My opinion on WGT and ICP is that scaling does not provide the appropriate handicap to lower-level players to place them on-par with the difficulty of the dungeon. I've seen evidence of this in numerous areas, but I believe it is most pronounced in these two dungeons specifically.
Scaling puts too much emphasis on the wrong stats, and it's disproportionate to the way we build our characters at vr16. I've never seen a scaled character that ended up with the "appropriate" amount of max stats (including health) and offensive stats (crit, SD/WD, etc.). Now, part of this is based on the gear worn by the scaled player, which makes this is bit more complicated, but the point of scaling is supposed bring that character to a level where they are actually competitive. I've known good players with a lot of CP who brought mid-vet rank characters into these two dungeons, and still didn't end up with a good stat allocation.
I think part of the problem here is that ZOS is trying to make too much endgame content available to players that should probably be waiting to a higher rank to participate. Please understand that I'm not against newer or lower-level players personally, I simply believe the difficulty of the dungeon sets higher standards which even I would struggle to meet on a mid-vet rank toon.
Scaling should be a tiered system. Depending on the content, scaling should adjust certain stats to a higher/lower degree accordingly. For example, a vr10 character going to Wrothgar should not be scaled identically to that same exact vr10 character going into ICP or WGT. Rather, that player should be scaled to a more competitive level (relative to the Wrothgar scaling) so that it matches more closely with difficulty of ICP and WGT.
I also support lower limits on characters who wish to participate, an example perhaps is setting ICP and WGT to vr10-vr16 range, rather than opening it up to vr1-vr16. At the very least, this would help ZOS maintain a more appropriate scaling system (it would be easier to fine-tune a narrower range of vet levels). Again, this isn't because I hate lower vet characters (in fact, I help new and returning players daily). I simply don't think it speaks well to content balancing, and I don't think there's anything wrong with reserving some content for higher-level characters. After all, we can't really call it endgame content, if you can go in there after 25% of the leveling process.
The OP does have a valid point, though.
nICP and nWGT, relative to the other normal dungeons, are much harder. Which, on its own, is fine.
But the really big problem, though, is that the minimum level for nICP/nWGT is 10.
Battle-leveling doesn't help with missing passives. It doesn't help with the fact that level 10 characters don't have AoE skills and other important skills unlocked.
And if the players are true newbies, Battle Leveling doesn't help with L2P issues and with a lack of CP.
Compared to the other level 10 normal dungeons, nICP/nWGT are on a difficulty level of their own. Of course, that wouldn't bother me if I'm leveling a new alt. But how is a real newbie, who is doing their very first group dungeon, supposed to know that ICP/WGT are very different than Spindleclutch?
The solution, though, isn't to nerf nICP/nWGT. They're already so easy that they don't really help prepare a player for the vet version. But it's also idiotic to open it up to level 10 players. This is one place where the DLC model creates conflicts of interest. ZOS doesn't have the guts to tell their customers, "No, you shouldn't play this cool new content you just bought until you hit a much higher level." So they set the minimum level to 10 and instead feed into these dungeons players who are unprepared and unequipped to deal with something like this.
And that's what ZOS needs to do: Make the minimum level of nICP/nWGT 45, similar to Vaults of Madness.
(Also, it matters a lot which roles are the lowbies. If lowbies are the tank and healer, and you have VR16 DPSs, the dungeon shouldn't be problematic, and the DPS--if they are halfway decent--should be able to carry the group. But if the high-level players are the healer and/or tank and the DPS are the lowbies, then the dungeon will likely be problematic.)
failkiwib16_ESO wrote: »OP I managed to finally edit my post a bit, I hope it is of use to you. Let me know if you have any questions.