Doctordarkspawn wrote: »So, I've run both dungeons on vet, a few times now, with pugs, repeatedly, with success, and here is my prognosis.
For the most part these dungeons are fine. Their not -as- long as people make them out to be (Allbiet they are longer than the regular dungeons). The mechanics are interesting, if in some cases a tad buggery (I'm not a fan of resource drain when you guys allready nerfed sustain with the CP conversion.)
But the main issue with these games is the final boss battles, and the hard modes. Put simply, no group I have run, can get through these, and wants to do them. Why? A few reasons.
One. Health and resistances increase. The more time the boss takes to kill, the more frustraited we get. Velindreth suffers from this more than Treeminder does but it's still buggery I could deal without.
Two. Too many mechanics. (Queue too many cooks theme.)
CC adds, resource drain mechanics, and the main dungeon mechanic that actively requires team co-ordination on Mazzatun, and a [Snip] of CC adds, magicka/stamina/healsteal orbs, and a healthbar moving like a *** slug on Velindreth. No group I've run with has done hard mode more than a few times before going "...*** all this ***, lets do regular." It's too much. This is an opinion I and many others share, that the mechanics on hard mode just need toned down a tad, and then this might be fine. But in it's current state, I'll do the dungeons, I wont do hard mode and full gold pledge.
I've run both Mazzatun and Cradle with pugs successfully twice now. Aaaand no one wants to go for full gold pledge because I've not met DPS yet who can keep up with it. I think the designer went overboard for the sake of the one percent hardcore audience and made content for them rather than...oh, I dont know, everyone else who plays this game.
UltimaJoe777 wrote: »Doctordarkspawn wrote: »So, I've run both dungeons on vet, a few times now, with pugs, repeatedly, with success, and here is my prognosis.
For the most part these dungeons are fine. Their not -as- long as people make them out to be (Allbiet they are longer than the regular dungeons). The mechanics are interesting, if in some cases a tad buggery (I'm not a fan of resource drain when you guys allready nerfed sustain with the CP conversion.)
But the main issue with these games is the final boss battles, and the hard modes. Put simply, no group I have run, can get through these, and wants to do them. Why? A few reasons.
One. Health and resistances increase. The more time the boss takes to kill, the more frustraited we get. Velindreth suffers from this more than Treeminder does but it's still buggery I could deal without.
Two. Too many mechanics. (Queue too many cooks theme.)
CC adds, resource drain mechanics, and the main dungeon mechanic that actively requires team co-ordination on Mazzatun, and a fuckton of CC adds, magicka/stamina/healsteal orbs, and a healthbar moving like a *** slug on Velindreth. No group I've run with has done hard mode more than a few times before going "...*** all this ***, lets do regular." It's too much. This is an opinion I and many others share, that the mechanics on hard mode just need toned down a tad, and then this might be fine. But in it's current state, I'll do the dungeons, I wont do hard mode and full gold pledge.
I've run both Mazzatun and Cradle with pugs successfully twice now. Aaaand no one wants to go for full gold pledge because I've not met DPS yet who can keep up with it. I think the designer went overboard for the sake of the one percent hardcore audience and made content for them rather than...oh, I dont know, everyone else who plays this game.
They can't dilude everything for the lesser-skilled or non-meta players. There NEEDS to be hard as titanium content so hardcore raids can truly be a thing.
Doctordarkspawn wrote: »(Queue too many cooks theme.)
Doctordarkspawn wrote: »UltimaJoe777 wrote: »Doctordarkspawn wrote: »So, I've run both dungeons on vet, a few times now, with pugs, repeatedly, with success, and here is my prognosis.
For the most part these dungeons are fine. Their not -as- long as people make them out to be (Allbiet they are longer than the regular dungeons). The mechanics are interesting, if in some cases a tad buggery (I'm not a fan of resource drain when you guys allready nerfed sustain with the CP conversion.)
But the main issue with these games is the final boss battles, and the hard modes. Put simply, no group I have run, can get through these, and wants to do them. Why? A few reasons.
One. Health and resistances increase. The more time the boss takes to kill, the more frustraited we get. Velindreth suffers from this more than Treeminder does but it's still buggery I could deal without.
Two. Too many mechanics. (Queue too many cooks theme.)
CC adds, resource drain mechanics, and the main dungeon mechanic that actively requires team co-ordination on Mazzatun, and a fuckton of CC adds, magicka/stamina/healsteal orbs, and a healthbar moving like a *** slug on Velindreth. No group I've run with has done hard mode more than a few times before going "...*** all this ***, lets do regular." It's too much. This is an opinion I and many others share, that the mechanics on hard mode just need toned down a tad, and then this might be fine. But in it's current state, I'll do the dungeons, I wont do hard mode and full gold pledge.
I've run both Mazzatun and Cradle with pugs successfully twice now. Aaaand no one wants to go for full gold pledge because I've not met DPS yet who can keep up with it. I think the designer went overboard for the sake of the one percent hardcore audience and made content for them rather than...oh, I dont know, everyone else who plays this game.
They can't dilude everything for the lesser-skilled or non-meta players. There NEEDS to be hard as titanium content so hardcore raids can truly be a thing.
...And if this were a raid that would be true and we would be 100% in agreement, but this isn't a raid bucko. Wrong thread.
Also, *** the Meta. Dungeons are where the Meta shouldn't matter. No. Get out of here.
Doctordarkspawn wrote: »(Queue too many cooks theme.)
You are evil. This song is going to be stuck in my head the whole week again -.-'
Regarding your issues with the dungeons, I think that the problem is that they are not really for pugs, especially the hard modes. This is just a hunch because I can't possibly know what ZOS had in mind when they made them, but I imagine they wanted this content to be geared towards endgame PvE guilds (like you said in the end of your post). I understand that this can be frustrating to, well, everybody else, but the endgame PvE guilds are part of the player base too and deserve to have content made for them.
mdylan2013 wrote: »Doctordarkspawn wrote: »UltimaJoe777 wrote: »Doctordarkspawn wrote: »So, I've run both dungeons on vet, a few times now, with pugs, repeatedly, with success, and here is my prognosis.
For the most part these dungeons are fine. Their not -as- long as people make them out to be (Allbiet they are longer than the regular dungeons). The mechanics are interesting, if in some cases a tad buggery (I'm not a fan of resource drain when you guys allready nerfed sustain with the CP conversion.)
But the main issue with these games is the final boss battles, and the hard modes. Put simply, no group I have run, can get through these, and wants to do them. Why? A few reasons.
One. Health and resistances increase. The more time the boss takes to kill, the more frustraited we get. Velindreth suffers from this more than Treeminder does but it's still buggery I could deal without.
Two. Too many mechanics. (Queue too many cooks theme.)
CC adds, resource drain mechanics, and the main dungeon mechanic that actively requires team co-ordination on Mazzatun, and a fuckton of CC adds, magicka/stamina/healsteal orbs, and a healthbar moving like a *** slug on Velindreth. No group I've run with has done hard mode more than a few times before going "...*** all this ***, lets do regular." It's too much. This is an opinion I and many others share, that the mechanics on hard mode just need toned down a tad, and then this might be fine. But in it's current state, I'll do the dungeons, I wont do hard mode and full gold pledge.
I've run both Mazzatun and Cradle with pugs successfully twice now. Aaaand no one wants to go for full gold pledge because I've not met DPS yet who can keep up with it. I think the designer went overboard for the sake of the one percent hardcore audience and made content for them rather than...oh, I dont know, everyone else who plays this game.
They can't dilude everything for the lesser-skilled or non-meta players. There NEEDS to be hard as titanium content so hardcore raids can truly be a thing.
...And if this were a raid that would be true and we would be 100% in agreement, but this isn't a raid bucko. Wrong thread.
Also, *** the Meta. Dungeons are where the Meta shouldn't matter. No. Get out of here.
But there are no real 'difficult' four person dungeons atm (I'm a console player). So a tough dungeon or two to replace ICP can only be a good thing.
Doctordarkspawn wrote: »So, I've run both dungeons on vet, a few times now, with pugs, repeatedly, with success, and here is my prognosis.
For the most part these dungeons are fine. Their not -as- long as people make them out to be (Allbiet they are longer than the regular dungeons). The mechanics are interesting, if in some cases a tad buggery (I'm not a fan of resource drain when you guys allready nerfed sustain with the CP conversion.)
But the main issue with these games is the final boss battles, and the hard modes. Put simply, no group I have run, can get through these, and wants to do them. Why? A few reasons.
One. Health and resistances increase. The more time the boss takes to kill, the more frustraited we get. Velindreth suffers from this more than Treeminder does but it's still buggery I could deal without.
Two. Too many mechanics. (Queue too many cooks theme.)
CC adds, resource drain mechanics, and the main dungeon mechanic that actively requires team co-ordination on Mazzatun, and a [Snip] of CC adds, magicka/stamina/healsteal orbs, and a healthbar moving like a *** slug on Velindreth. No group I've run with has done hard mode more than a few times before going "...*** all this ***, lets do regular." It's too much. This is an opinion I and many others share, that the mechanics on hard mode just need toned down a tad, and then this might be fine. But in it's current state, I'll do the dungeons, I wont do hard mode and full gold pledge.
I've run both Mazzatun and Cradle with pugs successfully twice now. Aaaand no one wants to go for full gold pledge because I've not met DPS yet who can keep up with it. I think the designer went overboard for the sake of the one percent hardcore audience and made content for them rather than...oh, I dont know, everyone else who plays this game.
Doctordarkspawn wrote: »mdylan2013 wrote: »Doctordarkspawn wrote: »UltimaJoe777 wrote: »Doctordarkspawn wrote: »So, I've run both dungeons on vet, a few times now, with pugs, repeatedly, with success, and here is my prognosis.
For the most part these dungeons are fine. Their not -as- long as people make them out to be (Allbiet they are longer than the regular dungeons). The mechanics are interesting, if in some cases a tad buggery (I'm not a fan of resource drain when you guys allready nerfed sustain with the CP conversion.)
But the main issue with these games is the final boss battles, and the hard modes. Put simply, no group I have run, can get through these, and wants to do them. Why? A few reasons.
One. Health and resistances increase. The more time the boss takes to kill, the more frustraited we get. Velindreth suffers from this more than Treeminder does but it's still buggery I could deal without.
Two. Too many mechanics. (Queue too many cooks theme.)
CC adds, resource drain mechanics, and the main dungeon mechanic that actively requires team co-ordination on Mazzatun, and a fuckton of CC adds, magicka/stamina/healsteal orbs, and a healthbar moving like a *** slug on Velindreth. No group I've run with has done hard mode more than a few times before going "...*** all this ***, lets do regular." It's too much. This is an opinion I and many others share, that the mechanics on hard mode just need toned down a tad, and then this might be fine. But in it's current state, I'll do the dungeons, I wont do hard mode and full gold pledge.
I've run both Mazzatun and Cradle with pugs successfully twice now. Aaaand no one wants to go for full gold pledge because I've not met DPS yet who can keep up with it. I think the designer went overboard for the sake of the one percent hardcore audience and made content for them rather than...oh, I dont know, everyone else who plays this game.
They can't dilude everything for the lesser-skilled or non-meta players. There NEEDS to be hard as titanium content so hardcore raids can truly be a thing.
...And if this were a raid that would be true and we would be 100% in agreement, but this isn't a raid bucko. Wrong thread.
Also, *** the Meta. Dungeons are where the Meta shouldn't matter. No. Get out of here.
But there are no real 'difficult' four person dungeons atm (I'm a console player). So a tough dungeon or two to replace ICP can only be a good thing.
I refer you to the point where I said the hard stuff needed to go to trials. That ain' changin'. Wrong thread, bucko.
And no. It cant be a good thing. A third difficulty option, could be a good thing. This isn't a good thing.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »(Queue too many cooks theme.)
You are evil. This song is going to be stuck in my head the whole week again -.-'
Regarding your issues with the dungeons, I think that the problem is that they are not really for pugs, especially the hard modes. This is just a hunch because I can't possibly know what ZOS had in mind when they made them, but I imagine they wanted this content to be geared towards endgame PvE guilds (like you said in the end of your post). I understand that this can be frustrating to, well, everybody else, but the endgame PvE guilds are part of the player base too and deserve to have content made for them.
See, I disagree. And thank you for being civil, I cant promote that enough.
I dont think this is a Pug Issue. Though ruins is certainly geared toward people with TS much like Planar inhibitor is, I dont think that needs to stop it from being Pug friendly. I think that is' really just a matter of 'tone it down a bit guys and save the hardcore stuff for trials'. I think they just went overboard. And thus is why we tweak and have patches.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »(Queue too many cooks theme.)
You are evil. This song is going to be stuck in my head the whole week again -.-'
Regarding your issues with the dungeons, I think that the problem is that they are not really for pugs, especially the hard modes. This is just a hunch because I can't possibly know what ZOS had in mind when they made them, but I imagine they wanted this content to be geared towards endgame PvE guilds (like you said in the end of your post). I understand that this can be frustrating to, well, everybody else, but the endgame PvE guilds are part of the player base too and deserve to have content made for them.
See, I disagree. And thank you for being civil, I cant promote that enough.
I dont think this is a Pug Issue. Though ruins is certainly geared toward people with TS much like Planar inhibitor is, I dont think that needs to stop it from being Pug friendly. I think that is' really just a matter of 'tone it down a bit guys and save the hardcore stuff for trials'. I think they just went overboard. And thus is why we tweak and have patches.
wenchmore420b14_ESO wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »(Queue too many cooks theme.)
You are evil. This song is going to be stuck in my head the whole week again -.-'
Regarding your issues with the dungeons, I think that the problem is that they are not really for pugs, especially the hard modes. This is just a hunch because I can't possibly know what ZOS had in mind when they made them, but I imagine they wanted this content to be geared towards endgame PvE guilds (like you said in the end of your post). I understand that this can be frustrating to, well, everybody else, but the endgame PvE guilds are part of the player base too and deserve to have content made for them.
See, I disagree. And thank you for being civil, I cant promote that enough.
I dont think this is a Pug Issue. Though ruins is certainly geared toward people with TS much like Planar inhibitor is, I dont think that needs to stop it from being Pug friendly. I think that is' really just a matter of 'tone it down a bit guys and save the hardcore stuff for trials'. I think they just went overboard. And thus is why we tweak and have patches.
Well, I agree with @UltimaJoe777 , that there needs to be hard delvs.. They nerfed ICP and WGT to where they are too easy.. No More Nerfs!!
As far as this dungeon, watch the designers play it, and hear them discuss how:
1. They made this dungeon to make groups work more together.
2. New mechanics to make the battles harder, and the group to be more in sync with each other.
3. And toward the end it is mentioned, "This is not designed to be pug friendly.
https://www.youtube.com/watch?v=NwqZjVgt0Es
Just my 2 septims... Huzzah!
Doctordarkspawn wrote: »Doctordarkspawn wrote: »(Queue too many cooks theme.)
You are evil. This song is going to be stuck in my head the whole week again -.-'
Regarding your issues with the dungeons, I think that the problem is that they are not really for pugs, especially the hard modes. This is just a hunch because I can't possibly know what ZOS had in mind when they made them, but I imagine they wanted this content to be geared towards endgame PvE guilds (like you said in the end of your post). I understand that this can be frustrating to, well, everybody else, but the endgame PvE guilds are part of the player base too and deserve to have content made for them.
See, I disagree. And thank you for being civil, I cant promote that enough.
I dont think this is a Pug Issue. Though ruins is certainly geared toward people with TS much like Planar inhibitor is, I dont think that needs to stop it from being Pug friendly. I think that is' really just a matter of 'tone it down a bit guys and save the hardcore stuff for trials'. I think they just went overboard. And thus is why we tweak and have patches.
I disagree that hardcore stuff should be for trials only because wanting to play endgame pve doesn't equal wanting to do it on big groups. I think it is important to have hardcore content for people who prefer playing with less people too. Even when you are in an Endgame PvE guild, you might take some time to find 11 other people to run a trial with, while finding 3 other people to run a dungeon in hard mode is much quicker.
To be honest, I would prefer if everything scaled with the number of people in the group (but I know it is not a popular opinion).
But maybe it has nothing to do with catering to different kinds of player. Maybe it is just because it is easier, from a development standpoint, to add a hard mode to a 4-players dungeon than to develop a new 12-players trial, when making endgame pve content.
Wrecking_Blow_Spam wrote: »Doctordarkspawn wrote: »So, I've run both dungeons on vet, a few times now, with pugs, repeatedly, with success, and here is my prognosis.
For the most part these dungeons are fine. Their not -as- long as people make them out to be (Allbiet they are longer than the regular dungeons). The mechanics are interesting, if in some cases a tad buggery (I'm not a fan of resource drain when you guys allready nerfed sustain with the CP conversion.)
But the main issue with these games is the final boss battles, and the hard modes. Put simply, no group I have run, can get through these, and wants to do them. Why? A few reasons.
One. Health and resistances increase. The more time the boss takes to kill, the more frustraited we get. Velindreth suffers from this more than Treeminder does but it's still buggery I could deal without.
Two. Too many mechanics. (Queue too many cooks theme.)
CC adds, resource drain mechanics, and the main dungeon mechanic that actively requires team co-ordination on Mazzatun, and a fuckton of CC adds, magicka/stamina/healsteal orbs, and a healthbar moving like a *** slug on Velindreth. No group I've run with has done hard mode more than a few times before going "...*** all this ***, lets do regular." It's too much. This is an opinion I and many others share, that the mechanics on hard mode just need toned down a tad, and then this might be fine. But in it's current state, I'll do the dungeons, I wont do hard mode and full gold pledge.
I've run both Mazzatun and Cradle with pugs successfully twice now. Aaaand no one wants to go for full gold pledge because I've not met DPS yet who can keep up with it. I think the designer went overboard for the sake of the one percent hardcore audience and made content for them rather than...oh, I dont know, everyone else who plays this game.
I agree with your stance that hardcore content should be for trails, vet dungeons should be doable for the decent pugs.
Also i mean no offence, but why do you use the word "buggery"?
Is it your way of feeling cheated. I have a different thinking of what this word means.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »(Queue too many cooks theme.)
You are evil. This song is going to be stuck in my head the whole week again -.-'
Regarding your issues with the dungeons, I think that the problem is that they are not really for pugs, especially the hard modes. This is just a hunch because I can't possibly know what ZOS had in mind when they made them, but I imagine they wanted this content to be geared towards endgame PvE guilds (like you said in the end of your post). I understand that this can be frustrating to, well, everybody else, but the endgame PvE guilds are part of the player base too and deserve to have content made for them.
See, I disagree. And thank you for being civil, I cant promote that enough.
I dont think this is a Pug Issue. Though ruins is certainly geared toward people with TS much like Planar inhibitor is, I dont think that needs to stop it from being Pug friendly. I think that is' really just a matter of 'tone it down a bit guys and save the hardcore stuff for trials'. I think they just went overboard. And thus is why we tweak and have patches.
I disagree that hardcore stuff should be for trials only because wanting to play endgame pve doesn't equal wanting to do it on big groups. I think it is important to have hardcore content for people who prefer playing with less people too. Even when you are in an Endgame PvE guild, you might take some time to find 11 other people to run a trial with, while finding 3 other people to run a dungeon in hard mode is much quicker.
To be honest, I would prefer if everything scaled with the number of people in the group (but I know it is not a popular opinion).
But maybe it has nothing to do with catering to different kinds of player. Maybe it is just because it is easier, from a development standpoint, to add a hard mode to a 4-players dungeon than to develop a new 12-players trial, when making endgame pve content.
Actually yes there is something wrong with catering to different kinds of player. If this were a single player release this wouldn't be an issue. Back in the day, you released an expansion and it had something for all audiences. The hardcore crowd. The idiots. The semi decent players. And you got money because it had something for everyone.
...But this game tries to do *** for 'one type of player' and it has allways, and will allways fail. Craglorn. ICP and WGT when they were first released. (A situation that didn't change because of how the bosses were fundementally designed.) And what has been the result? Craglorn is a wasteland their likely going to adapt for single player base that *** didn't sell. They nerfed WGT and ICP. If enough people go 'they arrent worth it', people wont spend the money. And then they'll backpeddle like the wind.
It. Is. The. Cycle. The people who want difficulty do not outnumber the people who dont. And it will show, given time.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »(Queue too many cooks theme.)
You are evil. This song is going to be stuck in my head the whole week again -.-'
Regarding your issues with the dungeons, I think that the problem is that they are not really for pugs, especially the hard modes. This is just a hunch because I can't possibly know what ZOS had in mind when they made them, but I imagine they wanted this content to be geared towards endgame PvE guilds (like you said in the end of your post). I understand that this can be frustrating to, well, everybody else, but the endgame PvE guilds are part of the player base too and deserve to have content made for them.
See, I disagree. And thank you for being civil, I cant promote that enough.
I dont think this is a Pug Issue. Though ruins is certainly geared toward people with TS much like Planar inhibitor is, I dont think that needs to stop it from being Pug friendly. I think that is' really just a matter of 'tone it down a bit guys and save the hardcore stuff for trials'. I think they just went overboard. And thus is why we tweak and have patches.
I disagree that hardcore stuff should be for trials only because wanting to play endgame pve doesn't equal wanting to do it on big groups. I think it is important to have hardcore content for people who prefer playing with less people too. Even when you are in an Endgame PvE guild, you might take some time to find 11 other people to run a trial with, while finding 3 other people to run a dungeon in hard mode is much quicker.
To be honest, I would prefer if everything scaled with the number of people in the group (but I know it is not a popular opinion).
But maybe it has nothing to do with catering to different kinds of player. Maybe it is just because it is easier, from a development standpoint, to add a hard mode to a 4-players dungeon than to develop a new 12-players trial, when making endgame pve content.
Actually yes there is something wrong with catering to different kinds of player. If this were a single player release this wouldn't be an issue. Back in the day, you released an expansion and it had something for all audiences. The hardcore crowd. The idiots. The semi decent players. And you got money because it had something for everyone.
...But this game tries to do *** for 'one type of player' and it has allways, and will allways fail. Craglorn. ICP and WGT when they were first released. (A situation that didn't change because of how the bosses were fundementally designed.) And what has been the result? Craglorn is a wasteland their likely going to adapt for single player base that *** didn't sell. They nerfed WGT and ICP. If enough people go 'they arrent worth it', people wont spend the money. And then they'll backpeddle like the wind.
It. Is. The. Cycle. The people who want difficulty do not outnumber the people who dont. And it will show, given time.
Okay, but easy content vastly outnumbers hard content in this game.
They are not doing everything for hardcore players. Three out of the five paid DLCs they released were mostly solo with very little actually challenging content - Orsinium, Thieves Guild and Dark Brotherhood. Almost every dungeon in the game is pug friendly. Surely it can't be so bad if every now and then they release something for a different kind of player.
Not everyone will do all the content.
Edit: About Craglorn, I was here when it was released - both lower and upper Craglorn. It had a lot of people there. It is a wasteland now because they nerfed the xp gains to the ground, which is not reasonable taking into consideration the groups of enemies are harder there than in other maps (although you can solo them if you have a build for tackling groups of enemies) and because it is outdated; it didn't got brought up to the max level (point being, people abandoned the content because it wasn't rewarding, not because it was hard).
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »(Queue too many cooks theme.)
You are evil. This song is going to be stuck in my head the whole week again -.-'
Regarding your issues with the dungeons, I think that the problem is that they are not really for pugs, especially the hard modes. This is just a hunch because I can't possibly know what ZOS had in mind when they made them, but I imagine they wanted this content to be geared towards endgame PvE guilds (like you said in the end of your post). I understand that this can be frustrating to, well, everybody else, but the endgame PvE guilds are part of the player base too and deserve to have content made for them.
See, I disagree. And thank you for being civil, I cant promote that enough.
I dont think this is a Pug Issue. Though ruins is certainly geared toward people with TS much like Planar inhibitor is, I dont think that needs to stop it from being Pug friendly. I think that is' really just a matter of 'tone it down a bit guys and save the hardcore stuff for trials'. I think they just went overboard. And thus is why we tweak and have patches.
I disagree that hardcore stuff should be for trials only because wanting to play endgame pve doesn't equal wanting to do it on big groups. I think it is important to have hardcore content for people who prefer playing with less people too. Even when you are in an Endgame PvE guild, you might take some time to find 11 other people to run a trial with, while finding 3 other people to run a dungeon in hard mode is much quicker.
To be honest, I would prefer if everything scaled with the number of people in the group (but I know it is not a popular opinion).
But maybe it has nothing to do with catering to different kinds of player. Maybe it is just because it is easier, from a development standpoint, to add a hard mode to a 4-players dungeon than to develop a new 12-players trial, when making endgame pve content.
Actually yes there is something wrong with catering to different kinds of player. If this were a single player release this wouldn't be an issue. Back in the day, you released an expansion and it had something for all audiences. The hardcore crowd. The idiots. The semi decent players. And you got money because it had something for everyone.
...But this game tries to do *** for 'one type of player' and it has allways, and will allways fail. Craglorn. ICP and WGT when they were first released. (A situation that didn't change because of how the bosses were fundementally designed.) And what has been the result? Craglorn is a wasteland their likely going to adapt for single player base that *** didn't sell. They nerfed WGT and ICP. If enough people go 'they arrent worth it', people wont spend the money. And then they'll backpeddle like the wind.
It. Is. The. Cycle. The people who want difficulty do not outnumber the people who dont. And it will show, given time.
Okay, but easy content vastly outnumbers hard content in this game.
They are not doing everything for hardcore players. Three out of the five paid DLCs they released were mostly solo with very little actually challenging content - Orsinium, Thieves Guild and Dark Brotherhood. Almost every dungeon in the game is pug friendly. Surely it can't be so bad if every now and then they release something for a different kind of player.
Not everyone will do all the content.
Edit: About Craglorn, I was here when it was released - both lower and upper Craglorn. It had a lot of people there. It is a wasteland now because they nerfed the xp gains to the ground, which is not reasonable taking into consideration the groups of enemies are harder there than in other maps (although you can solo them if you have a build for tackling groups of enemies) and because it is outdated; it didn't got brought up to the max level (point being, people abandoned the content because it wasn't rewarding, not because it was hard).
"Very little challenging content in them" Oddly enough....no, those DLC's conformed to the philosophy I stated.
Orsinium had Maelstrom, something that remains the pinacle of hardcore single player content in this game. (I think it's poorly designed, but ZOS has shown to be unflinching on it, and I dont care enough to rant about it.)
Thieves guild had Maw of Lorkhaj, a trial recieved extremely well because the players who wanted challenging trials then got it.
With Dark Brotherhood, we got revamps of all the previous trials and the trials people rejoiced. I've heard their much harder now.
...Shadows of the Hist released and only one percent of the playerbase is even grouping for it. One of these things is not like the other, one of these things just dosent belong. The content that sold was the content that had something for everyone. Not the stuff focused toward a particular audience.
As for Craglorn, the XP gains, the fact all the quests need four players, the fact you basicly cant do *** with the content now because anybody who wants to do them does them once and promptly forgets about them. Yeah. It was a zone designed around group play and nobody asked for that. Thank *** they didn't release Murkmrie with that. Hopefully they dont release Murkmire like that.
UltimaJoe777 wrote: »Doctordarkspawn wrote: »So, I've run both dungeons on vet, a few times now, with pugs, repeatedly, with success, and here is my prognosis.
For the most part these dungeons are fine. Their not -as- long as people make them out to be (Allbiet they are longer than the regular dungeons). The mechanics are interesting, if in some cases a tad buggery (I'm not a fan of resource drain when you guys allready nerfed sustain with the CP conversion.)
But the main issue with these games is the final boss battles, and the hard modes. Put simply, no group I have run, can get through these, and wants to do them. Why? A few reasons.
One. Health and resistances increase. The more time the boss takes to kill, the more frustraited we get. Velindreth suffers from this more than Treeminder does but it's still buggery I could deal without.
Two. Too many mechanics. (Queue too many cooks theme.)
CC adds, resource drain mechanics, and the main dungeon mechanic that actively requires team co-ordination on Mazzatun, and a fuckton of CC adds, magicka/stamina/healsteal orbs, and a healthbar moving like a *** slug on Velindreth. No group I've run with has done hard mode more than a few times before going "...*** all this ***, lets do regular." It's too much. This is an opinion I and many others share, that the mechanics on hard mode just need toned down a tad, and then this might be fine. But in it's current state, I'll do the dungeons, I wont do hard mode and full gold pledge.
I've run both Mazzatun and Cradle with pugs successfully twice now. Aaaand no one wants to go for full gold pledge because I've not met DPS yet who can keep up with it. I think the designer went overboard for the sake of the one percent hardcore audience and made content for them rather than...oh, I dont know, everyone else who plays this game.
They can't dilude everything for the lesser-skilled or non-meta players. There NEEDS to be hard as titanium content so hardcore raids can truly be a thing.
Something else to consider, these are dlcs, I'm sure when they we're made they wanted folks to get their moneys worth. If they were pug friendly, it would be done in a cpl hours and it's boring. BTW zos caters too casual style and RP'ers way more than hardcore and pvp. There has to be a balance,one thing they fall short of. Relax..... it will eventually get nerfed.
Carbonised wrote: »Scream and have hissy fits as much as you like, fact is that all you so-called 'hardcore' players are a vocal minority, and ZOS shouldn't make content solely for you, no. Find some other MMO to infect. (...)
Carbonised wrote: »Scream and have hissy fits as much as you like, fact is that all you so-called 'hardcore' players are a vocal minority, and ZOS shouldn't make content solely for you, no. Find some other MMO to infect. (...)
You know why hardcore players are less vocal? Because we are too busy playing instead of flooding the forum with nerfs request. You should l2p and gitgud instead of asking Zos to nerf everything.
Doctordarkspawn wrote: »So, I've run both dungeons on vet, a few times now, with pugs, repeatedly, with success, and here is my prognosis.
For the most part these dungeons are fine. Their not -as- long as people make them out to be (Allbiet they are longer than the regular dungeons). The mechanics are interesting, if in some cases a tad buggery (I'm not a fan of resource drain when you guys allready nerfed sustain with the CP conversion.)
But the main issue with these games is the final boss battles, and the hard modes. Put simply, no group I have run, can get through these, and wants to do them. Why? A few reasons.
One. Health and resistances increase. The more time the boss takes to kill, the more frustraited we get. Velindreth suffers from this more than Treeminder does but it's still buggery I could deal without.
Two. Too many mechanics. (Queue too many cooks theme.)
CC adds, resource drain mechanics, and the main dungeon mechanic that actively requires team co-ordination on Mazzatun, and a [Snip] of CC adds, magicka/stamina/healsteal orbs, and a healthbar moving like a *** slug on Velindreth. No group I've run with has done hard mode more than a few times before going "...*** all this ***, lets do regular." It's too much. This is an opinion I and many others share, that the mechanics on hard mode just need toned down a tad, and then this might be fine. But in it's current state, I'll do the dungeons, I wont do hard mode and full gold pledge.
I've run both Mazzatun and Cradle with pugs successfully twice now. Aaaand no one wants to go for full gold pledge because I've not met DPS yet who can keep up with it. I think the designer went overboard for the sake of the one percent hardcore audience and made content for them rather than...oh, I dont know, everyone else who plays this game.