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How Does the Non-Vet Undaunted Pledge Work for VR Players with Forced Scaling?

LonePirate
LonePirate
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Maybe I am overthinking this or perhaps I am just hung up on semantics; but given how all Undaunted dungeons now scale to the player (ahem, I mean group leader), why are VR players being punished with only Bronze or Silver keys for completing the Non-Vet Undaunted pledges? There is nothing Non-Vet about going into Blessed Crucible, fighting VR12 mobs and only receiving a Bronze or Silver key. The Bronze key is an absolute insult to VR players working the Non-Vet pledge while the Silver key is only marginally better.

Do we need to start calling Veteran Dungeons something else? Do we need to have different terms for the pledges? Do we need an option to turn off this forced dungeon scaling? Do the Non-Vet pledges need to offer better rewards for VR players?
Edited by LonePirate on 15 October 2014 14:46
  • Merlin13KAGL
    Merlin13KAGL
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    @LonePirate , was wondering this myself. Will check firsthand tonight.

    I assume from what you have seen already, it does scale to your Group of One? And Changing the Mode on the group screen (Vet/Non-Vet) no longer has any effect?

    Option to enable/disable the scaling would be ideal - much like battle leveling for Cyrodiil.
    Just because you don't like the way something is doesn't necessarily make it wrong...

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  • Dagoth_Rac
    Dagoth_Rac
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    @LonePirate , was wondering this myself. Will check firsthand tonight.

    I assume from what you have seen already, it does scale to your Group of One? And Changing the Mode on the group screen (Vet/Non-Vet) no longer has any effect?

    Option to enable/disable the scaling would be ideal - much like battle leveling for Cyrodiil.

    Hi Merlin!

    I tried this on PTS last night.

    The Vet/Non-Vet toggle changes the monsters, but not their level. So, first room in regular Wayrest Sewers is full of VR12 Skeevers (currently it is full of Level 20-ish Skeevers), while first room of Vet Wayrest Sewers is full of VR12 undead (currently it is full of VR10-ish undead).

    I like the change but agree the scaling should be a toggle you can turn on/off.

    I would also like a toggle to turn off the "NPC followers in dungeons bug out 80% of the time," feature. :(
  • Dominoid
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    From the guild summit audio, the term Veteran Dungeon will eventually be changed to Dungeon Story A and Dungeon Story B or some such vernacular when the CS is fully implemented.

    Having said that a Story A at VR12 and a Story B at VR12 is very different. The mobs are different, their attack style is different, the dungeon is bigger with new areas and in the example of Veteran City of Ash it looks incredibly different. They are not the same.
  • LonePirate
    LonePirate
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    Dominoid wrote: »
    From the guild summit audio, the term Veteran Dungeon will eventually be changed to Dungeon Story A and Dungeon Story B or some such vernacular when the CS is fully implemented.

    Having said that a Story A at VR12 and a Story B at VR12 is very different. The mobs are different, their attack style is different, the dungeon is bigger with new areas and in the example of Veteran City of Ash it looks incredibly different. They are not the same.

    We know they are not the same; but is there any discernible difference between the VR12 mobs and the difficulty in regular Elden Hollow and Veteran Elden Hollow? Do these differences justify the Silver/Bronze keys and rewards VR players receive for completing the Non-Vet pledge?

    It seems like there is no reason for VR players to complete the Non-Vet pledge due to the poor Bronze/Silver rewards for fighting mobs that are essentially the same difficulty as the mobs in the Veteran version with its Gold/Silver rewards.
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