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Mandatory Group Dungeon Scaling Messes Over Players

oy2001
oy2001
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Mandatory group dungeon scaling messes over me and my friends who happily pay for this otherwise excellent game. Why? Because we roll with small groups of real-life friends who don't like to optimize but who do want to have a great time playing a co-op game. We do not want a game that punishes us for having a chill time in our own instance where we aren't bothering anyone or taking away from their experience.

I mostly play with my wife. Duo is the perfect power level for us: roaming the overland areas with a backup means world bosses are tough-but-survivable, trash mobs are trash, and Dark Anchors are a legit challenge. Delves are just about right, with a partner who can back you up when the bosses get in those lucky hits. But group dungeons are now completely impossible with the mandatory scaling. That awesome time we had going back to Fungal Grotto every 5 levels, again and again, gaining in confidence and skill each time, just to see when we could finally get high enough level to make it through to the end with just two players? We can say goodbye to that and I can say goodbye to getting a chance to level up my Undaunted so that I can get some of those sweet group skills I've been looking forward to.

We played DDO for years because they did dungeon scaling right: giving you a choice of how hard you wanted it to be, and you traded ease for worse loot and less XP. Give us a choice, ZOS. You know, like we were adults.
  • Syntse
    Syntse
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    I'm playing with my wife too but have no issue with scaling Group dungeons, personally I like them to bring the challenge on level and greatly increases replayability. Though we have guild where we find similar people and can group with to do the group dungeons in group. We have been running plenty of daily undaunted pledges for normal group dungeons lately.
    Syntse Dominion Khajiit Dragonknight Stamina Tank [50]
    Ra'Syntse Dominion Khajiit Nightblade Magica DPS [50]
    Syntselle Dominion Dark Elf Dragonknight Magica DPS [50]
    Syntseus Dominion Imperial Templar Healer [50]
    Syntsetar Dominion High Elf Sorcerer Magica DPS [50]
    Friar Tuktuk Daggerfall Brenton Templar Healer [50]
    Syntseyn Ebonheart Brenton Nightblade Magica DPS [50]
  • xaraan
    xaraan
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    Though I agree that they need to fine tune their scaling, you are talking about trying to duo 4-man content, it should be really hard to do so, if not impossible. I don't think them allowing an optional switch to turn off scaling is a bad thing (though they should disable boss head drops when someone turns off scaling IMO).
    NA • PC • AD • Characters (Argonian Tanks, Khajiit StamDD, Breton MagDD):
    NBs: Hist-Shadow: Xaraan (Master Crafter), Pirate: Xaraan-dar, Sun's Dusk Reaper: Xa-Raan (Vampire)
    Templars: Shadow Breaker: Xaraanosaur, Extinguisher of Flames: Xaraan-do, Sanctifier: Xåraan
    Dragon Knights: Alpha Predator: Xaraanosaurus, Huntmaster: Xaraan-da, Paragon: Xãraan
    Sorcs: Undaunted: Xaraanosorcus, Stormproof: Xaraan-ra, Clockwork Cofounder: Xa'Raan
    Wardens: Shield of the North: Xaraanodon, Guardian of the Green: Xaraan-jo, Master Angler: Xäraan
    Necros: Boethia's Scythe: Xaraan-Vahat, Silencer: Xaraan-qa, Witch: Xaraana (Vampire)
    CP 1600+My HousevAAHM, vHRCHM, vSOHM, vDSA, vMoLHM, vMA(FC), vHoFHM, vAS+2, vCR+3, vSSHMx3, vKAHMx3
  • david.haypreub18_ESO
    david.haypreub18_ESO
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    I am in the same boat as OP. I roll with a buddy, occasionally two; but it is rare we can get four. Now we can't do dungeons anymore.

    There has to be a better way to figure this out (like what DDO did).
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • guybrushtb16_ESO
    guybrushtb16_ESO
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    I am all for nerfing the rewards and difficulty and calling it explorer mode or something cheesy like that and giving casuals a mode that they can enjoy. I like the hard content, but at the end of the day, casuals make up a large portion of the player base and the game needs them.

    Agreed. To me it seems they tried to strike a balance between too hard and too easy, but personally I think that can never happen. Either the casuals will cry because they can't do it, or the hardcore crowd will get bored and leave, IMO adustable difficulty settings with scaled rewards (and NOT inferior versions for easy mode, more like less tokens or a chance to upgrade rewards so they are not completely useless next to hardcore stuff) would help.
  • Audigy
    Audigy
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    In my opinion, dungeons should somehow scale to the players level but they should also scale on the amount of players inside.
  • Syntse
    Syntse
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    Vyle_Byte wrote: »
    It has absolutely nothing to do with "the feeling of power". Absolutely nothing. Its about being able to do the content that they've given us, it doesn't matter that they were "made" for a group of four if it was possible to actually do them with less than. Which is FUN. They took our fun. That's my point.

    I don't think the sarcasm about trails was necessary, I don't ever expect to be able to do those nor do I care, b/c I know a duo could never possibly do something made for 12.

    Someone else was saying they like to go run there over level feeling powered. Well if they at some point throw in switch for scaled/non-scaled I'm not against that. Some of the dungeons most likely are possible still to do with 2 persons even scaled, not super easy but could be done and will take time. I've run few of them with group of 3, last being city of ash which was easy but took time to down the bosses because of their health pool.

    Well you expect to 1-2 man 4 man dungeon but think you never can do possibly 12 man dungeon. With same theory thinking maybe 12 man dungeon should be doable with group of 4-6. Maybe in the first place should think that 1-2 manning 4 man dungeon should not be possible. Well it was because of over leveling. And I've done my share of 1 manning the dungeons for achievements.

    Issue seems to be that they were not scaled from the beginning and people got the goodies of doing those alone before scaling, now that was taken away. None of this would be even under debate if they would have been group only content from the beginning. People would just think well this is MMO and grouped people should have their content too.
    Syntse Dominion Khajiit Dragonknight Stamina Tank [50]
    Ra'Syntse Dominion Khajiit Nightblade Magica DPS [50]
    Syntselle Dominion Dark Elf Dragonknight Magica DPS [50]
    Syntseus Dominion Imperial Templar Healer [50]
    Syntsetar Dominion High Elf Sorcerer Magica DPS [50]
    Friar Tuktuk Daggerfall Brenton Templar Healer [50]
    Syntseyn Ebonheart Brenton Nightblade Magica DPS [50]
  • Aoife32001
    Aoife32001
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    I just duo with my brother and we got screwed over too with this change. It's unfortunate.
  • Sprinkles28
    Sprinkles28
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    My wife and I also play together, but even so, I can't agree with the OP. I think it is far more beneficial to the community as a whole to have the dungeons scale than not. This is not just a multiplayer game, like a co-op xbox game, it's a mass multiplayer. There should be content that is only available for larger groups.

    I could see scaling being an issue if and only if the dungeons were so overly hard that 4 players at level wiped over and over again. As it stands, these dungeons are very easy even scaled.
  • KenjiJU
    KenjiJU
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    A few bosses need tweaks to hp and general fixes. Annnnd.. mechanics could be a bit better suited so as not to screw over general Stamina dps builds. Taking casters is almost always 5x easier than with a Stamina build dps, and good luck with two Stamina dps.
    Edited by KenjiJU on November 17, 2014 3:18AM
  • Ysne58
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    I vote for optional scaling.
  • Syntse
    Syntse
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    Vyle_Byte wrote: »
    Also, there is plenty of group content. Plenty. All of Crag, pretty much group only. And just b/c its an MMO doesn't constitute the forced grouping. Just means there are a mass of players online together. Its an MMO not a MGO. Just sayin.

    Just mentioning in the case that it in deed is Multiplayer Online which means there are multiple people online at the same time, some them run solo and some grouped. And there needs to be content that satisfy both.
    Syntse Dominion Khajiit Dragonknight Stamina Tank [50]
    Ra'Syntse Dominion Khajiit Nightblade Magica DPS [50]
    Syntselle Dominion Dark Elf Dragonknight Magica DPS [50]
    Syntseus Dominion Imperial Templar Healer [50]
    Syntsetar Dominion High Elf Sorcerer Magica DPS [50]
    Friar Tuktuk Daggerfall Brenton Templar Healer [50]
    Syntseyn Ebonheart Brenton Nightblade Magica DPS [50]
  • Miyamoto
    Miyamoto
    Soul Shriven
    All of these dungeons can still be completed by duos, on level, without much issue. I really don't know what all the complaints are about.

    When you see big red circles/triangles, move out of them. When you see red/yellow DBZ-style charging animations on an enemy who's winding up for 45 minutes, interrupt or block. Get some decent, on level, role-appropriate gear (crafted set pieces make a big difference and require very little effort/time investment considering 2/3/4 trait sets are some of the better ones). Join your faction's buff pvp campaign, for more (free) stat boosts. Watch a few video guides, and figure out what it is you're doing wrong, then work on fixing that.

    Wouldn't you rather get better than stay at the same skill level for as long as you play?
  • TehMagnus
    TehMagnus
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    oy2001 wrote: »
    Mandatory group dungeon scaling messes over me and my friends who happily pay for this otherwise excellent game. Why? Because we roll with small groups of real-life friends who don't like to optimize but who do want to have a great time playing a co-op game. We do not want a game that punishes us for having a chill time in our own instance where we aren't bothering anyone or taking away from their experience.

    I mostly play with my wife. Duo is the perfect power level for us: roaming the overland areas with a backup means world bosses are tough-but-survivable, trash mobs are trash, and Dark Anchors are a legit challenge. Delves are just about right, with a partner who can back you up when the bosses get in those lucky hits. But group dungeons are now completely impossible with the mandatory scaling. That awesome time we had going back to Fungal Grotto every 5 levels, again and again, gaining in confidence and skill each time, just to see when we could finally get high enough level to make it through to the end with just two players? We can say goodbye to that and I can say goodbye to getting a chance to level up my Undaunted so that I can get some of those sweet group skills I've been looking forward to.

    We played DDO for years because they did dungeon scaling right: giving you a choice of how hard you wanted it to be, and you traded ease for worse loot and less XP. Give us a choice, ZOS. You know, like we were adults.

    The 4man dungeons are designed for: 4 players. You can't expect them to take into consideration the fact that people want to 2man the dungeons. Moreover devs present in the guild meeting stated they didn't want people being able to 2man dungeons anymore, so if you can't do it, I guess they did their job well (and I'm pretty sure some dungeons can still technically be 2maned by 2 skilled players.

    Nothing keeps you from asking a low level to invite you to group & enter dungeon, then have him leave so you can't play the game the way it's not supposed to be played.
    Edited by TehMagnus on November 17, 2014 9:14AM
  • Elloa
    Elloa
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    I would not mind Zenimax to make the scaling Dungeon optional (with no loot) for players that just want to be tourist in a Dungeon. It would only add more possible activities. And as we are at it, make it so we can re-do the story quest (without reward) as much as we want.

    But remember that Dungeons was not intented for vacation, but to face a challenge, to experiment fights and to have to teamwork to be able to overcome it.

    The Dungeon Scaling is GREAT for every players that enjoy those dungeons and enjoy a challenge. Instead of not being able to re-do those dungeon because we overlevel it and its way too easy, now we can always face the same difficulty, no matter our level. Players, have access to a dozen of Dungeon instead of the three of their levels.

    Now, while you are leveling, the Dungeon Scaling is quite easy. So if you are not Veteran yet, you should be able to duo it without too much trouble. Of course, it will require you to be a minimum awake.
    Once you hit Veteran, the difficulty will be normal, and you will need a group.

  • nerevarine1138
    nerevarine1138
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    magnusnet wrote: »
    Moreover devs present in the guild meeting stated they didn't want people being able to 2man dungeons anymore, so if you can't do it, I guess they did their job well.

    If this is true, I think it's pretty mean-spirited. I don't see how me and my friend over-levelling and duo'ing these things was hurting the experience for hardcore raiders who want to do them on or below level with the "correct" number of people. We got no XP or loot from the mobs and a final quest reward tens of levels too low to be useful; we just did them for fun and the story.

    How is that mean-spirited?

    The dungeons were designed, from the beginning, for groups of four people. The developers never intended for them to be beaten by any less than that, regardless of how much you overlevel the content (they also didn't intend for you to clear dungeons after grossly overleveling them either, but we'll ignore tha for now).

    You can still do dungeons for the fun and the story (the same reason many people did them prior to scaling), but now you'll have to actually do them with a full group. Surely you and your friend can stand the addition of two more people.
    ----
    Murray?
  • ahstin2001nub18_ESO
    yeah...okay... so heres how it works... you get a patsy of whatever level gets you a dungeon you like. then you make them leader and start the instance. once the instance is set have them leave. boom you got easy mode instance.
    I will work. I will save. I will sacrifice. I will endure. I will fight cheerfully and do my utmost, as if the whole issue of the struggle depended on me alone.

    Martin A. Treptow
    1894-1918
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