People should be able to do this content without having to do a census of everyone's key status.
People should be able to do this content without having to do a census of everyone's key status.
At the very least you should've allowed players to hold multiple copies of a key.
At the very least you should've allowed players to hold multiple copies of a key.
At the very least you should've allowed players to hold multiple copies of a key.
That run earlier ran from about 6:30 ET until 9:00 E. 2.5 hours to do all of that and clear the trial is crazy. Most groups cap their run times at 2 hours max for good reasons. In a less organized group that all would have taken much longer.
and because I was being helpful I left with no keys at all. This was not a group I normally run with and I will have to re-farm all of the stuff before I run with my other group later this week. The current system actively discourages helping in this way since for some it might mean they no longer can run with the group they signed up for/want to because someone asked them to help and they said yes.
allochthons wrote: »and because I was being helpful I left with no keys at all. This was not a group I normally run with and I will have to re-farm all of the stuff before I run with my other group later this week. The current system actively discourages helping in this way since for some it might mean they no longer can run with the group they signed up for/want to because someone asked them to help and they said yes.
Just want to emphasize this. ^^
In trying to encourage grouping and helping out, the unintended consequence is that you're discouraging it once you've completed anything.
Ways to fix keys, in order of usefulness:
1) Once you gain a key, you always have it. Then you're free to run any of the content at any time, for yourself or to help others. Everyone wins, no one loses.
2) Let the keys stack. Less useful, but workable.
3) Let us craft the keys. Less useful, but workable. UNLESS the crafting mats are rare, in which case, this is useless. And for the love of Alkosh, don't make the crafting mats faction-locked drops.
This almost sounds as messy as the original Craglorn main quest. It was an group quest but all had to be at the same quest level to continue and you could not go back to help.@ZOS_Finn This key situation also complicates the ability for people to run with multiple groups.
For example, one player in one of my longstanding groups is running Opulent with another longstanding group before my group, which means that their keys are out of sync with ours.
You've done a good job of getting people to group up for district activities, but then you throw up these appalling barriers for the Gilded and Opulent instances.. People should be able to do this content without having to do a census of everyone's key status.
At the very least you should've allowed players to hold multiple copies of a key.
(emphasis added)Permanent unlocks would make argent, gilded, and opulent runs separate almost all if not all of the time and would eventually cause thinning out of people trying to do some of the content.
Letting keys stack by running the 27 bosses multiple times, if they remove the delete-on-complete mechanic, would still burn people out extremely fast.
- Clearing 27 bosses once is already a slog to find groups for.
- Doing it 10 times just to bank 10 trial runs means 270 bosses total.
- At ~20 minutes per boss, finding a group that's in sync with you, clearing to the boss, etc, that's roughly 90 hours of grinding.
- 90 hours is literally more than two full weeks of a real-life job just to run the trial a handful of times.
Any break for writs, food, a smoke, or real life means restarting the group hunt from scratch. That level of tedium breaks the spirit of the game. There is no other content in ESO where you have to "requalify" by grinding the same bosses over and over just to enter it again.
Permanent one-time completion flags would solve the coordination problem much more cleanly and keep the fun intact.
- Clearing 27 bosses once is already a slog to find groups for.
- Doing it 10 times just to bank 10 trial runs means 270 bosses total.
- At ~20 minutes per boss, finding a group that's in sync with you, clearing to the boss, etc, that's roughly 90 hours of grinding.
- 90 hours is literally more than two full weeks of a real-life job just to run the trial a handful of times.
allochthons wrote: »And for the love of Alkosh, don't make the crafting mats faction-locked drops. That would be rage-inducing.
o_Primate_o wrote: »Letting keys stack by running the 27 bosses multiple times, if they remove the delete-on-complete mechanic, would still burn people out extremely fast.
- Clearing 27 bosses once is already a slog to find groups for.
- Doing it 10 times just to bank 10 trial runs means 270 bosses total.
- At ~20 minutes per boss, finding a group that's in sync with you, clearing to the boss, etc, that's roughly 90 hours of grinding.
- 90 hours is literally more than two full weeks of a real-life job just to run the trial a handful of times.
Any break for writs, food, a smoke, or real life means restarting the group hunt from scratch. That level of tedium breaks the spirit of the game. There is no other content in ESO where you have to "requalify" by grinding the same bosses over and over just to enter it again.
Permanent one-time completion flags would solve the coordination problem much more cleanly and keep the fun intact.
tbf you don't have to kill all the brazen. it's two brazen for an Argent, right? so it's 21. 12 brazen, 6 argent, 3 dungeons
- Clearing 27 bosses once is already a slog to find groups for.
- Doing it 10 times just to bank 10 trial runs means 270 bosses total.
- At ~20 minutes per boss, finding a group that's in sync with you, clearing to the boss, etc, that's roughly 90 hours of grinding.
- 90 hours is literally more than two full weeks of a real-life job just to run the trial a handful of times.
As others have pointed out you might want to double check your numbers here but I want to talk about the amount time to kill a boss.
First, almost all of the bosses have mechanics. they become easier in many cases if you do the mechanics.
The longest boss in there is Molonoc (spelling?? sorry I’m typing this from my phone and it would be a pain to check). He takes like 5-10 depending on group coordination and people knowing and down mechanics.
It [probably] should not be taking you 20 minutes per boss. In my end game group obviously they have been melting once we sorted some stuff out, but I also help run a mid tier group, and have run with several others. These groups have a variety of players in it from people who barely hit 20k on a trial dummy parse to people who hit well over 100k.
The dungeons can take longer but I'm just talking about overland here.
Someone in one of those groups just the other day was super surprised to see on one boss they hit over 100k on a boss when their previous highest parse was 20k. How did this happen you might ask? The temporary buffs.
I highly suggest two things when you run with a group. First off a tank is kind of needed. Better yet run with 1 tank and 1 healer and 4 dps preferred but if you know mechanics 1 tank and 3 dps can do most Brazen and Argents. I wont say all because it depends on the tank tbh. I’ll talk about calamitous and skirmishes later. If you do the race and one oddity (puzzle) when you get into a district and refresh them when they run out (they last 15 min) everything will become easier.
Skittering buffs are the strongest imo followed by parch. Sorrow race gives a kind of meh buff and the race is annoying to do. The oddity there (sorrow) is infuriating but gives a decent buff that will heal you a ton when it procs.
The skittering buffs are really easy to get. you and your group (this is group content after all) kill the two trash groups by the door. do the oddity first since it will likely start as you kill the trash. then do the race, you might need to re-kill the trash. Oddity buff (flame aura) requires you to stand on/in things. The race, along with both parch buffs (race and oddity) are all synergies. The synergies overlap can be a bit troll/silly but it’s funny typically. Just having the skittering buffs will speed things up a lot for lower dps groups but you still need to know mechanics.
Feel free to take or leave my advice but it has been helpful for the groups I have run with.
For the wandering bosses and skirmishes:
As a note they DO NOT drop keys but do have good loot. Try to kill the wandering boss first if able since both as the same time can wipe a group not prepared for it.
If you are only interested in keys discussion (this is a keys thread) feel free to skip the rest of this post.
Parch wandering boss requires a healer unless your dps are really cracked and have tons of self healing.
Parch skirmish is mechanics heavy with a wipe mechanic. imo two tanks and at least one healer. It can be done with one tank but the daedroths are a pain.
Skittering wandering boss is not that bad just bash orbs and don’t stand in the bad AoEs. I recommend a tank and a healer.
The skirmish in skittering takes a while and is painful for the tank due to the enrage. there is no wipe mechanic but you do need to do the mechanics. The green fire does damage to everything including players and the bosses. Throw it on the bosses butt as you fight her and watch big number go up for dps. Just don’t throw it on the tank or they will be mad at you lol.
Sorrow takes the longest. Kill the stones then the boss. Suggest at least one tank but two is easier because of the 2 hander. I recommend two healers for this since there is a lot of ambient damage from stuff.
Sorrow wandering boss is pain especially if timey wimey guy is up. Tank and healer is needed.
hope this is helpful.