onlinegamer1 wrote: »To anyone opposed to this idea, answer this question legitimately:
Do you want someone in your group who is experimenting with skills/how to complete a Vet Dungeon or Trial?
I have a DPS Templar, and someone needed a healer for Vet Spindle daily pledge. I have all the healing skills trained and maxed, and Resto staff, but I have NEVER healed a group before. I said "I can heal" and joined.
I ruined their run, and we all disbanded after the 1st or 2nd boss.
Now, I will never volunteer to heal on my Templar, ever. Because there is no way for me to practice it on an easier, more forgiving setting.
onlinegamer1 wrote: »To anyone opposed to this idea, answer this question legitimately:
Do you want someone in your group who is experimenting with skills/how to complete a Vet Dungeon or Trial?
I have a DPS Templar, and someone needed a healer for Vet Spindle daily pledge. I have all the healing skills trained and maxed, and Resto staff, but I have NEVER healed a group before. I said "I can heal" and joined.
I ruined their run, and we all disbanded after the 1st or 2nd boss.
Now, I will never volunteer to heal on my Templar, ever. Because there is no way for me to practice it on an easier, more forgiving setting.
DschiPeunt wrote: »onlinegamer1 wrote: »To anyone opposed to this idea, answer this question legitimately:
Do you want someone in your group who is experimenting with skills/how to complete a Vet Dungeon or Trial?
I have a DPS Templar, and someone needed a healer for Vet Spindle daily pledge. I have all the healing skills trained and maxed, and Resto staff, but I have NEVER healed a group before. I said "I can heal" and joined.
I ruined their run, and we all disbanded after the 1st or 2nd boss.
Now, I will never volunteer to heal on my Templar, ever. Because there is no way for me to practice it on an easier, more forgiving setting.
1st question that comes to my mind is: have you told them before that you have never healed before?
onlinegamer1 wrote: »DschiPeunt wrote: »onlinegamer1 wrote: »To anyone opposed to this idea, answer this question legitimately:
Do you want someone in your group who is experimenting with skills/how to complete a Vet Dungeon or Trial?
I have a DPS Templar, and someone needed a healer for Vet Spindle daily pledge. I have all the healing skills trained and maxed, and Resto staff, but I have NEVER healed a group before. I said "I can heal" and joined.
I ruined their run, and we all disbanded after the 1st or 2nd boss.
Now, I will never volunteer to heal on my Templar, ever. Because there is no way for me to practice it on an easier, more forgiving setting.
1st question that comes to my mind is: have you told them before that you have never healed before?
Spend 3 straight hours posting "v14 healer lfg pledges, never healed before but willing to learn."
0 invites.
You are just making my point.
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.
I think the problem is that the mechanics are not obvious to a lot of players. All you know is that you're dead again. The Death Recaps are useful in showing you what killed you, but they are less useful in showing you what you're doing wrong - especially what you plural are doing wrong as a group.
Perhaps what we need is not to have the content made easier but to have the game give a lot more hints on the Death Recap screens. Even just having the waves broken down, so you don't have to try to fight all of them at once. It's one thing reading a guide or watching a YouTube video, and another to have the game itself flashing up ideas for how to improve. Also YouTube videos are very inaccessible since they are so rarely subtitled.
Unfortunately, this sort of "training mode" would require a lot more effort on Zenimax's part than simply reducing the difficulty, and so I doubt it will ever get done. Which is a shame, because it's what a lot of us "casual" players need in order to be able to progress.
In all honesty, I'm not even 100% sure what you mean by "mitigate the damage". How does one reduce damage while also attacking? I recently found out that you can hold the block button while using a staff for attack (yes, I've been playing for almost a year and I only just found out that you can block with a staff, because it was never explained anywhere that you could). But that screws up my Magicka management, since I usually hold down the attack button all the time so that I'm casting heavy attacks to restore my Magicka while hitting the various special ability buttons (1-5).
Also, I really do swear that Veteran Dungeons have become much, much harder since 1.5. It used to take maybe 3-5 attempts to do each boss, now we repeatedly get stuck for over an hour. We end up so exhausted that we're playing badly and have to give up. I just want to be able to finish, you know?
The other thing that would help would be if instanced dungeons allowed mixed-Alliance groups. Then we could all bring in our "best"/most-suited for the dungeon character rather than having to make do with the characters that happen to be in the same alliance.
I agree with @Giles.floydub17_ESO though. This probably should go on the main Discussion rather than the PTS form. Although it'll get spammed to death there, and gods only know how many more "LOL"s I'll get for being honest about being a lousy player .
Joy_Division wrote: »I would contend that the 1-50 content is the steady learning curve or it is supposed to be. My problem is that from my experience the content got relatively EASIER rather than harder from 1-50 and then once you hit Vet ranks: BAM, you are in the deep end of the pool. So this is a problem of execution rather than design.
The Tier 1 Vet dungeons were originally scaled to be easier, the problem with this was two-fold: the were still *a lot* harder than the dungeon in Coldharbor (the name eludes me) and became so trivial when you reached Vet 7 or so that they were no longer worthwhile doing.
To the point, I will agree that 1-50 does not adequately prepare players for the difficulty in veteran content. But we don't need more "training sessions" that will reinforce bad habits already accumulated from playing 50 levels.
onlinegamer1 wrote: »DschiPeunt wrote: »onlinegamer1 wrote: »To anyone opposed to this idea, answer this question legitimately:
Do you want someone in your group who is experimenting with skills/how to complete a Vet Dungeon or Trial?
I have a DPS Templar, and someone needed a healer for Vet Spindle daily pledge. I have all the healing skills trained and maxed, and Resto staff, but I have NEVER healed a group before. I said "I can heal" and joined.
I ruined their run, and we all disbanded after the 1st or 2nd boss.
Now, I will never volunteer to heal on my Templar, ever. Because there is no way for me to practice it on an easier, more forgiving setting.
1st question that comes to my mind is: have you told them before that you have never healed before?
Spend 3 straight hours posting "v14 healer lfg pledges, never healed before but willing to learn."
0 invites.
You are just making my point.
onlinegamer1 wrote: »To anyone opposed to this idea, answer this question legitimately:
Do you want someone in your group who is experimenting with skills/how to complete a Vet Dungeon or Trial?
I have a DPS Templar, and someone needed a healer for Vet Spindle daily pledge. I have all the healing skills trained and maxed, and Resto staff, but I have NEVER healed a group before. I said "I can heal" and joined.
I ruined their run, and we all disbanded after the 1st or 2nd boss.
Now, I will never volunteer to heal on my Templar, ever. Because there is no way for me to practice it on an easier, more forgiving setting.
OP has made a good suggestion. It could be extended a bit. I played earlier Dungeons and Dragons Online. It had four difficulty levels: casual, normal, hard, elite. Casual allowed learning and soloing. Some players were happy to stay in casual all the time. Hard difficulty was most popular. Elite players used elite difficulty.
All achievements should record the difficulty level used. How does it sound to finish veteran DSA at elite difficulty?
Way to misunderstand the problem. My friends and I can run "normal" instanced Dungeons from V11-V14 in half an hour or less with typically no more than 5 deaths in the whole thing.DschiPeunt wrote: »In my mind your problem is not that the dungeons are too hard, but that you don't find enough people to learn it with.
If you would just find 3 other people and start with the easier normal dungeons, improve your skills/builds and then progress, that would solve all your problems imho.
Coaching from whom? Are you volunteering to come onto our Guild voice chat and talk us through it?cozmon3c_ESO wrote: »sounds like you need some major coaching, pick one vet dungeon and stick with it until you finish it every time with out dieing and then move onto the next.
But I dooooo play this game for hours every day! That's my exact point - I've been playing this game for a minimum of 2 hours every day since pre-release, and I've learned a lot about how to play it - but still not enough. I have three Veteran characters and I still suck. Anyway. Enough whining.Joy_Division wrote: »Damage mitigation is one of those terms that gets thrown out there by the types of people who play this game for hours a day, i.e. by folks who know what they are doing.
OK. I understand. The problem then becomes skill management. I think my bars were set up something like:Joy_Division wrote: »During difficult fights where high incoming damage is predictable, players will use skills designed to increase player defenses or limit enemy damage such as Circle of Protection from the fighters guild or the Nightblade Ultimate Veil of Blades. If groups are unfamiliar with this concept and just try to "tank" or heal through predicable damage, they will wipe on fights like Prazin and will never get past the second Boss in the AA trial.
Oh dear gods, yes. One of my friends drops an Ultimate just because it's ready. Even when I've just dropped my Ultimate. Why?Joy_Division wrote: »In fact I would contend this is what most distinguishes the experienced from the inexperienced: the former drop their ultimates at key points and avoid much of the enemy's damage entirely whereas the latter use their ultimates randomly and have to blow through much of the resources to simply survive.
Can you explain to me why people like Spell Symmetry so much? If I'm already in danger of dying because of too many monsters, how is reducing my Health further going to help? I really don't get why it's a standard part of a lot of mage PvP builds.Joy_Division wrote: »I will tell you right now the best players in the game more or less hold down block in an AOE situation whenever they are in danger of being attacked because getting charged by even a trash mob will take 80% of your health and they recover the magicka simply by using the spell symmetry skill from the mage's guild.
There are virtually no FAQ/Walkthroughs for instanced dungeons in ESO. It would be great if more people who understood the mechanics would write detailed FAQs with short, extremely well-annotated video segments. Sounds like a lot of effort, though.
DeathDealer19 wrote: »lol this is hilarious. Vet dungeons are already tuned for casuals. You can faceroll all of them. Ive 2 manned some vet dungeons lol. Trials.....AA and HRC are so easy its ridiculous. SO is difficult and I LOVE IT. so fun. Any casual player can complete everything aside from maybe Vet DSA and Sanctum Ophidia. Even those. We carry casuals all the time through them
Merlin13KAGL wrote: »Can't tell if you're serious or no.onlinegamer1 wrote: »This difficulty setting would allow people with bad builds and horrible hand-eye coordination to complete them.
Thanks!DeathDealer19 wrote: »lol this is hilarious. Vet dungeons are already tuned for casuals. You can faceroll all of them. Ive 2 manned some vet dungeons lol. Trials.....AA and HRC are so easy its ridiculous. SO is difficult and I LOVE IT. so fun. Any casual player can complete everything aside from maybe Vet DSA and Sanctum Ophidia. Even those. We carry casuals all the time through them
@DeathDealer19 , yeah since scaling was implemented? Unless you're talking about delves (not Vet Group Dungeons), I think I'm gonna have to request proof of this or call BS in a big way.
But I dooooo play this game for hours every day! That's my exact point - I've been playing this game for a minimum of 2 hours every day since pre-release, and I've learned a lot about how to play it - but still not enough. I have three Veteran characters and I still suck. Anyway. Enough whining.
OK. I understand. The problem then becomes skill management. I think my bars were set up something like:
Destruction Staff: Critical Surge / Inner Light / Impulse / Thundering Presence / Crushing Shock / Greater Storm Atronach
Restoration Staff: Critical Surge / Inner Light / Daedric Minefield / Mutagen / Illustrious Healing / Soul Strike
Still don't know whether Thundering Presence, Bound Aegis, or Hardened Ward is the best protection for myself in any given situation. I've read the tooltips in Live and PTS, and I know that they increase Armor and Spell Resistance, Armor only, or provide a Damage Shield respectively - but I have no idea how to tell in a given situation whether I need to increase my armour or use a damage shield!
Part of the problem I have with almost all of my friends is trying to get us to work as a group. My Nightblade is Level 12, so I don't know much about them, nor have I used any Stamina-based weapons other than 1 Hand and Shield - but I can have a pretty good discussion about Sorcerer, Dragonknight, and Templar skills. I try asking people what they have on their bars, or what armour they're using and they get all cagey and defensive!
Can you explain to me why people like Spell Symmetry so much? If I'm already in danger of dying because of too many monsters, how is reducing my Health further going to help? I really don't get why it's a standard part of a lot of mage PvP builds.
Merlin13KAGL wrote: »Can't tell if you're serious or no.onlinegamer1 wrote: »This difficulty setting would allow people with bad builds and horrible hand-eye coordination to complete them.
Thanks!DeathDealer19 wrote: »lol this is hilarious. Vet dungeons are already tuned for casuals. You can faceroll all of them. Ive 2 manned some vet dungeons lol. Trials.....AA and HRC are so easy its ridiculous. SO is difficult and I LOVE IT. so fun. Any casual player can complete everything aside from maybe Vet DSA and Sanctum Ophidia. Even those. We carry casuals all the time through them
@DeathDealer19 , yeah since scaling was implemented? Unless you're talking about delves (not Vet Group Dungeons), I think I'm gonna have to request proof of this or call BS in a big way.
he/she did not two man any vet dungeons, he is lying off his/her a** and talking big BS. Maybe if they scaled one down to VR1 with a VR14... but even then that wont help beat spindleclutch
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!
Black_Wolf88 wrote: »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!
if you want learning mode, then there already is one. its called guides.
there is lots of websites that offer full explanation of bosses+more, and even video of all dungeons and trials as they go trough it and talk about all hte important parts/mechanics.
if you cant complete a dungeon or a trial after watching and reading guides, then that means your team suck. either find a better group or try to work out the problems.
Merlin13KAGL wrote: »Can't tell if you're serious or no.onlinegamer1 wrote: »This difficulty setting would allow people with bad builds and horrible hand-eye coordination to complete them.
Thanks!DeathDealer19 wrote: »lol this is hilarious. Vet dungeons are already tuned for casuals. You can faceroll all of them. Ive 2 manned some vet dungeons lol. Trials.....AA and HRC are so easy its ridiculous. SO is difficult and I LOVE IT. so fun. Any casual player can complete everything aside from maybe Vet DSA and Sanctum Ophidia. Even those. We carry casuals all the time through them
@DeathDealer19 , yeah since scaling was implemented? Unless you're talking about delves (not Vet Group Dungeons), I think I'm gonna have to request proof of this or call BS in a big way.
he/she did not two man any vet dungeons, he is lying off his/her a** and talking big BS. Maybe if they scaled one down to VR1 with a VR14... but even then that wont help beat spindleclutch
It could definitely Be done. I've two manned v12 blood spawn. Bs has 155,000 health so he will die in time to a dps dealing 1600 dps and a tank dealing 250.
To do entire dungeons you would each need multiple specs and build swaps, but it could definitely be Done. Id start with darkshade caverns.
DeathDealer19 wrote: »lol this is hilarious. Vet dungeons are already tuned for casuals. You can faceroll all of them. Ive 2 manned some vet dungeons lol. Trials.....AA and HRC are so easy its ridiculous. SO is difficult and I LOVE IT. so fun. Any casual player can complete everything aside from maybe Vet DSA and Sanctum Ophidia. Even those. We carry casuals all the time through them
DeathDealer19 wrote: »lol this is hilarious. Vet dungeons are already tuned for casuals. You can faceroll all of them. Ive 2 manned some vet dungeons lol. Trials.....AA and HRC are so easy its ridiculous. SO is difficult and I LOVE IT. so fun. Any casual player can complete everything aside from maybe Vet DSA and Sanctum Ophidia. Even those. We carry casuals all the time through them
Are you a DK?
I'm a casual player (v14 Sorc DPS), and have a great bunch of other casual players that we often run through things with. Yet we struggle with some endgame content. We only managed to do vet CoH when we could scale it down to v1 (That Spider Daedra boss...) We had a couple of cracks at Vet CoA, first hitting the playwall with the 2nd boss and the 3rd. We also attempted normal mode DSA and after 8 hours we got to the final boss only to be absolutely and thoroughly steamrolled. Not by him, but by his boss adds.
We followed what written guides we could (video guides are rubbish with the game running in the background) and most of them are like, 'oh, the second boss is really straightforward' and yet we wipe again and again and again until it's not fun anymore. Like the Fire Maw in Vet City of Ash, he does not need adds. He's hard enough without them.
So we stop and think and change our skills and try different tactics, and it doesn't help.
Don't tell me this content is easy. Don't tell me I need a better crew. Just point me to a well written guide which caters to non-DKs
On the other hand, I can see that a training mode is a bad idea. What would be better would be to tone them down a bit. Not nerf them into Oblivion, but helpful things like spawning fewer adds each time you wipe
DeathDealer19 wrote: »lol this is hilarious. Vet dungeons are already tuned for casuals. You can faceroll all of them. Ive 2 manned some vet dungeons lol. Trials.....AA and HRC are so easy its ridiculous. SO is difficult and I LOVE IT. so fun. Any casual player can complete everything aside from maybe Vet DSA and Sanctum Ophidia. Even those. We carry casuals all the time through them
Are you a DK?
I'm a casual player (v14 Sorc DPS), and have a great bunch of other casual players that we often run through things with. Yet we struggle with some endgame content. We only managed to do vet CoH when we could scale it down to v1 (That Spider Daedra boss...) We had a couple of cracks at Vet CoA, first hitting the playwall with the 2nd boss and the 3rd. We also attempted normal mode DSA and after 8 hours we got to the final boss only to be absolutely and thoroughly steamrolled. Not by him, but by his boss adds.
We followed what written guides we could (video guides are rubbish with the game running in the background) and most of them are like, 'oh, the second boss is really straightforward' and yet we wipe again and again and again until it's not fun anymore. Like the Fire Maw in Vet City of Ash, he does not need adds. He's hard enough without them.
So we stop and think and change our skills and try different tactics, and it doesn't help.
Don't tell me this content is easy. Don't tell me I need a better crew. Just point me to a well written guide which caters to non-DKs
On the other hand, I can see that a training mode is a bad idea. What would be better would be to tone them down a bit. Not nerf them into Oblivion, but helpful things like spawning fewer adds each time you wipe
Joy_Division wrote: »DeathDealer19 wrote: »lol this is hilarious. Vet dungeons are already tuned for casuals. You can faceroll all of them. Ive 2 manned some vet dungeons lol. Trials.....AA and HRC are so easy its ridiculous. SO is difficult and I LOVE IT. so fun. Any casual player can complete everything aside from maybe Vet DSA and Sanctum Ophidia. Even those. We carry casuals all the time through them
Are you a DK?
I'm a casual player (v14 Sorc DPS), and have a great bunch of other casual players that we often run through things with. Yet we struggle with some endgame content. We only managed to do vet CoH when we could scale it down to v1 (That Spider Daedra boss...) We had a couple of cracks at Vet CoA, first hitting the playwall with the 2nd boss and the 3rd. We also attempted normal mode DSA and after 8 hours we got to the final boss only to be absolutely and thoroughly steamrolled. Not by him, but by his boss adds.
We followed what written guides we could (video guides are rubbish with the game running in the background) and most of them are like, 'oh, the second boss is really straightforward' and yet we wipe again and again and again until it's not fun anymore. Like the Fire Maw in Vet City of Ash, he does not need adds. He's hard enough without them.
So we stop and think and change our skills and try different tactics, and it doesn't help.
Don't tell me this content is easy. Don't tell me I need a better crew. Just point me to a well written guide which caters to non-DKs
On the other hand, I can see that a training mode is a bad idea. What would be better would be to tone them down a bit. Not nerf them into Oblivion, but helpful things like spawning fewer adds each time you wipe
He doesn't need to be a DK...just someone with the best gear who has all the fights memorized such that they know exactly how to exploit every challenging dungeon fight.
*Every* group I run in CoA uses the door exploit vs the Fire Maw so you don't have to fight the adds. They exploit the Lich in Wayrest Sewers. I actually ran with a group who literally just ran past the Guardian Boss in CoH. They claim the content is catered to casuals and don't even realize they very reason it is so trivial to them is that the intentionally make it that way.
He also won't admit the tough fights you can't exploit - like the Ash Titan in CoA - is legitimately difficult if even one member of your group is inexperienced. It is very difficult to "carry as casual" through that fight because the tank must know exactly what they are doing to kite the atronachs, the healer expends a crazy amount of mana healing that fight, and the DPS need to kill the Titian fast before the tank and healer run out of resources. I have been in numerous groups with three players who knew what they are doing wipe and wipe and wipe on that boss because of one inexperienced player. You can't just read a guide for that fight. You have to intuitively know to dodge the fire waves, block/avoid fire rains, and not make a single mistake in your defined role or else the raid will wipe. It is a very unforgiving fight because the best and most experienced player is dependent on the weakest and least experienced doing her job correctly.