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What do you think of the nerf of CoA, WGT and ICP?

peniku8
peniku8
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As you may have read, the difficulty of the groupdungeons "City of Ash", "White Gold Tower" and "Imperial City Prison" have been decreased. Tell us your opinion, f you already finished those dungeons after the patch.
Edited by peniku8 on June 2, 2016 12:42PM
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What do you think of the nerf of CoA, WGT and ICP? 62 votes

I think this was necessary, I always had problems with those 3 dungeons.
20%
Khenarthithomas1970b16_ESOAnath_QgreyloxSarevoccMrCray78EgonieserPanerossRex-UmbraLord_EomerHutch679HaughnatronWolfkeks 13 votes
I dislike this descision, some dungeons should be a bit harder than others.
79%
Armitaswenchmore420b14_ESOdsa.adab16_ESOValvekwisatzpotirondb16_ESODUTCH_REAPERsparafucilsarwb17_ESOkojouWifeaggro13lonewolf26daemoniosThelonKahl_durLorDrektriklops79Oreyn_BearclawtimidobserverZouniTicuss 49 votes
  • ClockworkArc
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    This poll is pointless unless you have a "Yes, more people should be able to complete this content" option.
  • peniku8
    peniku8
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    I dislike this descision, some dungeons should be a bit harder than others.
    I personally think that these 3 dungeons have been nerfed way too much. I enjoyed them before the patch and if you have a good team, you could get your no-death achievement and do WGT in 15 minutes.

    Now, after the patch I tried to solo these dungeons.
    Outcome was, that the first boss in ICP oneshots me but I could easily solo the trashpacks on my magicka DK with 18k HP.
    The same in WGT, soloed the trashpacks and the miniboss in front of the door with my magicka NB, the boss resets when I get caged and I don't see a problem with it besides that.
    Now to CoA, I came up to the 3rd Boss and only died on the Fleshcolossus. That guy hits for 18k so I had to spam some shields or it oneshot me. The Boss always spawns adds below 80%, even if you don't dps him and I couldn't deal with all at the same time, and they even respawned when I killed 3.

    In conclusion, experienced players can easily 2-man all those dungeons now.
    I was really happy with these 3 because it was the only 'callenging' 4man content left and now we got nothing...
    I understand that new players couldn't finish the dungeons right away, but isn't that natural? Isn't that, what the game is all about? About learning to avoid damage as DD, optimizing your build for best performance and having good teamwork?
    It kinda contradicts the community, if you just look for random players, do your dungeons and leave the group now.
    I remember doing ICP for the first time, I took some friends with me and we were in there for several hours til we figured the mechanics and what to do, what we need to improve etc.

    If we had new groupdungeons at a higher difficulty now, the nerf wouldn't be much of a problem but since we don't have that at the moment, I'm highly unhappy with the whole situation, tbh, the vet version of these dungeons should be the difficulty on normal and the pre-patch dungeons should be vet mode
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  • Asmael
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    I dislike this descision, some dungeons should be a bit harder than others.
    There is only 1 thing left to nerf in these dungeons.
    The lag. Still OP as f***.

    Other than that, the dungeons are a complete joke now. At least the IC ones, vCoA was already soloable before DB.
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  • peniku8
    peniku8
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    I dislike this descision, some dungeons should be a bit harder than others.
    This poll is pointless unless you have a "Yes, more people should be able to complete this content" option.

    I made is like this because this way, everybody can represent their OWN opinion instead of trying to represent somebody elses'
    Leader of the Akatosh Imperium, Guildmaster of

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  • DaniAngione
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    People in the ESO forums love biased polls with no empathy. It's so fun.
  • LorDrek
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    I dislike this descision, some dungeons should be a bit harder than others.
    Need new harder dungeons.
    Imperial DK stamDPS, Nord DK magTANK
    YDoA CZ/SK Guild
    @LorDrek
  • yodased
    yodased
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    Isn't this the correct order albeit they forgot one large piece of the puzzle.

    1. Content is release. Bleeding edge competitive people complete it on day 1. Super hard.

    2. Few weeks in, balance pass to adjust for variables introduced by players in live server.

    3. 2-3 months difficulty is decreased as new harder dungeons are rolled out, so that the bleeding edge as well as the lesser geared/skilled players can complete.

    You see the problem is the schedule is great to keep if you are releasing new hard content for the bleeding edge guys and gals, if you only keep the schedule to make it better for the rest of the folks, you alienate the competitive.

    Eventually you will alienate all PvE because it will stagnate.

    Tl;DR there is nothing wrong with making the hardest things easier as long as their is replacement hard things.
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • timidobserver
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    I dislike this descision, some dungeons should be a bit harder than others.
    The people that couldn't complete them probably still can't. The people could complete them have less fun doing it.
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  • MaxwellC
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    I dislike this descision, some dungeons should be a bit harder than others.
    The problem with the dungeons wasn't even the difficulty, it was simply the lack of knowledge of what the mechanics were/supposed to be and recommended gear sets. I once had a tank who said they can easily tank ICP come to find out this person was wearing 5 piece willows all impen with 1 light 1 heavy something else (Iforgot what it was) and I'm like this dude...
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  • Minute_Waltz
    Minute_Waltz
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    Can someone please explain what exactly the nerfs were? Ran through vicp/vwgt and didnt really notice much difference. All the mechanics are the same (including bugged vicp last boss), and pugging will still cause issues where the dungeon takes 30min+ to finish (same as pre-nerf pugging experience)
  • Turelus
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    peniku8 wrote: »
    As you may have read, the difficulty of the groupdungeons "City of Ash", "White Gold Tower" and "Imperial City Prison" have been decreased. Tell us your opinion, f you already finished those dungeons after the patch.

    Pretty much this.

    There is no poll option for me which is "I completed them easily previous to the update, but I am fine with them making the content more accessible for others"
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  • Turelus
    Turelus
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    The people that couldn't complete them probably still can't. The people could complete them have less fun doing it.

    I'm not sure the people that did it regularly and could do it easily considered them "fun" after a while.

    Most of the people I have met were not looking for challenge but speed because they needed to get more shots at the helms. If players wanted to have challenging content all they need do is downgrade their gear some levels or use unoptimised builds.

    It's easy enough to increase the difficulty for yourself but much harder to decrease it.
    @Turelus - EU PC Megaserver
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  • Khenarthi
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    I think this was necessary, I always had problems with those 3 dungeons.
    Turelus wrote: »
    peniku8 wrote: »
    As you may have read, the difficulty of the groupdungeons "City of Ash", "White Gold Tower" and "Imperial City Prison" have been decreased. Tell us your opinion, f you already finished those dungeons after the patch.

    Pretty much this.

    There is no poll option for me which is "I completed them easily previous to the update, but I am fine with them making the content more accessible for others"

    Pretty much this for me as well. Also, doing these with a pug was a nightmare sometimes.
    PC-EU
  • potirondb16_ESO
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    I dislike this descision, some dungeons should be a bit harder than others.
    The nerf is pretty interesting since it only affected the thrash mobs which makes run way faster then they use to be. The only actual issue I had after the nerf and since the new drop rate has been introduce is how often boots are dropping compare to anything else and also how often prosperous gear is dropping too.

    So overall, the nerf doesn't look like one too much for me, it sure is way easier to get the quick run, I achieve it on 3 of my 5 run and probably 4 but since I had the achievement on the other characther it was hard to tell, but the overall fun of doing the boss was still there at least for ICP, I will know more about wgt today.

    But Specificly the new loot table are AWFULL ! It's an honnest mistake that Zenimax had been doing when they add all those wierd grinding traits Inside the loot table of ICP which is honnestly painfull. Out of 5 run of ICP yesterday, I gather only 2 pièces I was missing and got no good traits on any of them. I actually keep deconstructing the ICP gear since most of the gear I receive was boots and arm which were already the more common drop.

    So overall the nerf to mobs don't feel like a nerf so much but the new drop rate doesn't look like an improvement so much. I would rather have thrash dropping minor pièces and boss always dropping major pièces or Something then actually running the dungeon without a clue. Also I kind of think the last drop is always an helmet... which is kind of wierd it would be nice if the mobs that always drop gear could always drop chest/legs/helm and the thrash or complementairy boss could drop Waist/Shoulder/Gauntlet and Boots. It would also make the drop seem more rewarding coming from those boss since sometimes when you run with a group that lack knowledge of the mecanics those fight are still hard.
    Edited by potirondb16_ESO on June 2, 2016 2:04PM
  • DocFrost72
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    Double barreled question is double barreled. Should have been, "I like it or I don't"

    That said, the level of difference between the L33t players and the average Joe at 8-9k dps is so freaking massive at this point ZOS has my sympathy. How do you make content when good groups of four get smashed despite knowing mechanics, and a handful of people can solo it? And we're not even discussing the chunk of the population that weaves just a spammable and light/heavy attacks.

    Honestly what needs to happen is some element in this game needs to bring character DPS back in line. Healing is in a good way, tanking...well, I have my thoughts but your average tank can still do fine if they taunt and block the telegraphed heavy attacks. DPS should not be the most important role in any game.
  • magnusthorek
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    I went to ICP pledge yesterday and I didn't notice any change. Someone said that the "nerf" was related to the RNG, so all "main bosses" would gurantee a set piece, favoring farming, but I don't think so as the Flesh Abomination (or any of the bosses/mobs <_<) didn't give my Scathing Breeches

    Of course I wasn't with my usual team but maybe now I can get my hand in the Life Sentence achievement. Tired of being super focused to get this crap and someone in the team press the wrong button, lags or just don't give a damn and I get screwed.
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  • yodased
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    ICP nerf

    grenade boss no longer continually spawns adds.
    abomination is interruptable and only puts 1 posion thingy
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • Vaoh
    Vaoh
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    I dislike this descision, some dungeons should be a bit harder than others.
    Why do we even have a Normal mode anymore...?
  • potirondb16_ESO
    potirondb16_ESO
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    I dislike this descision, some dungeons should be a bit harder than others.
    Doncellius wrote: »
    Why do we even have a Normal mode anymore...?

    A team Under 250 Cp actually needs it since boss fight are the same and may take them an awfull lot of time if they are good at doing the mecanics, a good team well it dépends on player capacity but the normal mode should no longer be an option.


  • peniku8
    peniku8
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    I dislike this descision, some dungeons should be a bit harder than others.
    yodased wrote: »
    Isn't this the correct order albeit they forgot one large piece of the puzzle.

    1. Content is release. Bleeding edge competitive people complete it on day 1. Super hard.

    2. Few weeks in, balance pass to adjust for variables introduced by players in live server.

    3. 2-3 months difficulty is decreased as new harder dungeons are rolled out, so that the bleeding edge as well as the lesser geared/skilled players can complete.

    You see the problem is the schedule is great to keep if you are releasing new hard content for the bleeding edge guys and gals, if you only keep the schedule to make it better for the rest of the folks, you alienate the competitive.

    Eventually you will alienate all PvE because it will stagnate.

    Tl;DR there is nothing wrong with making the hardest things easier as long as their is replacement hard things.

    I agree with that, but the lack of new hard content is what makes me sad about the nerf :/
    Can someone please explain what exactly the nerfs were? Ran through vicp/vwgt and didnt really notice much difference. All the mechanics are the same (including bugged vicp last boss), and pugging will still cause issues where the dungeon takes 30min+ to finish (same as pre-nerf pugging experience)

    Mobs die alot faster and do alot less damage. Best example is probably the 2nd boss in vWGT (the 3 guys). The healer has some ground effect AOE (standards of might maybe?) which did so much damage, that you could barely run to him, apply your two dots and roll out of it. Now you can just stand in there and melee the hell out of him.
    I agree with the changes of the 2nd ICP boss, having to deal with the sacrifices during the fight itself was annoying so that you basically started to nuke him, kill the 2 or 3 atros when he is at the pool and then kill the boss when he returned. 40 seconds fight. Now he goes to the pool way more often and you having nothing better to do than using the mechanics of throwing bombs anyways, fight takes more than twice the time for good groups and is easier for newbies. But that happened before the DB dlc.
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  • lonewolf26
    lonewolf26
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    I dislike this descision, some dungeons should be a bit harder than others.
    That being said it's still not puggable with players who have under tuned builds, which I fear will lead to more nerfs. :(
  • redspecter23
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    I've only run WGT since the change and if it's been made easier, I didn't notice it at all. It felt pretty much the same as it always has except now with many rifts bugged and spawning mobs instantly. With that bug in place it might actually be a bit harder. Players struggling before won't suddenly be getting easy completions now. I can't say much about CoA or ICP as I haven't been in them since Tuesday.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    I dislike this descision, some dungeons should be a bit harder than others.
    First VICP run post patch: No death on an under-leveled toon that had never stepped foot in a dungeon. This place is a joke at this point. Havent done WGT yet, but I am sure its no different. As for VCOA, well, that place is indistinguishable from any other vet dungeon, so not sure why the change was needed. Considering we can generally kill the last boss on the first platform, and the first boss last less than 10 seconds, not really sure what else there is to do here. I suppose I will find out sooner or later.
  • LadyNalcarya
    LadyNalcarya
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    I dislike this descision, some dungeons should be a bit harder than others.
    yodased wrote: »
    Isn't this the correct order albeit they forgot one large piece of the puzzle.

    1. Content is release. Bleeding edge competitive people complete it on day 1. Super hard.

    2. Few weeks in, balance pass to adjust for variables introduced by players in live server.

    3. 2-3 months difficulty is decreased as new harder dungeons are rolled out, so that the bleeding edge as well as the lesser geared/skilled players can complete.

    You see the problem is the schedule is great to keep if you are releasing new hard content for the bleeding edge guys and gals, if you only keep the schedule to make it better for the rest of the folks, you alienate the competitive.

    Eventually you will alienate all PvE because it will stagnate.

    Tl;DR there is nothing wrong with making the hardest things easier as long as their is replacement hard things.

    This would be perfect, but yeah... the problem is that they havent released new dungeons since IC.
    Edited by LadyNalcarya on June 2, 2016 5:40PM
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