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Craglorn needs a bit of love from ZOS

  • Dubhliam
    Dubhliam
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    This is really good news indeed.

    They really should remove the restrictions where there are X player requirements, especially true for those quests where people that completed the quests can no longer do them, meaning old players cannot help new players complete the quests.

    That being said, this zone should not be easy. Far from it.
    The zone should be a group zone, with difficult monsters, and even more difficult bosses.
    If one decides to solo Craglorn, he should be given the opportunity to do so, but also better be well prepared unless he wants his ass handed to him.
    >>>Detailed Justice System Concept thread<<<
  • BRogueNZ
    BRogueNZ
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    I hope they don't enforce grouping. Be nice to have a zone that was really hard solo for high CP players but not impossible.
  • Wolfenbelle
    Wolfenbelle
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    Dubhliam wrote: »
    This is really good news indeed.

    They really should remove the restrictions where there are X player requirements, especially true for those quests where people that completed the quests can no longer do them, meaning old players cannot help new players complete the quests.

    That being said, this zone should not be easy. Far from it.
    The zone should be a group zone, with difficult monsters, and even more difficult bosses.
    If one decides to solo Craglorn, he should be given the opportunity to do so, but also better be well prepared unless he wants his ass handed to him.

    First you say they should remove restrictions where there are X player requirements, then you say it should be a group zone. Confusing much?

    The reason Craglorn died is precisely because it was intended only for elite players, and it was 100% forced group content. Originally the group content even was set up so everyone had to be in the exact same instance and quest step. Basically the same four people had to start and complete a quest together at the same time. Then Craglorn stayed alive as a grinding zone to get from v1 through the other vet levels. When that was killed, the zone became a ghost town except for trials and DSA. The game's progression even passed them by eventually. The zone desperately needs both solo and group content that scales depending on a player's current level.
  • xenowarrior92eb17_ESO
    xenowarrior92eb17_ESO
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    Maotti wrote: »
    All Craglorn dungeons should actually be DUNGEONS, give them back in difficuly, normal and veteran mode, there you go. Shadaa's tears, Skyreach catacombs, etc.

    High quality dungeons. You don't need to drop monster helmets or anything, put them in the grouping tool, do something, Craglorn rocks.

    I'll never forget Skyreach catacombs right after Upper Craglorn got released. I loved the difficulty. :)

    me 2... I was soling them for cp grind at the beginning cuz uber xp and brawler+expert hunter=gg
  • Alagras
    Alagras
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    Playing it again recently I couldn't believe how beautiful it is, best designed zone in the game for me.

    And about making it soloable, please no no no, the whole Tamriel map is soloable, Craglorn was meant to be hard and require group let it stay this way, or rather become again.
  • Dubhliam
    Dubhliam
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    Dubhliam wrote: »
    This is really good news indeed.

    They really should remove the restrictions where there are X player requirements, especially true for those quests where people that completed the quests can no longer do them, meaning old players cannot help new players complete the quests.

    That being said, this zone should not be easy. Far from it.
    The zone should be a group zone, with difficult monsters, and even more difficult bosses.
    If one decides to solo Craglorn, he should be given the opportunity to do so, but also better be well prepared unless he wants his ass handed to him.

    First you say they should remove restrictions where there are X player requirements, then you say it should be a group zone. Confusing much?

    The reason Craglorn died is precisely because it was intended only for elite players, and it was 100% forced group content. Originally the group content even was set up so everyone had to be in the exact same instance and quest step. Basically the same four people had to start and complete a quest together at the same time. Then Craglorn stayed alive as a grinding zone to get from v1 through the other vet levels. When that was killed, the zone became a ghost town except for trials and DSA. The game's progression even passed them by eventually. The zone desperately needs both solo and group content that scales depending on a player's current level.

    I said requirements.
    Meaning the game won't let you progress at a certain point in a quest unless you have two more players in the group to stand on pressure plates.
    THESE restrictions need to be removed.

    However, I would hate it if Craglorn becomes just another zone like any other. It is a veteran zone, and I believe it should stay that way. No players under lvl 50 allowed.
    And the mobs should be difficult.
    Players that are not well prepared should group up with other people.
    Well geared and prepared players could solo.
    >>>Detailed Justice System Concept thread<<<
  • rosendoichinoveb17_ESO
    rosendoichinoveb17_ESO
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    I am stuck in one of the quests because it requires 3 people in party, I cant find people who haven't done it and are willing to come.

    They should make something like a quests grouping tool.
  • Dubhliam
    Dubhliam
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    I am stuck in one of the quests because it requires 3 people in party, I cant find people who haven't done it and are willing to come.

    They should make something like a quests grouping tool.

    No, this won't solve the problem.
    They should get rid of the restrictions completely.

    Also, regarding certain story quests:
    Theoretically, at a certain point in time every player will have completed those story quests.
    Let's say at that point only one new player buys the game and comes to Craglorn.
    Now he can't complete the story quests because there is no other player that is able to help him.
    This is, of course, an exaggeration, since this situation will never happen.

    But still, these restrictions are the complete opposite of what ZOS is trying to achieve with One Tamriel:
    - every player being able to play with any other player everywhere.
    >>>Detailed Justice System Concept thread<<<
  • Lord_Draevan
    Lord_Draevan
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    Dubhliam wrote: »
    I am stuck in one of the quests because it requires 3 people in party, I cant find people who haven't done it and are willing to come.

    They should make something like a quests grouping tool.

    No, this won't solve the problem.
    They should get rid of the restrictions completely.

    Also, regarding certain story quests:
    Theoretically, at a certain point in time every player will have completed those story quests.
    Let's say at that point only one new player buys the game and comes to Craglorn.
    Now he can't complete the story quests because there is no other player that is able to help him.
    This is, of course, an exaggeration, since this situation will never happen.

    But still, these restrictions are the complete opposite of what ZOS is trying to achieve with One Tamriel:
    - every player being able to play with any other player everywhere.

    Agreed.
    I can understand if Trials/Delves can't all be completed solo, but at least let the Main Questline be soloable.
    I'm a man of few words. Any questions?
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  • PS4_ZeColmeia
    PS4_ZeColmeia
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    Please please please make the quests, dungeons, and possibly the delves that might need a group to the activity finder. I think some of the grouping issues might be solved with One Tameriel but considering this zone is meant for groups why not make it part of the group finder.
    PSN: ***___Chan (3 _s)
    Hybrid, All-Role NB
  • Robbmrp
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    maboleth wrote: »
    I was wondering if ZOS had any plans for this area and content once One Tamriel comes out? @ZOS_GinaBruno @ZOS_JessicaFolsom

    It's a beautiful and mysterious place that I just discovered, but alas, everything requires a group of at least 3 people. I do NOT want to see it nerfed, but is there a plan to make it more accessible or at least to make people come here more frequently? Any ideas?

    Even if it's just "we are actually working on it", I'd like to hear from you guys at Zenimax.

    As a matter of fact, we do have plans! We'll start discussing details after we get through Update 11 madness (don't forget, it still hasn't launched on consoles).

    But but but but but but but but but but we want to hear about it now :) Consoles can wait, they chose that platform.... lol
    NA Server - Kildair
  • I_killed_Vivec
    I_killed_Vivec
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    Please, please, please no battle levelling!

    I used to love going into Craggles as a puny VR1 to harvest voidstone (I'd outlevelled Cadwell's Silver in terms of crafting). It was intense because anything would trash you if you weren't careful.

    I remember with pride the first time I killed a wasp :)

    Please don't take away the tension and the challenge just so that everything is always at your level.

  • AzraelKrieg
    AzraelKrieg
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    Please, please, please no battle levelling!

    I used to love going into Craggles as a puny VR1 to harvest voidstone (I'd outlevelled Cadwell's Silver in terms of crafting). It was intense because anything would trash you if you weren't careful.

    I remember with pride the first time I killed a wasp :)

    Please don't take away the tension and the challenge just so that everything is always at your level.

    It's going to end up battle levelled anyway.
    Gold Dragons Guildmaster PC-NACR2000+
    Kalthar Wolf-Brother – EP Templar - 50 Maeli Valen - EP NB - 50Naps-During-Trials – EP Templar - 50Rulnakh - EP Sorc - 50Azrael Krieg - EP NB – 50Uvithasa Telvanni – EP DK – 50More-Tail - EP Warden - 50Narile Galen - EP Sorc - 50Bone Soldier - EP Necro - 50Naps-During-Trails - EP Necro - 50
  • I_killed_Vivec
    I_killed_Vivec
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    Please, please, please no battle levelling!

    I used to love going into Craggles as a puny VR1 to harvest voidstone (I'd outlevelled Cadwell's Silver in terms of crafting). It was intense because anything would trash you if you weren't careful.

    I remember with pride the first time I killed a wasp :)

    Please don't take away the tension and the challenge just so that everything is always at your level.

    It's going to end up battle levelled anyway.

    Nooo!!

    That's just rubbish. There have to be some places where you just shouldn't go until you're ready.

    And I don't mean vMA, because that's a test, not exploration. There should be wildernesses that are scary where you have to be careful... very careful if you're underpowered.
  • AzraelKrieg
    AzraelKrieg
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    Please, please, please no battle levelling!

    I used to love going into Craggles as a puny VR1 to harvest voidstone (I'd outlevelled Cadwell's Silver in terms of crafting). It was intense because anything would trash you if you weren't careful.

    I remember with pride the first time I killed a wasp :)

    Please don't take away the tension and the challenge just so that everything is always at your level.

    It's going to end up battle levelled anyway.

    Nooo!!

    That's just rubbish. There have to be some places where you just shouldn't go until you're ready.

    And I don't mean vMA, because that's a test, not exploration. There should be wildernesses that are scary where you have to be careful... very careful if you're underpowered.

    It will probably inaccessible until level 50 but since One Tamriel will make everything CR160 and everyone below that scaled to CR150, there is some scaling still.
    Gold Dragons Guildmaster PC-NACR2000+
    Kalthar Wolf-Brother – EP Templar - 50 Maeli Valen - EP NB - 50Naps-During-Trials – EP Templar - 50Rulnakh - EP Sorc - 50Azrael Krieg - EP NB – 50Uvithasa Telvanni – EP DK – 50More-Tail - EP Warden - 50Narile Galen - EP Sorc - 50Bone Soldier - EP Necro - 50Naps-During-Trails - EP Necro - 50
  • chimneyswift_ESO
    chimneyswift_ESO
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    Hopefully they'll bring back all those old Trial Sets too (maybe updated and buffed?) such as Healing Mage, Defending Warrior, Wise Mage, etc.
    Ebonheart Pact
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  • magnusthorek
    magnusthorek
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    Maotti wrote: »
    [I'll never forget Skyreach catacombs right after Upper Craglorn got released. I loved the difficulty. :)
    This is the one with a juicy chest in a big room asking to be looted that you should really not do, right?

    I won't say why not because others must open by themselves... and panic!
    I am the very model of a scientist Salarian, I've studied species Turian, Asari, and Batarian.
    I'm quite good at genetics (as a subset of biology) because I am an expert (which I know is a tautology).
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  • Reverb
    Reverb
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    In addition to scaling the whole zone to 160, i'd like to see Zeni acknowledge that grinding is important to some players, and embrace crag as a grinding zone. Return former favorite grinding spots to their old XP rates.

    Un-Nerf Anomaly xp
    Un-Nerf Spellscar xp
    Edited by Reverb on August 8, 2016 2:45PM
    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • Sneaky-Snurr
    Sneaky-Snurr
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    Putting Craglorn aside, what I'd like to see in the near/medium-term future is Coldharbour getting all the goodies, touch-ups and updates. I've always felt that Coldharbour should be THE endgame content for PvE (actually I feel it could've been a fantastic FFA* zone, not PvP).

    It makes sense (at least to me) considering it's a realm belonging to a Daedric Prince and obviously the realm isn't that small so a lot more can be done to the zone. Plus, players from other alliances would be crossing paths and that adds a whole new layer of varied gameplay. Would be nice to have new minigame(s)/side stories/staged assaults on Molag Bal's keeps/ dailies perhaps?

    Imagine a place where players of different alliances teaming up to launch assaults on keeps and/or citadels in Coldharbour (not sure if it's lore-friendly but I think it is, do clarify this for me). Also, the difficulty of the mobs and bosses for the raids are increased by a lot meaning they block, dodge and counter more frequently emulating a PvP player to a certain extent. The bosses could be SIGNIFICANTLY harder than the current vMA bosses since there are a whole lot of players around. Basically, chaos ensues and I can see that happening. >:)

    *Note: FFA, in my view for this game, could be something where every player regardless of alliance can meet up and battle it out (choice to PvP is given as a toggle). I know it's extremely difficult to implement this system into the game but imagine if it's possible! Ooh the possibilitiesssss! :D
    Edited by Sneaky-Snurr on August 8, 2016 4:26PM
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  • code65536
    code65536
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    More teasers, from another thread...
    MSchroeder wrote: »
    Never fear; you’ll be seeing a lot more of the Celestial Style, and those Item Sets, with the next Update.

    We aren’t ready to discuss specifics yet, but… Trial-running adventurers and crafters alike should be excited. Stay tuned. ^_^

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  • luen79rwb17_ESO
    luen79rwb17_ESO
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    Craglorn had so much criticism for the fact it forced grouped content. I much rather have it behave like the rest of the zones, at least on the quests.

    As far as delves go. I think they should be challenging but still soloable. The reason is that once you're done with those, you'll likely never set foot again. So many people will have issues completing delves, which is nowadays' main issue with Craglorn quests.

    They could find ways to fix this, like adding delve dailies with motifs as rewards, pretty much like all DLCs.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • CasNation
    CasNation
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    Someone mentioned this already, but I really hope they revamp all of the Craglorn dungeons and make them actual dungeons. Shada's Tear when it first came out was probably one of the most difficult and compelling instances in the game. The same goes for many of the other craglorn instances. They need to give the dungeons good loot and a place in the group finder. I doubt they will add monster helms, bit they will probably at least drop yokudan motif pages.
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  • AlnilamE
    AlnilamE
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    Maotti wrote: »
    All Craglorn dungeons should actually be DUNGEONS, give them back in difficuly, normal and veteran mode, there you go. Shadaa's tears, Skyreach catacombs, etc.

    High quality dungeons. You don't need to drop monster helmets or anything, put them in the grouping tool, do something, Craglorn rocks.

    I'll never forget Skyreach catacombs right after Upper Craglorn got released. I loved the difficulty. :)

    Ha! Yes, I spent New Year's Eve with my friends trying to beat that stupid Lich!
    The Moot Councillor
  • Essiaga
    Essiaga
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    Used to be great prior to max level increases and CP ... ZOS killed old content to sell DLCs.

    Nice to see the old Trials back. I was hoping they did something with Craglorn with Vet Rank removal ... was sad when the didn't. Can't wait to see what they do with Craglorn.
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    please update the nodes to max level.

    This. Craglorn needs to function like orsinium does. Scaled and max level dropping CP160 gear. This was the first real "DLC" even though at the time it was released under the "subscription required" model and not the current model. ZOS should honor the subscribers at the time (that helped pay for it by subscribing) and update it completely.

    Also, any instance that drops lower than CP160 gear off CP160 mobs should be eliminated entirely. This is frustrating and is not a fun, reasonable, or necessary mechanic.
    Edited by Yolokin_Swagonborn on August 8, 2016 7:34PM
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