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The problem with VCoA, VICP and VWGT

  • Autolycus
    Autolycus
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    They don't just require you to know the tactics, but also require massive dps. As a healer I can't control that very much and usually get people with average dps and no matter how much I can heal, eventually things get messy and we die if we can't kill the boss fast enough.

    I'd imagine even if I was a good dps I'd need the other one to be also very good and the healer and tank to do their jobs well.

    I did beat all of them on hard mode a couple of times, the problem is actually trying to get the items they drop.

    Every 5 teams I get one team that can actually do them and even with that we wipe quite a few times and we all have done them before and know the tactics very well, how can I get Kena helm that way let alone spellpower cure set.

    I believe that lowering boss healths while making them invulnerable to do a tactic every now and then will fix the dps race this game has become, but its true these dungeon need a slight nerf so that people without the crazy high dps can actually play them or at least do their dailies!!

    I respect the opinion, but have to disagree. The underlying issue behind all of the unsuccessful and extremely time-consuming runs through these dungeons is their scaling to low-level players. I touched on this a bit in another thread, but ultimately I elude to the concept that, while I personally have no beef with making endgame content available to less-geared and lower-level players, it's been long enough for us to agree that the scaling system doesn't work in every dungeon.

    These dungeons are designed for characters that are able to meet certain benchmarks, damage being one of them. It doesn't make sense to me to have a vr1 dps in a vr14 or vr16 dungeon. The scaling doesn't give you the WD/SD that you would have at vr16, it gives you a small chunk, and then puts your stamina/magicka in the ballpark of a vr16. That alone isn't enough to make your damage on-par with a vr16, yet these are still scaled as if you are a vr16. Combine that with a long list of other factors, such as having access to undaunted passives, fighter's and mage's guild skills and passives, alliance war skills, etc, and you end up with a group who is perhaps skilled enough and totally willing/able to do it, but aren't going into the dungeon on fair terms.

    I've run a lot of people through these dungeons at lower ranks, taught them strategies, etc. and I have yet to see someone (even those who I honestly believe are building their characters very well) scaled to a level that was appropriate for the content. The idea of nerfing these dungeons (again!?) directly contradicts the nerfs we've already seen. For example, how is it that we can say these dungeons are too difficult, yet just a couple months ago they changed the Flesh Sculptor in vIP to have the same "forced invulnerability for mechanics" that you mentioned - He was being burned so fast by people who just had okay damage that they felt the need to force us to do the mechanics. So which is it: too hard or too easy? I think the answer is: too hard for players who are beneath a certain level. The closer you get to vr16, the better the scaling. So perhaps the real answer to this is to make only certain vet dungeons (i.e. the original dungeons, not including vCOA, vIP, vWGT, and maybe vCOH) accessible to everyone vr1+, and the higher-end, newer dungeons at something like vr8+ or vr10+.
    Edited by Autolycus on April 25, 2016 8:34PM
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