Putting in group content *is* a good idea, but putting in group content that has no reason to do it is not. Not everything has to have a reward, but adding incentives to do said content is a good thing. That's where ZOS dropped the ball.
I use Craglorn as way to test my builds. If I can solo a group dungeon there, then I know I have a good build.
Unsent.Soul wrote: »I use Craglorn as way to test my builds. If I can solo a group dungeon there, then I know I have a good build.
This really doesn't mean much at all now a days, craglorn is cp140 which means the enemies will be easier even though they outnumber you.
Any content you can scale to 160 would be a better test.
I like my Craglorn because it is HARD! I am happy that I can do it solo now; however, I did not want to see it nerfed again. Way back when it was release, it was so much hard than it is even now. With Update 12 come, are we seeing it nerf again?
Unsent.Soul wrote: »I use Craglorn as way to test my builds. If I can solo a group dungeon there, then I know I have a good build.
This really doesn't mean much at all now a days, craglorn is cp140 which means the enemies will be easier even though they outnumber you.
Any content you can scale to 160 would be a better test.
ZOS is making Craglorn main solo line soloable and group world bosses just like other DLCs. However, at what cost? How big is the netf to Craglorn if any?
Great, a group focused zone with a lot of potential will become a solo focused content.
Having literally all the zones including the dlcs ones soloable aren't enough for the casuals solo-only scrolls.
This is major let down.
KoshkaMurka wrote: »Great, a group focused zone with a lot of potential will become a solo focused content.
Having literally all the zones including the dlcs ones soloable aren't enough for the casuals solo-only scrolls.
This is major let down.
I personally dont like the idea of group questing. Simply because I'm a huge TES fan and if I'm questing, I like to take my time, explore, listen to dialogues etc. And if I'd be dependant on 3 more people, I wouldnt be able to play the story at my own pace (this is why I never done the Craglorn questline). Quests are different from actual group content(dungeons and trials) anyway, and theyre far from being challenging.
And I find artificial group requirements in quests kinda stupid. Craglorn content is pretty easy now, and having those group-locked doors doesnt add any more challenge, it just makes it annoying (because that door is basically the only non-soloable part).
ZOS said that content will be accessible for solo players and 4 man groups, maybe the quest instances will just scale depending on how many people are in group? Would be perfect imo.
All I wanted was it to be upscaled to v16 and removed the artificial group gating, without removing the difficulty. It should remain as group orientated difficulty wise, but not group-forced mechanics to advance quests.
I really hope they won't *** it up too bad, I really enjoyed soloing Craglorn, the only thing I disliked were the gating mechanisms preventing me to progress certain quests.