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Too much trash

dagonbeer
dagonbeer
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I guess the developers see pledge participation drop during the CoA/Wgt/ICP days, hence the impending nerfs. Personally what I'd like to see more is a reduction in length -- those 3 dungeons are marked by too many of the same trash packs that adds nothing to the dungeon. Bit of a troubling trend that newer content have been increasingly more tedious. Sure, the crem guards and Flesh Atronarch were somewhat interesting the first time you encounter them, but they're boring the third time you see them, much less on repeated runs. If a fight is interesting, make it a boss or miniboss. If it's not...why is it in the dungeon? I find that most of our deaths in ICP come from the trash mobs, not because they're difficult, but because they're terribly boring and we've tuned out the fight just spamming aoe and oh look, a dps got squashed, ah well.

A reduction in trash mobs, a reduction in length would alleviate some of the rng complaints of the gear grind. It'll encourage vets to take along newbies to the dungeon if they know that it's not going to be an hour long commitment. There are no downsides.

I see the same thing with trials. Group trials are essentially corridors of stacking and aoe burning punctuated by bosses. The bosses are fun, the corridors are not. Less trash please.

I find vMSA fun and well designed (for magicka classes, anyway) but I can't bring myself to run it often because of its length.(Granted, I'm not good enough to get a good time, but @1:30 par it''s too long for its questionable rewards.) You can probably trim a round or two from each stage, easy, and still keep it essentially the same in terms of content and difficulty.

So here's my plea to ZOS to reduce length, not difficulty. Or reduce difficulty too, I don't care, but please respect our time and not make us do the most boring parts of dungeons/trials over and over again.
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