onlinegamer1 wrote: »No, thanks. I'd like to do DSA and Sanctum, but can't because I'm a normal player (not elite) and can't even complete most Vet Dungeons, nevermind the Trials.
Need a casual mode for the majority of players so we can complete this content. And yes, obviously, weaker loot and XP.
I don't see any issue with having tuned-down versions of the trials/vet DSA that scale loot rewards accordingly to invite participation from a wider percentage of the population. It's fun content that everyone should be able to at least experience. Just don't nerf it to the ground in order to do so.
Without trying to be mean nor "elitist" in the least - isn't there already a casual mode of vDSA? Being called, well, normal DSA?
Same for dungeons...every vet dungeon has a non vet mode, which is perfectly casual. I'm all for helping casual players, I just really don't see your point right now.
Joy_Division wrote: »Reasons why a "casual mode" is more complicated than you think:
1. Our last content release was in, what, October or November? It's been so long I can't even remember. The next once isn't scheduled until after the console release (June) dies down. What exactly am I getting for my sub fee?
2. It will segregate the player base because "casuals" will be way too comfortable with bad habits and be literally incapable of playing with even average players. When I hit VR1 I thought I had the game all figured out because I was able to smoke through all the regular dungeons. Entered VR Spindlecluth and did nothing but wipe for an entire afternoon. All from bad habits formed because players didn't need to block, dodge, DPS effectively, etc once they got to level 30. As it is half the people I run with are incapable of killing the Spawn of Mephala in Fungal Grotto without using the Bridge exploit because they have become too reliant on it...
3. If loot and XP is 10% of normal, how will these "casual" players meaningfully progress in a game that already has a notoriously long "grind"? So not only will these casuals be comfortable with bad habits but they aren't even getting the meaningful progression necessary if they even want to do the normal versions of the content?
onlinegamer1 wrote: »onlinegamer1 wrote: »No, thanks. I'd like to do DSA and Sanctum, but can't because I'm a normal player (not elite) and can't even complete most Vet Dungeons, nevermind the Trials.
Need a casual mode for the majority of players so we can complete this content. And yes, obviously, weaker loot and XP.
I don't see any issue with having tuned-down versions of the trials/vet DSA that scale loot rewards accordingly to invite participation from a wider percentage of the population. It's fun content that everyone should be able to at least experience. Just don't nerf it to the ground in order to do so.
Without trying to be mean nor "elitist" in the least - isn't there already a casual mode of vDSA? Being called, well, normal DSA?
Same for dungeons...every vet dungeon has a non vet mode, which is perfectly casual. I'm all for helping casual players, I just really don't see your point right now.
No, there isn't.
Vet DSA - impossible for casuals
Normal DSA - impossible for casuals
Again, NOTHING will change for Normal or Vet (insert content here). It would only be an ADDITION of a 3rd setting, "Casual", which would severely limit loot and XP (like, Loot is VR1, and XP is 10% of normal).
cozmon3c_ESO wrote: »look just because your casual doesnt mean you dont want hard content, what these people are basically saying is they are sucking it up and need some help but are too afraid to ask for it. my suggestion is find someone on youtube, watch him play, learn some things and try out what he does and be successful. Ask guildies to help you with your build. dont be that guy who thinks he can do damage with a two hander while being full magicka, it just wont work and you will be out of stam before you get through a few swings.
onlinegamer1 wrote: »onlinegamer1 wrote: »No, thanks. I'd like to do DSA and Sanctum, but can't because I'm a normal player (not elite) and can't even complete most Vet Dungeons, nevermind the Trials.
Need a casual mode for the majority of players so we can complete this content. And yes, obviously, weaker loot and XP.
I don't see any issue with having tuned-down versions of the trials/vet DSA that scale loot rewards accordingly to invite participation from a wider percentage of the population. It's fun content that everyone should be able to at least experience. Just don't nerf it to the ground in order to do so.
Without trying to be mean nor "elitist" in the least - isn't there already a casual mode of vDSA? Being called, well, normal DSA?
Same for dungeons...every vet dungeon has a non vet mode, which is perfectly casual. I'm all for helping casual players, I just really don't see your point right now.
No, there isn't.
Vet DSA - impossible for casuals
Normal DSA - impossible for casuals
Again, NOTHING will change for Normal or Vet (insert content here). It would only be an ADDITION of a 3rd setting, "Casual", which would severely limit loot and XP (like, Loot is VR1, and XP is 10% of normal).
DschiPeunt wrote: »ZOS should revamp the whole dungeon difficulty. The Normal mode needs to be exactly that, Normal. Veteran mode a lot more difficult than Normal but still manageable with a PUG group. Then there's a level above Veteran with even greater difficulty and better rewards.
[...]
I kind of like that idea, if I get a piece of the dungeon-sets everytime I complete the hardest mode
onlinegamer1 wrote: »[...]
It's that we just aren't skilled enough at twitching/animation cancelling/weaving while blocking+dodging to survive the designs of this content.
onlinegamer1 wrote: »cozmon3c_ESO wrote: »look just because your casual doesnt mean you dont want hard content, what these people are basically saying is they are sucking it up and need some help but are too afraid to ask for it. my suggestion is find someone on youtube, watch him play, learn some things and try out what he does and be successful. Ask guildies to help you with your build. dont be that guy who thinks he can do damage with a two hander while being full magicka, it just wont work and you will be out of stam before you get through a few swings.
Thanks for not reading/understanding the thread.
There is no issue with strategy (We're not standing in red, ignoring the strats, etc)
There is no issue with gear (We have crafted purple/gold VR14 sets)
It's that we just aren't skilled enough at twitching/animation cancelling/weaving while blocking+dodging to survive the designs of this content.
onlinegamer1 wrote: »Joy_Division wrote: »Reasons why a "casual mode" is more complicated than you think:
1. Our last content release was in, what, October or November? It's been so long I can't even remember. The next once isn't scheduled until after the console release (June) dies down. What exactly am I getting for my sub fee?
2. It will segregate the player base because "casuals" will be way too comfortable with bad habits and be literally incapable of playing with even average players. When I hit VR1 I thought I had the game all figured out because I was able to smoke through all the regular dungeons. Entered VR Spindlecluth and did nothing but wipe for an entire afternoon. All from bad habits formed because players didn't need to block, dodge, DPS effectively, etc once they got to level 30. As it is half the people I run with are incapable of killing the Spawn of Mephala in Fungal Grotto without using the Bridge exploit because they have become too reliant on it...
3. If loot and XP is 10% of normal, how will these "casual" players meaningfully progress in a game that already has a notoriously long "grind"? So not only will these casuals be comfortable with bad habits but they aren't even getting the meaningful progression necessary if they even want to do the normal versions of the content?
By learning the content on an easier setting, so that they can progress to Normal and eventually Vet mode at some future point. Or, not (because they are roleplayers or whatever reason).
ZoS already has "scaling". Its in place, on live servers. All they need is to come up with a way to scale it for even lower difficulty.
onlinegamer1 wrote: »This difficulty setting would allow people with bad builds and horrible hand-eye coordination to complete them.
Thanks!
Without trying to be mean nor "elitist" in the least - isn't there already a casual mode of vDSA? Being called, well, normal DSA?
Same for dungeons...every vet dungeon has a non vet mode, which is perfectly casual. I'm all for helping casual players, I just really don't see your point right now.
onlinegamer1 wrote: »This setting (on or off) would allow people to learn the harder content with weaker monsters, loot and XP.
i.e. There would still be just "Normal" and "Veteran" dungeon modes, but you also have a checkbox "[ ] Learning Mode". If checked, monsters are easier, but loot and XP are dramatically nerfed (10% XP, very low level loot)
Thanks!
[...]
With DSA, you can't go in there with green and blue items and be that effective let alone get invited to a group in the first place. That's why there's a need for a level where they could. This would be the easiest level for the dungeon that anyone could complete. Yes it would have it's difficulties but would still be able to be completed. Those that want harder dungeon experiences run the harder levels. Those that have never been there before, who want to learn the fights and bosses will take the easiest level to help make themselves better players.
How can someone gain dungeon experience when their inexperience and lower gear items won't get them invited to a group to begin with? To get in a group for any dungeon, you have to be X level with X amount of DPS or you get kicked. With having lower levels of difficulty that isn't going to happen and we will get people into groups sooner and playing more often. Less time trying to find that one person needed to start the dungeon means more playing time and enjoyment for everyone.
A big problem people have now is just trying to find a group for the Normal level. Most Vets don't want to waste time running "Normal" dungeons because it's not worth their time. They will run the Daily Normal dungeon but that's about it. They want to get the most out of their time the same as everyone else.
Lower level dungeons will also help when people are trying out new builds for their characters. People running Vet dungeons don't want someone in there who's "testing" a new build. If they can't do effective DPS immediately your out! The easy level will allow ANYONE regardless of build to go in and test/tweak their build.
Having these lower dungeon levels aren't going to affect anyone who already run the Vet Level dungeons. Who knows, maybe with this change they get even a harder one they will enjoy more with even better gear!
It allows others that would not "normally" be able to experience that content to go in, have fun and get better gear to help make them better players so they can look forward to the next challenge, the next level of difficulty.
Without trying to be mean nor "elitist" in the least - isn't there already a casual mode of vDSA? Being called, well, normal DSA?
Same for dungeons...every vet dungeon has a non vet mode, which is perfectly casual. I'm all for helping casual players, I just really don't see your point right now.
This statement is going to vary from person to person because of their perception of "normal". We all have our own level of gaming skill and what I consider normal some other people would consider average or above average.
With DSA, you can't go in there with green and blue items and be that effective let alone get invited to a group in the first place. That's why there's a need for a level where they could. This would be the easiest level for the dungeon that anyone could complete. Yes it would have it's difficulties but would still be able to be completed. Those that want harder dungeon experiences run the harder levels. Those that have never been there before, who want to learn the fights and bosses will take the easiest level to help make themselves better players.
How can someone gain dungeon experience when their inexperience and lower gear items won't get them invited to a group to begin with? To get in a group for any dungeon, you have to be X level with X amount of DPS or you get kicked. With having lower levels of difficulty that isn't going to happen and we will get people into groups sooner and playing more often. Less time trying to find that one person needed to start the dungeon means more playing time and enjoyment for everyone.
A big problem people have now is just trying to find a group for the Normal level. Most Vets don't want to waste time running "Normal" dungeons because it's not worth their time. They will run the Daily Normal dungeon but that's about it. They want to get the most out of their time the same as everyone else.
Lower level dungeons will also help when people are trying out new builds for their characters. People running Vet dungeons don't want someone in there who's "testing" a new build. If they can't do effective DPS immediately your out! The easy level will allow ANYONE regardless of build to go in and test/tweak their build.
Having these lower dungeon levels aren't going to affect anyone who already run the Vet Level dungeons. Who knows, maybe with this change they get even a harder one they will enjoy more with even better gear!
It allows others that would not "normally" be able to experience that content to go in, have fun and get better gear to help make them better players so they can look forward to the next challenge, the next level of difficulty.
[...]
Hell if you're on NA EP - message me, I'll run with you and explain any mechanic you need.
[...]
Without trying to be mean nor "elitist" in the least - isn't there already a casual mode of vDSA? Being called, well, normal DSA?
Same for dungeons...every vet dungeon has a non vet mode, which is perfectly casual. I'm all for helping casual players, I just really don't see your point right now.
This statement is going to vary from person to person because of their perception of "normal". We all have our own level of gaming skill and what I consider normal some other people would consider average or above average.
With DSA, you can't go in there with green and blue items and be that effective let alone get invited to a group in the first place. That's why there's a need for a level where they could. This would be the easiest level for the dungeon that anyone could complete. Yes it would have it's difficulties but would still be able to be completed. Those that want harder dungeon experiences run the harder levels. Those that have never been there before, who want to learn the fights and bosses will take the easiest level to help make themselves better players.
How can someone gain dungeon experience when their inexperience and lower gear items won't get them invited to a group to begin with? To get in a group for any dungeon, you have to be X level with X amount of DPS or you get kicked. With having lower levels of difficulty that isn't going to happen and we will get people into groups sooner and playing more often. Less time trying to find that one person needed to start the dungeon means more playing time and enjoyment for everyone.
A big problem people have now is just trying to find a group for the Normal level. Most Vets don't want to waste time running "Normal" dungeons because it's not worth their time. They will run the Daily Normal dungeon but that's about it. They want to get the most out of their time the same as everyone else.
Lower level dungeons will also help when people are trying out new builds for their characters. People running Vet dungeons don't want someone in there who's "testing" a new build. If they can't do effective DPS immediately your out! The easy level will allow ANYONE regardless of build to go in and test/tweak their build.
Having these lower dungeon levels aren't going to affect anyone who already run the Vet Level dungeons. Who knows, maybe with this change they get even a harder one they will enjoy more with even better gear!
It allows others that would not "normally" be able to experience that content to go in, have fun and get better gear to help make them better players so they can look forward to the next challenge, the next level of difficulty.
Joy_Division wrote: »OK a couple things here.
Normal DSA is VR 12+ content...how is it even possible you are running around with green gear? That just being lazy or being cheap.
And I absolutely disagree with the premise that doing easy content makes you a better player. Absolutely 100% disagree. What other aspect in life is that even applicable? When the military trains its recruits, it does not mollycoddle them to make them effective solders. When professional athletes practice, they do so under game-like conditions because how you practice is how you play. Even in intellectual practices, students are throw into the fire from the very beginning - ask any doctor how their organic chemistry class was in her freshman year or a professor how humbled he was in his first graduate seminar. People only improve when challenged and pushed beyond their comfort level.
onlinegamer1 wrote: »This setting (on or off) would allow people to learn the harder content with weaker monsters, loot and XP.
i.e. There would still be just "Normal" and "Veteran" dungeon modes, but you also have a checkbox "[ ] Learning Mode". If checked, monsters are easier, but loot and XP are dramatically nerfed (10% XP, very low level loot)
Thanks!
Joy_Division wrote: »Normal DSA is the "gateway" learning experience to get to Vet DSA. When people first try it they might get to level 6. That's fine. It was the only content released for an entire half year...if people are completing it on their first crack, something is wrong! By your third try, you get to the boss and have to figure it out, maybe you do it then maybe it takes to the next time. But when you finish it you are happy and proud of your new title so you put it on your character. This type of progression is perfectly normal and fine. It happens to even the "elite" players.
And I absolutely disagree with the premise that doing easy content makes you a better player. Absolutely 100% disagree. What other aspect in life is that even applicable? When the military trains its recruits, it does not mollycoddle them to make them effective solders. When professional athletes practice, they do so under game-like conditions because how you practice is how you play. Even in intellectual practices, students are throw into the fire from the very beginning - ask any doctor how their organic chemistry class was in her freshman year or a professor how humbled he was in his first graduate seminar. People only improve when challenged and pushed beyond their comfort level.
onlinegamer1 wrote: »Again, NOTHING will change for Normal or Vet (insert content here). It would only be an ADDITION of a 3rd setting, "Casual", which would severely limit loot and XP (like, Loot is VR1, and XP is 10% of normal).
This. I've been playing ESO since the first open beta weekend, and working on my current characters since Early Access. And at the beginning, the game was IMPOSSIBLE. I was a person who started Skyrim and Oblivion on the lowest difficulty settings, and only made it up to the middle difficulty setting after literally hundreds of hours in the game. The lack of difficulty sliders on ESO almost made me give up during the beta.The difficulty adjustment got lost a bit from the single-player TES games to ESO. For example, in Skyrim you had several difficulties from 'you had to try to die' to 'better save before every battle' (and mods that even extended it further). Why would a single difficulty be more likely to satisfy an online audience than an offline audience?
The Blood Spawn took 3, or possibly 4 attempts. I had to keep yelling at people to keep away from the walls and to stop standing in the red, but we did manage it.There is something wrong when a V11 Sorcerer Healer, a V14 Dragonknight Tank, a V14 Dragonknight DPS and a V13 Nightblade DPS can't complete Veteran Spindleclutch scaled to V2. Especially considering this exact same group has got through all Lower Craglorn content easily, and has only struggled with the final boss in Shada's Tear.
Press the "LOL" button all you like, but this is the situation which tons of players are in. We've optimised our builds to the best of our abilities, taking advice from anyone with half a clue. We use equipment sets which are appropriate for the skills we wish to use and improved to purple or gold quality. We use blue or purple V5 food and quaff tri-potions. We are even reading the small number of FAQs which are out there for how to deal with particular bosses, and adjust our skill bars accordingly. And apparently we still suck.
And it's more frustrating than "elite" players can possibly believe.
It wouldn't be difficult for ZoS to introduce a "casual" mode so we could experience the content and the quests, and actually have a chance of finishing them. I don't mind if I don't get loot, I just want to be able to enjoy the story of each dungeon.
If I might ask, which fight did you struggle on?
Praxin is one of the harder fights in a veteran dungeon, but if you are doing it on v2 it should not be an issue as long as you manage the initial add phase well. The spiders can deal a boatload of damage that would be a real struggle for a sorc to heal through with healing springs. However, with good use of veils of blades, negate, and the various AOE mitigation skills available to your DKs (especially choking talons from your tank, and cinder storm from one or both of them), you should be able to mitigate the add waves enough for healing springs to do the job. Remember that all the mini-bosses in that fight can be CC'd, so negate is incredibly potent and probably best used to manage the 2nd add spawn (with all the healers in it).
If you were dying on bloodspawn, its probably just a DPS performance issue.
A Craglorn dungeon is V11 or V13, though. Surely you'd expect it to be harder than a Veteran Dungeon scaled to V2?Joy_Division wrote: »There is something wrong when a V11 Sorcerer Healer, a V14 Dragonknight Tank, a V14 Dragonknight DPS and a V13 Nightblade DPS can't complete Veteran Spindleclutch scaled to V2. Especially considering this exact same group has got through all Lower Craglorn content easily, and has only struggled with the final boss in Shada's Tear.
Press the "LOL" button all you like, but this is the situation which tons of players are in. We've optimised our builds to the best of our abilities, taking advice from anyone with half a clue. We use equipment sets which are appropriate for the skills we wish to use and improved to purple or gold quality. We use blue or purple V5 food and quaff tri-potions. We are even reading the small number of FAQs which are out there for how to deal with particular bosses, and adjust our skill bars accordingly. And apparently we still suck.
And it's more frustrating than "elite" players can possibly believe.
It wouldn't be difficult for ZoS to introduce a "casual" mode so we could experience the content and the quests, and actually have a chance of finishing them. I don't mind if I don't get loot, I just want to be able to enjoy the story of each dungeon.
You are right, there is no reason why 4 VR11+ players can't finish Spindleclutch at VR2. Look, I know the Praxin fight is hard...probably the hardest vet dungeon (excluding CoA) fight...especially if people are unfamiliar with the mechanics, but set to VR2 that's the player's fault.
Also the dungeons in Craglorn are considerably easier than the Vet dungeon content and not a good comparison.
LOL! Where you there when I tried to run it last weekend? Because that's exactly as far as I got. :-)
While challenge is a good thing, a steady learning curve is also a way to learn. Professional athletes were not born professionals. They started slowly, did a lot of easy training that got incresingly difficult but not too much so they could progress without getting too frustrated.
You don't put someone on ice skates for the first time, give them a stick and throw them into a hockey game. There is a progression, and one of the best things about learning is looking back sometimes and realizing how much you have improved (and then seeing how far you still have to go).
I think in ESO, finding your way through the "progression path" is not as evident as it could be.
Sure, you have normal dungeons and veteran dungeons, but the Vet dungeons are not scaled (in terms of difficulty of mechanics) in a way that's obvious.
For example, I would expect the Tier 1 vet dungeons (FG, SC and BC) to be easier than the Tier 2 (EH, WS, DC). Yet, I've been through the Tier 2 ones several times and quite enjoy them, but I hate SC (and make sure to kick Praxin every time I go through normal SC for good measure.)
If you can figure out which challenge increases you can handle and where to find those (normal dungeons, Craglorn delves/quests, vet dungeons, DSA and/or Trials) and in which order, you will get to end game with enough skill to handle what's thrown your way.
But if you take the wrong path and end up in a place that's impossible for you to do at your present skill/gear level, then you are eventually going to give up in frustration.
onlinegamer1 wrote: »This setting (on or off) would allow people to learn the harder content with weaker monsters, loot and XP.
i.e. There would still be just "Normal" and "Veteran" dungeon modes, but you also have a checkbox "[ ] Learning Mode". If checked, monsters are easier, but loot and XP are dramatically nerfed (10% XP, very low level loot)
Thanks!
onlinegamer1 wrote: »This setting (on or off) would allow people to learn the harder content with weaker monsters, loot and XP.
i.e. There would still be just "Normal" and "Veteran" dungeon modes, but you also have a checkbox "[ ] Learning Mode". If checked, monsters are easier, but loot and XP are dramatically nerfed (10% XP, very low level loot)
Thanks!
You make some good points.Joy_Division wrote: »Let's analyze that Praxin fight and try to envision how a "training" run might possibly help players. I've done this fight over 100 times and I this is what all groups need to do:
1) mitigate the damage from first horde of spiders. If they do not do this, it is an instant wipe.
2) aoe them down and spam healing springs.
3) second wave isn't nearly as bad since less spiders and tank can taunt big boss, but mitigation and aoe still necessary
4) third wave: this is a huge DPS check, specifically AOE. Groups must quickly take down the trash while the tank holds aggro on the mini-bosses. Healers need to be CCed and killed as priority targets.
5) fourth wave: there probably will still be stuff alive from wave three. More adds, at this point there will be a spider boss, a charger boss, and a nightblade type boss. This stuff has to die quickly before Praxin becomes hostile.
In a training wheels scenario, how is a group supposed to learn ANY of these mechanics? I'm totally serious.