@dubah the damage part was meant for anomalies, because the biggest mistake when scaling mobs is scaling damage linearly. if this crosses the point where it is EHP onehit for maxed tanks, fights become ridiculous with graveyardwaypoint zerging and what not.
For the rest of Craglorn, and even anomalies in their current incarnation you are right. Especially with the trash mob abilities if the only deaths in a delve are because some *** archer mobs decides to go postal on the healer and practically one hits it, but bosses are a pushover...
It's by design, though. We get most of our power by level 50, improvements during veteran levels are marginal, and are mainly broadening what we can do (or filling in core passives, if you're a craftaholic like me), so people can compete in pvp at 50. The actual difficulty of content is a lot less gated by level, particularly veteran level, than in other games. And that, in my view, is a very good thing!When Craglorn launched I went in with a group of 4 (Levels V1, 2, 3, 4) and we were able to start the quest and complete the first delves no problem. This content is supposed to be V9+, should be no way our group should have been able to complete without a lot of deaths... I don't think we died 1 time.
@Darzil
As I stated in what you quoted, Craglorn content is supposed to be V9+. It was advertised as such, discussed as such, and sold as such. VR+ and VR++ content has become no longer needed because you can get VR1 and just head to Craglorn.
The question that Gina asked was how is Craglorn to easy. Well if you say that the content is intended for groups of V9 (GROUPS OF V9) then V1 shouldn't be able to do it....
Maybe they need to retract the idea that it is V9 and just admit that it is V1+
- 0:36 - Content starts at V10 and exploration content is built for groups of 4.. It has new and DANGEROUS veteran rank group dungeons.
- 2:13 - They have a high level of difficulty and these should challenge even the best of our 4 person groups.
-One of the first things you’ll notice about Trials is that they bring a new experience to ESO designed to test even the toughest veterans.
-Trials also feature the most complex and difficult encounters we’ve designed so far.
-In Trials, all 12 players have to be flexible and agile.
-Trials expect you to be prepared to face a number of situations. You’ll need to know what skills to bring for each encounter and be able to adjust your strategy and loadout to react to boss abilities.
-OK, so Trials are tough. Really tough.
Class balance is a huge issue, ask a NB...Oh wait that's me.
A bigger concern however that is relevant to Craglorn specifically and not just the entire game in general. 50++ vet content is more difficult than Craglorn and it shouldn't be. Any minor difficulty is negated by zerg tactics and farm groups, xp grinding to VR12 negates the time many put in to reach VR10 before Crag came out. Isn't grinding to max an issue ZOS has been fighting since launch? Why promote it now?
Solo content exists, PvP exists (even if it is ridiculous atm) but we need more Vet dungeons for real group content and we need Raids. Don't want to call them raids that's fine call them Katmandu for all I care but there is a large portion of your fan base that needs, craves, thirsts, longs, demands and requires that content.
Want an example? Think of a cave system dungeon instanced for 20 players, 4 have to take a left fork and fight tooth and nail to reach a side gate, 4 take a right fork and claw their way through wave after wave to reach a right gate, all while 12 members stand in front of the main gate as waves of enemies cascade into them until the other 2 groups are in place. Once in place all 3 groups face a mini boss of appropriate difficulty for their numbers, mini-boss dies gates open and everyone stops because you're faced with one of those "Oh my god! Holy ****" moments when you see what waits inside.
Hell some of this content could take advantage of the siege weapons that already exist in the game. A tower with several floors could use water pots instead of the pvp flame pots to pour water below putting out fires so the people fighting below don't roast. Enemies could reflect/absorb spells so mages have to stop dps (skill exists in DK and S&B lines), or have the Templar Blazing Shield ability so all DPS needs to stop. Mechanics where if your group spreads out the boss teleports around the room but if you stack he does a massive AoE.
No more DPS race bosses, a DPS race is not a worthy mechanic it is just a check that actually promotes and requires DPS parsers. Give us one or the other. Want a DPS race then we need a group wide parse to say "Okay Jimmy your DPS is low we're going to replace you with Alice hers is better."
Class balance is a huge issue, ask a NB...Oh wait that's me.
A bigger concern however that is relevant to Craglorn specifically and not just the entire game in general. 50++ vet content is more difficult than Craglorn and it shouldn't be. Any minor difficulty is negated by zerg tactics and farm groups, xp grinding to VR12 negates the time many put in to reach VR10 before Crag came out. Isn't grinding to max an issue ZOS has been fighting since launch? Why promote it now?
Solo content exists, PvP exists (even if it is ridiculous atm) but we need more Vet dungeons for real group content and we need Raids. Don't want to call them raids that's fine call them Katmandu for all I care but there is a large portion of your fan base that needs, craves, thirsts, longs, demands and requires that content.
Want an example? Think of a cave system dungeon instanced for 20 players, 4 have to take a left fork and fight tooth and nail to reach a side gate, 4 take a right fork and claw their way through wave after wave to reach a right gate, all while 12 members stand in front of the main gate as waves of enemies cascade into them until the other 2 groups are in place. Once in place all 3 groups face a mini boss of appropriate difficulty for their numbers, mini-boss dies gates open and everyone stops because you're faced with one of those "Oh my god! Holy ****" moments when you see what waits inside.
Hell some of this content could take advantage of the siege weapons that already exist in the game. A tower with several floors could use water pots instead of the pvp flame pots to pour water below putting out fires so the people fighting below don't roast. Enemies could reflect/absorb spells so mages have to stop dps (skill exists in DK and S&B lines), or have the Templar Blazing Shield ability so all DPS needs to stop. Mechanics where if your group spreads out the boss teleports around the room but if you stack he does a massive AoE.
No more DPS race bosses, a DPS race is not a worthy mechanic it is just a check that actually promotes and requires DPS parsers. Give us one or the other. Want a DPS race then we need a group wide parse to say "Okay Jimmy your DPS is low we're going to replace you with Alice hers is better."
True however, explain this class imbalance that you speak of, as there are videos of NB's soloing vet dungeons AND craglorn bosses. The only issue with NB's is that their DPS is not up to par and their survivability is strung out to high hell. This is rediculous, everyone has found a way to survive a craglorn boss and vet dungeons solo, the problem is the DPS for the most part. Templars and Nightblades could not last a minute compared to the DPS a sorceror and a dragon knight can do. The balance needs to exist cause at the moment it does not
Ragnar_Lodbrok wrote: »OP, people. are leaving because one class gets unfairly nerfed over and over, the only viable playstyle is light armor and staff, and the endless lies by ZOS
silent88b14_ESO wrote: »Stifling disagreement as off topic instead of arguing your case is a fail.
People are leaving for more than one reason.
That looks like bait. It suggests that you haven't quite figured out how to attack what I am saying, so you are looking for something about me to attack instead. It is a symptom of weakness to seek out a rhetorical tactic instead of dealing reasonably with the substance of an opposing view.Do you have an opinion on this place (any experience)? or are you just going to stick to fence sitting and being as politically correct as possible?
Do you imagine that this observation only talks about Craglorn, or doesn't it also say something about 50+ and ++ content?Do you agree with and enjoy the XP grind that negates 50+ and ++ content?
silent88b14_ESO wrote: »
I think the 50+ content was thrown up in place as the most expedient way to give some kind of content to the players who leveled to L50 waaaay ahead of Zen's projected timetable. The difficulty was ramped up to try and slow the advance. If I am right about that, then it suggests 50+ content isn't rightly comparable with planned content like Craglorn which most likely has a challenge level inline with what was origianlly intended.
The challenges now too commonly frustrating the rest of the playerbase, the ones who are levelling at the rate that was originally expected, may have been desperate attempts to slow down those who rushed to 50 and found Cyrodiil still empty. Those roadblock encounters haven't all been returned yet to their intended gateway difficulty, unless I miss my guess.
silent88b14_ESO wrote: »Those average players will be incredulous, perhaps suspect scripting and bots in anyone who belittles them for not being good at the game.
Then look at the context. They beat Molag Bal, a world class threat, according to the tale. Yet the are supposed to meet greater difficulty in a fully equipped Vet group versus a mobs in Craglorn? No. They've already proven they are the baddest mofos in the valley of death.
Our biggest challenge should be the other Vet players in Cyrodiil.
ZOS_GinaBruno wrote: »@Layenem, can you let us know what you feel is too easy in Craglorn? Everyone else is welcome to chime in as well, if you're feeling the same way.
Yeah, there's the ad hominem I predicted.Tell me that you have no clue. So thanks for clearing that up.
Tell me, Kraven: what is EASE? How can you know what is easy or hard is unless you know the subjective experience of others? Guess what, bright eyes: YOU DON'T HAVE A CLUE. Thanks for clearing that up. Most people grow out of thinking they are the sole center of the universe at puberty or earlier.NONE OF WHICH HAS ANYTHING TO DO WITH THE EASE OF CRAGLORN.
My experience is not everyone's experience and neither is yours, Kraven. Look at the posts in this subforum and count the number of them saying the things you find easy are hard. Answer my question now: Do you believe that making any encounter challenging for the top players and suicide for anyone not in that elite cadre is appropriate in a multiplayer game?4 posts in a row and you can't answer simple questions like: Do you actually find it challenging?
Take a wild guess next time. I don't think it is good for the game to tailor encounters for scripters, bots, and the elite.Have you entered Crag yet?
silent88b14_ESO wrote: »Yeah, there's the ad hominem I predicted.Tell me that you have no clue. So thanks for clearing that up.Tell me, Kraven: what is EASE? How can you know what is easy or hard is unless you know the subjective experience of others? Guess what, bright eyes: YOU DON'T HAVE A CLUE. Thanks for clearing that up. Most people grow out of thinking they are the sole center of the universe at puberty or earlier.NONE OF WHICH HAS ANYTHING TO DO WITH THE EASE OF CRAGLORN.My experience is not everyone's experience and neither is yours, Kraven. Look at the posts in this subforum and count the number of them saying the things you find easy are hard. Answer my question now: Do you believe that making any encounter challenging for the top players and suicide for anyone not in that elite cadre is appropriate in a multiplayer game?4 posts in a row and you can't answer simple questions like: Do you actually find it challenging?Take a wild guess next time. I don't think it is good for the game to tailor encounters for scripters, bots, and the elite.Have you entered Crag yet?
You're wrong and you miss your guess. 50+ and ++ content was in and planned since midway through last year. Long before launch before mass numbers reached max level.