and I can't stop laughing at this : "simply can't stand flashy class powers" why? because they are flashy? that's got to be a first
Oh....
Opening these fights to groups is a horrible idea. That would trivialize things even more.
That's like super duper easy mode.
I'm pretty sure anchors have scaling. Can't confirm it for sure, but I've definitely seen a lot more mobs and different types of mobs spawn from anchors when there are more or less players around it. Again, this could be a 'correlation not causation' case, but at least from my observation, they tend to scale to a point.
The point you're seeming to miss here @bearcalypse is that these key boss fights were supposed to be mile markers that taught the player major mechanics. If these quests were opened up to group play, the lesson is less meaningful and can be avoided entirely as you can simply do what you've always done and win anyway.
These enemy types and attacks crop up again in higher level play and in PVP. It's vitally important that players learn to interrupt. It's vitally important that they learn timed blocking and dodging. It's important that they learn to get out of the aoe circle. I know that some of these lessons could be learned from other normal mobs, but those mobs don't do nearly enough damage to make it worth learning. You could roll out of a Spider's aoe, but why bother. It doesn't do enough damage to really make a case for defensive abilities. These key bosses however do (or rather did). If a boss aoe instantly kills you, you learn very quickly to dodgeroll out. You either do...or you die repeatedly until you do. It's a testing ground.
This thread isn't about elitism or flexing epeen. Rather the whole point of keeping these forced lessons is to make new players into better players and thereby make them better teammates. When I'm caught in a vet level 4-man dungeon, I don't want to cause a wipe because I never had to learn how to dodge or interrupt or manage my resources. Likewise I want to know that the players that are with me have got my back. I want to trust that they are competent to a point because they made it through several key hurdles.
If anything these forced roadblocks level the playing field. By dumbing them down, PVP and endgame PVE will be dominated largely by those precious few with natural talent as those who started behind will stay behind. The gap widens. Wouldn't you rather the game teach you how to get better? I know I would. What seems to be happening now in PVP is new players die without even knowing what killed them. Because they can't distinguish what mechanics were used to bring them down, they can't get better. That's exactly the scenario that these boss lessons were meant to prevent.
Devilfish85 wrote: »An update ingame, or even a combat primer on the website, might help people build the right foundational skills and mindset early on to adapt and overcome the way ESO encourages.
Nerf a man a boss, and he'll win for a day. Teach him to fight like a boss, and he'll win for a lifetime.
I support this.
Instead of trivializing content for those who do know how to play, the focus should be on teaching those who are having issues.
I would have personally preferred them allowing someone to get help from their friends in these "solo" quests over making the fight easier, but in the end if making it easier keeps players from quitting from frustration then ill accept it. Although the game overall seems heavily weighted in favor of those with good gear, proper skill choices AKA "The Trinity" in groups with seasoned teams, personal skill is at most a minor factor.
You're 100% wrong here.
What makes this game so great is that player skill really really matters in combat. Like, a lot. Or at least it did in the old Mannimarco fight. Proper use of skills, dodging, blocking, interrupting, ect. determined whether you won or lost.
You could have two players with the exact same build and one would get owned by a boss while the other would embarrass it.
@Darastix
Not really sure what you're trying to argue. Yes builds are important. But again, player skill is probably more important. I could give the same exact build to two different people and their success would vary wildly based on skill. Seems like you're getting really general and far off the topic of the thread though, so I'll just leave it there.
@Darastix
Not really sure what you're trying to argue. Yes builds are important. But again, player skill is probably more important. I could give the same exact build to two different people and their success would vary wildly based on skill. Seems like you're getting really general and far off the topic of the thread though, so I'll just leave it there.
The point i'm trying to make is the more difficult the game is, the more valuable having a specific build becomes. This game has been promoted with "play the way your want", Not "learn to be elite".
Okay well that point is wrong.
Again, learning to play well doesn't mean you can't "play the way you want to play" in terms of builds. Its only problematic if "the way you want to play" is standing in AoE rings, not blocking powerful attacks, failing to interrupt casts, blowing your resources, ect.
If that's the way you want to play there is no helping you.
But there are, again, hundreds upon hundreds of builds that are viable in competitive play.
@Darastix
Not really sure what you're trying to argue. Yes builds are important. But again, player skill is probably more important. I could give the same exact build to two different people and their success would vary wildly based on skill. Seems like you're getting really general and far off the topic of the thread though, so I'll just leave it there.
The point i'm trying to make is the more difficult the game is, the more valuable having a specific build becomes. This game has been promoted with "play the way your want", Not "learn to be elite".
Okay well that point is wrong.
Again, learning to play well doesn't mean you can't "play the way you want to play" in terms of builds. Its only problematic if "the way you want to play" is standing in AoE rings, not blocking powerful attacks, failing to interrupt casts, blowing your resources, ect.
If that's the way you want to play there is no helping you.
But there are, again, hundreds upon hundreds of builds that are viable in competitive play.