Why are the set item bonuses still combined with the unique enchantments? It's been over a year. We all know it's strictly a UI error because if you put another enchantment on the greatsword for example, the weapon damage bonus is still in effect, just removed from the UI description. The weapon damage, magicka bonus , etc. should really be a 1 item set bonus like monster helmets. It's just so confusing that they are combined with the master enchantment. Please fix this.
Gilliamtherogue wrote: »*edit* I should quickly state that I have already experienced all of these trials on PTS and Live, and have been actively raiding since the first trials released over two years ago. I have held numerous world and/or server side titles, so this should have somewhat relevance of voicing the opinion of many other end tier raiders as well.
The new direction you (Zenimax) have taken with Veteran Trials is extremely troublesome for many reasons. Since the introduction of Veteran Maw of Lorkhaj, the difficulty difference between Normal and Veteran modes has increased greatly. This alone isn't an issue, many players in end game have been asking for more of a challenge, and we appreciate you listening. The issue is though, that you haven't implemented the difficulty we asked for in the correct ways.
Your versions of "difficulty" greatly vary from ours. Inside all of the live Veteran Trials (not dungeons!) and the newly scaled vAA and vHRC on the PTS it seems that everything is merely a multiplied factor of the normal mode counter part, with a few new mechanic changes/additions here and there. From comparing each dungeon, it literally feels as if you make the Normal version, run through it with your QA team, and then say, "Okay, looks good, fix a few bugs and then for Veteran mode just multiply everything by 300% and adds some more one shot mechanics, a few more trash packs, and call it a day!" This is not a sense of difficulty that resonates well with pretty much any community. Inflation does not equal difficulty, rather engaging and thought provoking encounters do. While bosses have seen a drastic improvement in these terms, the main issues lie outside of boss encounters. Here are a few major issues with the new direction you have chosen;
1. Most non meta/min-maxed players will find themselves struggling to clear trash mobs that have no real progression system or reward system to them. They enter a trial after clearing the normal counter part and begin dying on the first wave of adds because of the staggering damage dealt and health difference of these mobs. This immediately puts a bad taste in newer players mouths, and cuts off many people from ever completing or progressing in these trials. Most of these trash mobs have more health than major bosses in Veteran dungeons (including vICP and vWGT), which mas multiple issues in and of itself.
2. From a resource stand point these new trials are not robust enough to sustain content or longevity wise. The amount of players who have cleared vSO and vMoL are extremely little, I won't spout out %'s since I have no back up, but I would love for you to post some numbers to show for both party's sake. Why spend so much time and effort making content that few players can complete? On top of that, even end game guilds have drastically cut back on raiding since these new trials are so tedious and un-enjoyable.
3. The sense of progression is halted by inflated health and damage on unimportant combat encounters in trials. Currently the fastest clear of vMoL in the world is just under 33 minutes, with over HALF of that time spent, and deaths coming from killing trash mobs. Prior to this in older AA, HRC, and SO trash acted as a "cool down" phase which allowed groups to formulate strategies that best suited efficiency and clear time in unique and engaging ways, while bosses remained the major road blocks to completion. Meanwhile trash has no room for strategy change due to the extremely high damage it deals, as well as the inflated health levels they have. We understand that trash shouldn't just be mind numbingly easy, but it shouldn't be so absolutely absurd that it drains your will to complete because you know you're about to spend the next 20 minutes killing mobs that offer no sense of reward.
4. The reward system for trials is not sustainable outside of the first month after release. Trials and end game content should have some measure of replay-ability and reward mechanics, and in their current state they do, for about a month. Gold jewelry on hardmode versions and newly scaled BoE sets are great for the first release, everyone wants to test and get their hands on stuff, but over time the number of these items becomes severely inflated. We've already seen a price cut in over 200% on the NA server's markets on gold jewelry from vSO due to the availability of these items. A 5 day cooldown on BOE gold jewelry should be instated, while leaving the BoP items off of a cooldown.
5. Further explaining the issue with reward systems in trials, is once you've gotten your gear and the items from inside are less desirable, the only reason to participate in trials is for competitive leaderboards. Leaderboards were a great way to add a sense of replay ability to content, without forcing it onto players, as it is completely optional. However, due to the overall "artificial" feeling these trials now give on Veteran difficulty, the desire to push for times and improvement has all but died in the community. The raid community in ESO has dwindled to a point where it's almost extinct, less than 10 guilds world wide have cleared vMoL to start with, and even fewer actively complete these trials. This is because of how excruciatingly painful it is to raid now. I once looked forward to raiding, now I'm filled with a sense of dread as I know I'm about to spend the next 4 hours of my life on runs that are ruined by artificial difficulty and pointless inflation without being properly reimbursed for the investment of time.
*edit* 6. The recent balance changes in these trials seem to be centered around the concept of Veteran Maelstrom Arena builds, or small man PvE content that isn't as demanding as trials. Many encounters assume everyone has a "do it yourself" build that spreads itself over a variety of capabilities (tankiness, self healing, damage, etc) rather than focusing on one role. For example, the damage dealt in vMoL and vSO trash encounters are so high and spread out that it forces many DPS, or damage dealing roles, to run self healing or self defensive abilities. This is an extremely big issue in group play, as group play is made up of powerful individuals who all have unique advantages and disadvantages, which bases what role or task they will have. Assuming a homogenized build on everyone kills player diversity as well as stagnates interesting and innovative game play. Forcing each build to do the job of another totally removes the purpose of large groups of players forming together to accomplish goals. I understand ESO prides itself in being unique and allowing players to pretty much do anything, and there should always be the option for players to do that, but building the entire balance of group content around that idea is extremely toxic and actually does the exact opposite of making players feel like they have options.
There are plenty other issues I could go on and on about but I've found these to be the major issues so far, and I've tried to focus them on something the community can agree with as a whole, rather than having just the interests of the niche group of players who actively still raid. We appreciate the scaled content, as we've been asking for it for ages, but what we've seen so far is not at all what we had in mind. If you're looking for more feedback on what we DO want, I would be more than happy to reach out to other players and gather their thoughts and compose them for you here or elsewhere.
Ep1kMalware wrote: »Shadesofkin wrote: »Gilliamtherogue wrote: »The new direction you (Zenimax) have taken with Veteran Trials is extremely troublesome for many reasons.
A Lot of Stuff Said.
Wow, I don't agree with any of this...at all. I relish the difficulty of Maw, I consider Sanctum a breeze, and I'm still working to get myself on that leaderboard for Maw. I mean I get where you're coming from, but I just cannot agree.
I don't agree with it either, normal mode is all about allowing access of gear to casual players without walling them off. vet mode mainly exists so that teams of good players can achieve a sense of accomplishment by competing with eachother for scores.
with that said, why does the difficulty cap matter? The cold hard facts are generally most players completely suck at even simple mechanics, if they implemented mechanics (even simple ones, we'd have an army of people iin here full of rage demanding refunds for free content updates or some crap. I like the way it's setup, because the only people who don't win are narrow minded folks who don't want to win, (and will complain regardless of what zenimax does).
You should re-read the posts.
He's not saying that it's too difficult.
He's saying that it's the wrong kind of difficult. Instead of a challenge, it's tedium. Instead of mechanics that reward skillful play, it's mechanics that are dumb and reward either dumb luck or brute force.
Gilliamtherogue wrote: »3. The sense of progression is halted by inflated health and damage on unimportant combat encounters in trials. Currently the fastest clear of vMoL in the world is just under 33 minutes, with over HALF of that time spent, and deaths coming from killing trash mobs. Prior to this in older AA, HRC, and SO trash acted as a "cool down" phase which allowed groups to formulate strategies that best suited efficiency and clear time in unique and engaging ways, while bosses remained the major road blocks to completion. Meanwhile trash has no room for strategy change due to the extremely high damage it deals, as well as the inflated health levels they have. We understand that trash shouldn't just be mind numbingly easy, but it shouldn't be so absolutely absurd that it drains your will to complete because you know you're about to spend the next 20 minutes killing mobs that offer no sense of reward.
The master weapons are very bad.
Why would I sacrifise my shock glyph that deals 3500 damage every few seconds for a bit more magicka and destructive touch ? (that hits for even less than force shock even with this staff)
I think, these enchants need a serious buff.
The master weapons are very bad.
Why would I sacrifise my shock glyph that deals 3500 damage every few seconds for a bit more magicka and destructive touch ? (that hits for even less than force shock even with this staff)
I think, these enchants need a serious buff.
Yeah excatly, especially that You can also wear staff which is part of some set and gives additional magicka for wearing it , so master staff gives nothing then.
rosendoichinoveb17_ESO wrote: »I've tried doing normal trials with random people that are low CP, and its not that easy as everyone states here. The answers in this thread should be taken into consideration that most likely most of the people doing trials have maxed out CP. The majority of the player base are not with max stats and its very difficult to find a party that will group with you for a trial if you are not high CP.
rosendoichinoveb17_ESO wrote: »I've tried doing normal trials with random people that are low CP, and its not that easy as everyone states here. The answers in this thread should be taken into consideration that most likely most of the people doing trials have maxed out CP. The majority of the player base are not with max stats and its very difficult to find a party that will group with you for a trial if you are not high CP.
potirondb16_ESO wrote: »rosendoichinoveb17_ESO wrote: »I've tried doing normal trials with random people that are low CP, and its not that easy as everyone states here. The answers in this thread should be taken into consideration that most likely most of the people doing trials have maxed out CP. The majority of the player base are not with max stats and its very difficult to find a party that will group with you for a trial if you are not high CP.
Actually @rosendoichinoveb17_ESO a lot of player are thinking the same as you about Veteran trial as well. As an example if you go into a Maw of Lorkahj trial in normal mode with a relativly low cp group, you are likely never to succed the trial. That's the Truth, because some mecannics are gettting tougher as the fight last.
But, if you get in there with a good group, you are likely to succeed it without a sweat. That's also true and a lot of player feel ashamed by that reality because even if you have no issue whatsoever to complete it in normal mode, you will be likely to fail your attempt on the veteran mode as you hit the first boss and that's why there're undergoing claim about adding a third level of diffiiculty.
Personnally, I feel like that is the way to go since there's really a lot of gap inbetween player for many reason:
1. It's an action base combat which mean skill and capacity to hold a rotation matters
2. It's a game which is rewarding longevity by adding CP system which leads to a lot of gap inbetween player depending on how many CP everyone has.
3. It's also a game where even if you reach max cap, the gap between player will still exist depending on which content you've been doing and how well you succeed it. (Maestrom Weapon vs. Regular, SPC vs. Kragenac, etc.)
Adding one level of difficulty is Something developper need to think about and start also adapting those level of difficulty because it is true what you say about some people having an hard time to complete some trial in normal mode while other complete it without a full raid.
Normal mode should be achievable as people get into the game, a non-raiding guild or random group should have an introduction system where they can really start to have fun with trial and not be concern about how hard it gets. While small raiding guild should have a veteran mode where they believe they can succeed but get an hard time for it (atm, small raiding team knows that any veteran trial they get in will be a pain to complete if it can be achieve). And last but not least, hardcord raiding team should have a mode where they know that they are gonna loose their shirts for a couple of weeks.
As some people stated the actual level of difficulty Inside trial are bad for the game, it's not rare to see zone chat discussion about trial ending up with a complete denial of actual possibility for player to raid Inside eso. Should we start to feel worried about a trial being too hard, or too easy...
I think that with two level of difficulty we will always have to. Progression being as stated before an issue.
The master weapons are very bad.
Why would I sacrifise my shock glyph that deals 3500 damage every few seconds for a bit more magicka and destructive touch ? (that hits for even less than force shock even with this staff)
I think, these enchants need a serious buff.
Yeah excatly, especially that You can also wear staff which is part of some set and gives additional magicka for wearing it , so master staff gives nothing then.
Yea.
Especially with my current setup, elegance and necropotence. Both are light armor exclusive.
I am wearing 5 necro, 5 elegance and 1 kena. So if I wanted this staff, I would loose molag kena and guess what ? Another undaunted, which equals over 600 Magicka. So this staff would give me nothing and don't forget the valueable enchant.
The master weapons are very bad.
Why would I sacrifise my shock glyph that deals 3500 damage every few seconds for a bit more magicka and destructive touch ? (that hits for even less than force shock even with this staff)
I think, these enchants need a serious buff.
Yeah excatly, especially that You can also wear staff which is part of some set and gives additional magicka for wearing it , so master staff gives nothing then.
Yea.
Especially with my current setup, elegance and necropotence. Both are light armor exclusive.
I am wearing 5 necro, 5 elegance and 1 kena. So if I wanted this staff, I would loose molag kena and guess what ? Another undaunted, which equals over 600 Magicka. So this staff would give me nothing and don't forget the valueable enchant.
has necro been raised to cp 160? and by pets does it mean like the pets everyone has?
Contraptions wrote: »I like how the trials and their rewards have been scaled up, but don't like how you made the trash fights really long and boring. ZOS, damage sponges are not challenging. Please reduce the health, damage and number of trash mobs in trials both normal and veteran.
rosendoichinoveb17_ESO wrote: »The main issue that I have with trials is that they are mostly DD oriented. I mean in a 12 person group there is only one tank. Therefore, you are kind of forced to play as a DPS as the tank role is most likely already taken.
ZOS_JessicaFolsom wrote: »This is the official feedback thread for Trials & Dragonstar Arena scaling. Specific feedback that the team is looking for includes the following:
- What do you think of the scaling for Normal mode versus Veteran mode?
[*] Weekly rewards must be tied to that particular trial which is the weekly challenge. Currently regardless which 12 man trial is a weekly challenge the rewards are always parts of Maw of Lorkhaj drop tables. This makes no sense as it prevents people from getting desired set pieces from other trials. This will be even more relevant when AA and HRC will be upscaled to drop CP160 loot. Also everyone will want legendary jewelry of Footman and Healer sets from DSA. It is an easy thing to do, please make the community happy and make weekly rewards associated with a particular weekly trial!
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