again. If needed, you can disable set drops from multiple kills on the same run.
    3. If you want to make it fancy you could even add items, or synergies like in Maelstrom arena that would simulate things you might get from other party members if the intent is to let players learn mechanics. These could be things like a slight HOT or a slight DOT if you want to practice as a tank.

    Ultimately the reason needs to be clear. other than the 2 dungeons mentioned above with mechanic limiters, all other dungeons (I think) can be soloed on normal with the right build.
  • spartaxoxo
    spartaxoxo
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    Rev Rielle wrote: »
    Solo dungeons to enjoy the story at my own pace are a great thing. However, I don't want to see my character acquiring set-pices when therein. I'd like to see one defined one set-piece rewarded, once, from completing the dungeon quest (as it is now in-game). And that's all, I don't want my character finding any others, in chests, off enemies, bosses, or otherwise. Farming solo dungeons for set pieces shouldn't happen, something that really doesn't even need saying.

    I also hope I don't see my solo dungeon experience forwarding my Undaunted Skill line; at it's heart Undaunted is about delving into dungeons and facing dangerous content with others. I also, obvsiously, I don't want my solo dungeon experience completing any daily undaunted quest from Maj, Glirion, or Urgarlag. We already have Bolgrul for a daily-solo, we certainly shouldn't have anymore.

    Undaunted is fundamentally a group activity and should stay that way, it has nothing to so with solo dungeons. Solo dungeons are for being able to enjoy the story stress-free at our own pace. We need nothing else from them, if they let us do that - and they will - they will already be fulfilling their purpose and be a great addition to the game.

    Undaunted exp can be earned by buying NPCs a drink and doing delves. It is no way a group only skill line. Solo dungeons should definitely award skill line progress because they are harder than delves and the skill line can already be maxed out entirely alone.

    I don't think solo dungeons should award rnd completion, undaunted keys, transmute crystals, or group set pieces though. I guess the overland set pieces from the zone they're in would be fine. The challenging version could award its own separate leads for themed cosmetics.
    Edited by spartaxoxo on January 26, 2026 11:44PM
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