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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
awesome guys thanks never got past v1 so still practically a noob ^^and any tips on what sets are worth using for a healer templer class ^^
thanks again!
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
I'd also suggest using blue food that buffs your health & magicka if you can - the battle leveling will also take that into account. If you're using the best 2-stat food available for your level (ie. if you're level 20-24 use level 20 food, if you're level 25-29 use level 25 food, etc) then the battle leveling will treat it pretty much as if you were a VR16 using VR15 blue food.you guys have been so helpfull! cheers a lot!
gunna go try this now ^^
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Does anyone have an explanation or knowledge of why this was changed? It really makes no logical sense that a group of lvl 20 noobs should be scaled up to a v16 dungeon when trying to do the first dungeon in the game...before they have access to decent gear or even many skills. I mean what was wrong with it before? Scaling to the group leader seems like the perfect solution so if it wasn't broken why did they "fix" it?
Does anyone have an explanation or knowledge of why this was changed? It really makes no logical sense that a group of lvl 20 noobs should be scaled up to a v16 dungeon when trying to do the first dungeon in the game...before they have access to decent gear or even many skills. I mean what was wrong with it before? Scaling to the group leader seems like the perfect solution so if it wasn't broken why did they "fix" it?
Does anyone have an explanation or knowledge of why this was changed? It really makes no logical sense that a group of lvl 20 noobs should be scaled up to a v16 dungeon when trying to do the first dungeon in the game...before they have access to decent gear or even many skills. I mean what was wrong with it before? Scaling to the group leader seems like the perfect solution so if it wasn't broken why did they "fix" it?
It's pretty simple really - a group of lvl 20 doing a dungeon at lvl 20 sounds nice, easy and logical, however grouping tool can grab players of all levels(which should somewhat reduce the wait time and is overall a good idea imo) so you could easily end up with lvl 20, lvl 10, vet 1 and vet 16 in the same group...then what? Scale dungeon to vet 16? Lawl. Scale it to level 10? No one but lvl 10 is going to get xp nor loot, and lvl 10 probably won't get it either because vet 16 will 1shot everything including bosses and lvl 10 won't get credit for that. Heck this is a drastic example, but even with one lvl 30 and, say, three lvl 20s there's going to be a huge issue.
It's an easy way to make sure different levels can group with each other and still get xp and loot. Alternatively you can just group with friends/zchat of approx your level and scale dungeon to groupleader.
Does anyone have an explanation or knowledge of why this was changed? It really makes no logical sense that a group of lvl 20 noobs should be scaled up to a v16 dungeon when trying to do the first dungeon in the game...before they have access to decent gear or even many skills. I mean what was wrong with it before? Scaling to the group leader seems like the perfect solution so if it wasn't broken why did they "fix" it?
Magdalina provided a good explanation, but I want to point out that a group formed manually will still scale to group leader.
The thing with getting a group via the group finder is that technically nobody is the "leader" of that group, so the finder wouldn't know what to scale it to. I think it works fairly well as it is. One just needs to be prepared.
myrrrorb14_ESO wrote: »It's a clever system and almost works.
Got some purple gear at level 10 (because I can) and went to IC sewers. Stats scaled nicely, regen seemed okay, but it was still not quite right. Having the stats does not make you even close to vet15. Without the passives and skills, I was very much underpowered there and I assume in scaled dungeons as well.
Going to try dungeons later this week when I have time. But I assume it's going to be painful.
Being a new player I can attest to how difficult this system makes the early dungeons. Until I read this thread I didn't realize how the system worked and why I have been getting stomped.
Now, at least I can try to craft myself some blue sets, but this is easier said than done as a new player.
Does anyone have an explanation or knowledge of why this was changed? It really makes no logical sense that a group of lvl 20 noobs should be scaled up to a v16 dungeon when trying to do the first dungeon in the game...before they have access to decent gear or even many skills. I mean what was wrong with it before? Scaling to the group leader seems like the perfect solution so if it wasn't broken why did they "fix" it?
It's pretty simple really - a group of lvl 20 doing a dungeon at lvl 20 sounds nice, easy and logical, however grouping tool can grab players of all levels(which should somewhat reduce the wait time and is overall a good idea imo) so you could easily end up with lvl 20, lvl 10, vet 1 and vet 16 in the same group...then what? Scale dungeon to vet 16? Lawl. Scale it to level 10? No one but lvl 10 is going to get xp nor loot, and lvl 10 probably won't get it either because vet 16 will 1shot everything including bosses and lvl 10 won't get credit for that. Heck this is a drastic example, but even with one lvl 30 and, say, three lvl 20s there's going to be a huge issue.
It's an easy way to make sure different levels can group with each other and still get xp and loot. Alternatively you can just group with friends/zchat of approx your level and scale dungeon to groupleader.
I guess that sort of makes sense but really the dungeon finder shouldn't be grouping players of such varied levels. Obviously, a v16 doesn't want to be downscaled to 20 but that works both ways. It should always just group players that are within that 5 level range. Less players but when they include all alliances into the pool it should be fine.
Does anyone have an explanation or knowledge of why this was changed? It really makes no logical sense that a group of lvl 20 noobs should be scaled up to a v16 dungeon when trying to do the first dungeon in the game...before they have access to decent gear or even many skills. I mean what was wrong with it before? Scaling to the group leader seems like the perfect solution so if it wasn't broken why did they "fix" it?
It's pretty simple really - a group of lvl 20 doing a dungeon at lvl 20 sounds nice, easy and logical, however grouping tool can grab players of all levels(which should somewhat reduce the wait time and is overall a good idea imo) so you could easily end up with lvl 20, lvl 10, vet 1 and vet 16 in the same group...then what? Scale dungeon to vet 16? Lawl. Scale it to level 10? No one but lvl 10 is going to get xp nor loot, and lvl 10 probably won't get it either because vet 16 will 1shot everything including bosses and lvl 10 won't get credit for that. Heck this is a drastic example, but even with one lvl 30 and, say, three lvl 20s there's going to be a huge issue.
It's an easy way to make sure different levels can group with each other and still get xp and loot. Alternatively you can just group with friends/zchat of approx your level and scale dungeon to groupleader.
I guess that sort of makes sense but really the dungeon finder shouldn't be grouping players of such varied levels. Obviously, a v16 doesn't want to be downscaled to 20 but that works both ways. It should always just group players that are within that 5 level range. Less players but when they include all alliances into the pool it should be fine.
I guess that's the ultimate question - would you rather an extra 10/20/60 mins and end up grouping with your level people or get the group here and now(well...hopefully. Grouping tool definitely can use some work but that's the idea) but with random levels and scaling?
Perhaps an easy solution would be a simple "scaling on/off" toggle. It'd have to be really visible and when moused over explain what exactly it does to new players - longer wait but same level range or battle leveling of everyone to v16.
I keep hearing mixed reports about this though. I'm still not entirely sure battle leveling actually makes those dungeons harder than they would otherwise be for new people. Yes, lack of skillpoints, passive, experience etc makes them harder, but it also makes them hard at level 10 for a level 10, does it not? I wish I could check but even though I could try on a level 10 with no CP I still won't be exactly a new inexperienced player so my experience will probably differ from that of one.
To me something like this is what would make the most sense. The theory behind doing the group finder scaling is sound (ie. putting everyone into one pool instead of having a ton of small pools, like how it used to work), and it actually does work pretty well for higher level characters.Those are good points. Not really sure what the answer is. Maybe they could do something similar to what they do now but separate the 1-50 people from vet so that if you are below 50 it scales up to 50 instead of v16. If you are above 50 it scales you to v16. Maybe that would make more sense and this wouldn't limit the pool of players by as much.
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
To me something like this is what would make the most sense. The theory behind doing the group finder scaling is sound (ie. putting everyone into one pool instead of having a ton of small pools, like how it used to work), and it actually does work pretty well for higher level characters.Those are good points. Not really sure what the answer is. Maybe they could do something similar to what they do now but separate the 1-50 people from vet so that if you are below 50 it scales up to 50 instead of v16. If you are above 50 it scales you to v16. Maybe that would make more sense and this wouldn't limit the pool of players by as much.
Where it doesn't work as well is with lower level characters, so the thing that would seem to me to make the most sense would be a split so that all characters below a certain level get scaled to that level, and all characters above that level get scaled to max level. That way you still have the benefit of reducing the number of pools of players searching for a group (not down to a single pool, but 2 pools is still a vast improvement over the way it used to work), and you can better compensate for the lower level characters who, even scaled up, can't really compete with an actual VR16 character.
I don't know if the best breaking point between the pools is level 50, though. Purely based on the fact that vet ranks are going away, and the fact that a character who hits level 50 (VR1) will definitely have Champion Points (well, not necessarily right when they hit level 50, but almost immediately), I'd think that you'd want the lower-level characters scaling to something below level 50.