Don't PUG...
look for a guild that is doing that content, that's always been the way of things
I will quote eso devs: "git gud".
White wabbit wrote: »It will just end up that some people just won't buy the dungeon dlc if they know they won't compete them, seems a bad business model to me
Its why i don't do dungeons.. You either pug and fail or suffer through with elitists..
Honestly all this git gud bs these days.. I remember days when it took upwards of 50 players to complete dungeons.. Sucked then and it sucks now..
They need to scale difficulty on peoples cp and amount of people in teams, this elitist minority of bigots that ruin team content these days, they are disgusting people...White wabbit wrote: »It will just end up that some people just won't buy the dungeon dlc if they know they won't compete them, seems a bad business model to me
If i didn't get the content for free with eso+ i know i wouldn't buy them, the communities that run these things are toxic and abysmal.. as bad as pvpers..
I have been left cold by the last 6 dungeon dlcs because I think them too hard to be fun in vet, and only do-able in established groups with guildies unless you luck into an incredible PUG - and how often does that happen?
Now, I quite like Imperial Prison and don't think it its sister dungeon White Gold Tower is unfair but neither are favourites. But they are not the offending dungeons to my mind. The ones I have never enjoyed are The Hist dungeons, Ruins of Mazzarum and Cradle of Shadows. These are murderous in pugs and so very rarely successful via LFG. You can add to this list the DLC which followed, the Horns of the Reach dungeons Falkreath Hold and BloodRoot Forge. Then, just to make sure that Zenimax estranged hitherto happy dungeon goers like myself, they released the Dragon Bones dungeons, Scalecaller Peak and Fang Lair.
Long time guildies of mine will remember I used to live in dungeons during my online playtime but now I very rarely do them, and am wary or using the LFG tool for fear of getting a doomed-from-the start later-dlc run or worse, a "blue portal of death" run (where usually one or two lowbie DDs have come up against hard bosses, the group has split and rather than admit defeat you get sucked into their train crash via LFG, as a replacement for the players who rightly fled).
Now of course people will say that they have occasionally got lucky with PUGs via LFG but that's exceptionally rare in my experience.
I think the last 6 dungeons appeal only to a minority of players, almost entirely already guildies or friends and that the expectation of failure in a pug undermines the spontaneity one used to enjoy in signing up for vet dungeon run via lfg. We can of course arrange guild runs when the right ppl are online to make a group viable, but that's not the point. I miss most, whenhaving say, only an hour or so playtime available, being able to sign up to any dungeon on my healer or tank via lfg and at least feel we had a decent crack at completing a dungeon. I no longer do and have effectively withdrawn from dungeon life unless ppl need me to pitch in in our guild..
And that's a real shame.
I propose that there should be three tiers of difficulty for the 6 dlc dungeons: an elite mode, for want of a better term (suggestions?) to please those people who meet in established groups to complete the 6 vet dungeons mentioned above. This would be similar in difficulty to the current vet default, where PUGs will rarely succeed. The default vet mode would then be pitched somewhere between that and normal hence achievable with pugs, but somewhat challenging still. Normals would remain as they are. In other words, the highest tier of difficulty would be the current vet HMs, which would have to be opted into via lfg, but the default difficulty for dlc vets would be lower and Puggable, which, in the main, they currently are not.
Thoughts?
This doesn't just apply to the DLC's though. It's game wide.Carbonised wrote: »The discrepancy between normal and vet dungeons is much too high. It's baffling how ZOS dungeon designers can't figure out a middle ground between DLC vet dungeons that are impossible to do unless in a coordinated premade group, and normal dungeons that you can basically solo with your off-hand.
Don't PUG...
look for a guild that is doing that content, that's always been the way of things
Nelson_Rebel wrote: »I agree, that the difficulty of content across the board needs to be slightly tuned down, but not just by blanket HP nerfs or pve mobs damage reduced. They need to start looking at these dungeons specific mechanics and see whats just over the top killing players hundreds of times over and think about adjusting them to be a bit less punishing of boring, cheesy, extra 1 shot AoE galore fest it currently is right now.
Don't Pug or u able to carry
Pretty sure you didn't PUG in the usual sense of the term.DMuehlhausen wrote: »Don't PUG...
look for a guild that is doing that content, that's always been the way of things
That's possible the worst comment on the forums...in well ever. Not everybody wants to be in a guild, nor chooses to be in a large guild. Some want smaller more personal guilds. The 4 man content should be easy enough to PuG.
Now that being said...they are puggable. I have gotten through almost all of them with PuGs. The problem is nobody is patient enough for teach or help people through a dungeon a few times. First time I was in Scalercaller the other day. It was PUG and we got through without a problem. The day before I pugged both vRoM and vCoS. I did vWGT the other day without a wipe on any boss in a PUG. Once people have time to learn them they are fine.
There are requirements to clear content, and there is nothing wrong with expecting/wanting to run with people that are capable of doing so.Nelson_Rebel wrote: »Don't Pug or u able to carry
This mentality is whats wrong with the games polulation of PvE groups for the last 6-7 months.
Don't pug, dont meet new players, dont grow or foster a healthy thriving community of players going to help each other.
Stick to the old ways, in the same guild only running with the same people because its the only way to get through any content.
Sorry but this is a toxic mentality. Vet Trials should be the ONLY reason to seriously consider the exact people you need to bring not dungeons that are MEANT to be used to meet new players and help them grow. Now almost no one does the group finder for fear of these dungeons popping up on their Random dailies