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.
Geez. Well, now we know why the Veteran levels are ridiculously difficult. They have an Everquest 1 nerd who admits to writing "novels" on the PTS servers
@Layenem - You're right that calling you an EQ1 nerd was insulting. I was going for hyperbolic humor but it didn't translate. I'll edit it out and I hope you'll take the time to respond constructively as I am interested in a well-argued opposing opinion (assuming you will disagree based on the fact that you are an EQ1 nerd - kidding. ).I'm sorry but at this point I stopped reading.
@Voodoo - I think you make a fair point but the fact is that the reason that trials teams are getting absurdly fast times is that they were using resto-staff spam to build ultimate and then stacking multiple standards of Might and Storm Atronach Ultimates on all the trash and bosses. With today's patch, they've made large changes to how much ultimate can be earned with Resto-staff (particularly Siphon power), lowered global ultimate gain dramatically by removing additional ultimate for critical hits, and lowered the damage mitigation of Dragon Knight Standard.
Will it be enough? I'm not sure, but that's the problem. The content was tested against people who weren't using these tactics, so Zenimax has to decide whether they further curtail these tactics with skill changes (and what impact that has on the rest of the game) or if they want trials to only be for DKs, Sorcs, and ONE Templar so that they make the content hard enough to challenge powergamers who use this tactic.
My guess is that they are taking a slow approach (well other than the global crits don't build ultimate change which was dramatic) and dial in changes to how these ultimates work. Really, what they need to do in order to make it work well is simply write code so that you do not earn any additional ultimate WHILE sustained AoE dps ultimates are in use. This would mean that each DK and Sorc only get ONE Standard or Storm Atronach to place and they would not be able to do it in every fight.
The other issue is the open world being "easy" because the zones are shared and thus all of the fights are "zergs". Well, that will only get worse as more players reach max level and crowd into one endgame zone. . . . which is why endgame content is usually instanced. That's just a bad game design choice they are going to have to live with or see shifted to the next new area as they add new content. That's what you get when you decide to make group content open world - either players ignore it because they can't find groups easily or they do it in zergs. This is also why you don't see open-world group content in most modern MMOs.
The solution for anomalies is the same that would have been a good solution to delve bosses, scaling.
Scale them according to the number of people around, hitpoints scale linear, give them aoe attacks, agro resets, whatever, do NOT scale damage linear it shouldnt be a death/revive zerg fight.
Also change xp gain mechanics, it is really dumb that its dps based.
On another note, what i got from the OP was: we provided feedback and you ignored us.
What ZoS reads is: Craglorn is to easy.
In my opinion the real problem is the first point, it wont help to open PTS to public if you ignored Tester feedback until now. You need to start listening to feedback.
At least start some way of 2 way communication and tell the Testers that you hear them, but will not change X because of Y. This could lead to usefull discussions instead of pissing of the people caring the most about your game.