Doctordarkspawn wrote: »Doctordarkspawn wrote: »
I've stated my reasons. Scroll up, or is your short term memory that bad?
i read it. You want, that everyone can do those dungeons at the harder difficulty as daily or whatever. But they can also do the lower difficulty for the same loot.
i want:
- lower difficulty for pugs, newer players and so
- higher difficulty for those who don't want to faceroll it
keys for dails will be the same, loot will most likely be the same. what's the problem with it? i don't get it
you want:
- low difficulty for ??
- high difficulty for pugs, newer players which is faceroll easy like it is now
what's the point of a lower difficulty if the higher one is already super-easy?
You dont get it because you dont wanna get it. But for the last time. Then I'm leaving you to your hipster difficulty friends.
I want:
Minor difficulty increases and a restructuring of CP scaling in order to create better difficulty on that level, without shooting the experience in the foot.
A ''Elite" difficulty for the people who -do- vet trials, with legendary quality rewards as compensation.
That's it. No conspiracy to make the game noob friendly, no pug conspiracy, that stuffs there because -you want to see it-.
If you cant understand why I want these things, thats. Your. Problem. I will no longer try and save a lost cause.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »
I've stated my reasons. Scroll up, or is your short term memory that bad?
i read it. You want, that everyone can do those dungeons at the harder difficulty as daily or whatever. But they can also do the lower difficulty for the same loot.
i want:
- lower difficulty for pugs, newer players and so
- higher difficulty for those who don't want to faceroll it
keys for dails will be the same, loot will most likely be the same. what's the problem with it? i don't get it
you want:
- low difficulty for ??
- high difficulty for pugs, newer players which is faceroll easy like it is now
what's the point of a lower difficulty if the higher one is already super-easy?
You dont get it because you dont wanna get it. But for the last time. Then I'm leaving you to your hipster difficulty friends.
I want:
Minor difficulty increases and a restructuring of CP scaling in order to create better difficulty on that level, without shooting the experience in the foot.
A ''Elite" difficulty for the people who -do- vet trials, with legendary quality rewards as compensation.
That's it. No conspiracy to make the game noob friendly, no pug conspiracy, that stuffs there because -you want to see it-.
If you cant understand why I want these things, thats. Your. Problem. I will no longer try and save a lost cause.
So you want a difficulty like it is now (or a bit higher maybe) and a higher difficulty, but you chose the option that the harder version is as easy as the dungeons are now.
Same as i want, but unlike you, i chose the right answer in the survey
Doctordarkspawn wrote: »
And unlike you, I go about it in a different way that wont needlessly give the hardcore crowd more ammo to shame the people that dont live up to their expectations. I still believe the third tier of difficulty is the best way to appease the hardcore crowd. Not completely screwing with the system.
Doctordarkspawn wrote: »That's it. No conspiracy to make the game noob friendly, no pug conspiracy, that stuffs there because -you want to see it-. I want the CP system looked at, and I want the challenge focused in certain places, WITHOUT needlessly splitting hairs between dungeon versions for little to no reason.
If you cant understand why I want these things, thats. Your. Problem. I will no longer try and save a lost cause.
Doctordarkspawn wrote: »
And unlike you, I go about it in a different way that wont needlessly give the hardcore crowd more ammo to shame the people that dont live up to their expectations. I still believe the third tier of difficulty is the best way to appease the hardcore crowd. Not completely screwing with the system.
What does it has to do with shaming? i don't see anyone of us laugh at people who can't beat hard content. i just find it laughable if someone who doesn't put effort into it expects to beat everything easily and instead of trying to improve asks for nerfs. I also don't see how a third difficulty would help. The harder version doesn't need to be the hardest content ingame (and they aren't and won't be by far), just at a difficulty where you need to do the mechanics.
But tbh. i don't see that much difference between your and my expectations for the dungeons ( you just want a third tier difficulty which won't happen). you just chose the wrong answer and it therefore looks a bit weird to me.Doctordarkspawn wrote: »That's it. No conspiracy to make the game noob friendly, no pug conspiracy, that stuffs there because -you want to see it-. I want the CP system looked at, and I want the challenge focused in certain places, WITHOUT needlessly splitting hairs between dungeon versions for little to no reason.
If you cant understand why I want these things, thats. Your. Problem. I will no longer try and save a lost cause.
So you want a third tier difficulty but only one dungeon version/difficulty? i'm confused
This would mean (for me):
- dungeons -->
- trials --> hard
and therefore both groups only get half of the content instead of both groups get both content in their own difficulty how ZOS is hopefully giong to design it and how they did it with the old trials.
Doctordarkspawn wrote: »To the second quote.
What part of this is hard to understand?
Normal: Easy.
Veteran: What is currently on the live server
Elite: A simulation of base game, launch level dungeons. The difficulty of the dungeons, back when the game was first in beta and launch.
That is the distinction. Giving the hardcore players a elite difficulty with difficulty tailored to what many people have been asking for since the gradual bump down in difficulty.
At first: i don't support anyone who ashames other bc they are not perfect regarding their gameplay. I try to help them usually, i only get a bit angry when they refuse to use tips and therefore only waste my time. Worst thing is, if they do so and then start crying for nerfs....but anyway, i'm sorry you have to meet such people like in the example on NA and i am sure, they are not as good as they claim. They usually only want someone who carries them through the dungeon.Doctordarkspawn wrote: »To the second quote.
What part of this is hard to understand?
Normal: Easy.
Veteran: What is currently on the live server
Elite: A simulation of base game, launch level dungeons. The difficulty of the dungeons, back when the game was first in beta and launch.
That is the distinction. Giving the hardcore players a elite difficulty with difficulty tailored to what many people have been asking for since the gradual bump down in difficulty.
We are only talking about the actual base-game dungeons. Bc this are the one who get an additional difficulty with the next update. Is there really a reason to add a lower dificulty for wayrest sewers, spindle, fungal grotto and so on (for both, vet and normal mode)?
This thread is NOT about vICP and vWGT which are sometimes hard for pugs.
Doctordarkspawn wrote: »
The answer to the question "Is there a reason to add a lower difficulty" is usually the same as the reverse, "Is there a reason to add a higher difficulty". We allready have a lower difficulty. Do we need a higher difficulty?
You are welcome, discussions on forums can get really confusing. I'm glad we could sort that outDoctordarkspawn wrote: »That said, I'm very glad you dont support the shaming of players who are willing to learn, but as you can understand repeated experiences with the subject have put me on edge whenever it comes up. I do apologize for the somewhat paranoid accusations.
Doctordarkspawn wrote: »
The answer to the question "Is there a reason to add a lower difficulty" is usually the same as the reverse, "Is there a reason to add a higher difficulty". We allready have a lower difficulty. Do we need a higher difficulty?
I think there would be a reason to add a lower difficulty if there is a reasonable amount of people who want that bc they can't complete the actual vet/normal modes (i like to exclude those few who just refuse to learn/improve bc i think it's unfair to spend ressources for people like this). But i don't think there are that many people...but i may be wrong.You are welcome, discussions on forums can get really confusing. I'm glad we could sort that outDoctordarkspawn wrote: »That said, I'm very glad you dont support the shaming of players who are willing to learn, but as you can understand repeated experiences with the subject have put me on edge whenever it comes up. I do apologize for the somewhat paranoid accusations.
It's also possible, i misunderstood some things...english is not my native english, but i think it works well ^^
wolfninja101b14_ESO wrote: »wolfninja101b14_ESO wrote: »so like vet City of Ash.
like City of ash before nerfs ? or now ? because now ... sorry but i don't find the difficultyyou can do this dungeon at 2 man !
Are you one of those extreme hard-core PVEers? Hell if you find vWGT or vICP easy, then vCOA is a cake walk for ya. However, like most of us, we aren't hard-core PVEers but do like a challenge. vCoA is one of those.
Wifeaggro13 wrote: »The second problem is A lot of new players are still under the delusion that Zos gave you all this mix and match skill systems to build creative fun utility builds and the option to wear any gear on any class to make your fantasy hero. the didnt Its a god dang screw fest of one build for every class based on max DPs metric with very specific gear set ups. those last 4 dungeons require a a high DPS meta with a tank and a heal. Vrom and V cos are a bit funner because you can do them with out a high DPS metric if you have a decent tank a good healer and work as a team.
Well because some end game players don't want to do 12 man runs . Truthfully the normal versions of the trials are easier then most of the vet dungeons. We need to have at the minimum of 6 Hard Veteran dungeons like a tad harder then Vcos or Vrom. You will have 10 others that tier up slightly to prepare people for the the last 6.Doctordarkspawn wrote: »Doctordarkspawn wrote: »
I've stated my reasons. Scroll up, or is your short term memory that bad?
i read it. You want, that everyone can do those dungeons at the harder difficulty as daily or whatever. But they can also do the lower difficulty for the same loot.
i want:
- lower difficulty for pugs, newer players and so
- higher difficulty for those who don't want to faceroll it
keys for dails will be the same, loot will most likely be the same. what's the problem with it? i don't get it
you want:
- low difficulty for ??
- high difficulty for pugs, newer players which is faceroll easy like it is now
what's the point of a lower difficulty if the higher one is already super-easy?
You dont get it because you dont wanna get it. But for the last time. Then I'm leaving you to your hipster difficulty friends.
I want:
Minor difficulty increases and a restructuring of CP scaling in order to create better difficulty on that level, without shooting the experience in the foot. Because that's the true issue here, the ever rising CP is having a greater impact on the game than the designers know how to compensate for.
A ''Elite" difficulty for the people who -do- vet trials, with legendary quality rewards as compensation. So the designers can focus the challenges for those that -want- them, instead of trying to spread it even, and pleasing nobody.
That's it. No conspiracy to make the game noob friendly, no pug conspiracy, that stuffs there because -you want to see it-. I want the CP system looked at, and I want the challenge focused in certain places, WITHOUT needlessly splitting hairs between dungeon versions for little to no reason.
If you cant understand why I want these things, thats. Your. Problem. I will no longer try and save a lost cause.
Wifeaggro13 wrote: »Well because some end game players don't want to do 12 man runs . Truthfully the normal versions of the trials are easier then most of the vet dungeons. We need to have at the minimum of 6 Hard Veteran dungeons like a tad harder then Vcos or Vrom. You will have 10 others that tier up slightly to prepare people for the the last 6.Doctordarkspawn wrote: »Doctordarkspawn wrote: »
I've stated my reasons. Scroll up, or is your short term memory that bad?
i read it. You want, that everyone can do those dungeons at the harder difficulty as daily or whatever. But they can also do the lower difficulty for the same loot.
i want:
- lower difficulty for pugs, newer players and so
- higher difficulty for those who don't want to faceroll it
keys for dails will be the same, loot will most likely be the same. what's the problem with it? i don't get it
you want:
- low difficulty for ??
- high difficulty for pugs, newer players which is faceroll easy like it is now
what's the point of a lower difficulty if the higher one is already super-easy?
You dont get it because you dont wanna get it. But for the last time. Then I'm leaving you to your hipster difficulty friends.
I want:
Minor difficulty increases and a restructuring of CP scaling in order to create better difficulty on that level, without shooting the experience in the foot. Because that's the true issue here, the ever rising CP is having a greater impact on the game than the designers know how to compensate for.
A ''Elite" difficulty for the people who -do- vet trials, with legendary quality rewards as compensation. So the designers can focus the challenges for those that -want- them, instead of trying to spread it even, and pleasing nobody.
That's it. No conspiracy to make the game noob friendly, no pug conspiracy, that stuffs there because -you want to see it-. I want the CP system looked at, and I want the challenge focused in certain places, WITHOUT needlessly splitting hairs between dungeon versions for little to no reason.
If you cant understand why I want these things, thats. Your. Problem. I will no longer try and save a lost cause.
I agree CP is having a huge impact on the power creep. Why because it was a half ass attempt at making a AA system to extend the life of the game with out raising the level cap and introducing new abilities or morphs. Its even more ridiculous in PVP now that you have early adopters of the CP exploit when it was introduced with massive CP that were never banned from the game.
But your tone and the way your attacking the community that differs from your opinion is kind of baffling almost like your trying to get this discussion locked.
Wifeaggro13 wrote: »The second problem is A lot of new players are still under the delusion that Zos gave you all this mix and match skill systems to build creative fun utility builds and the option to wear any gear on any class to make your fantasy hero. the didnt Its a god dang screw fest of one build for every class based on max DPs metric with very specific gear set ups. those last 4 dungeons require a a high DPS meta with a tank and a heal. Vrom and V cos are a bit funner because you can do them with out a high DPS metric if you have a decent tank a good healer and work as a team.
You don't need high DPS for vWGT/vICP...they got beaten with 2 DPS only doing light attacks on boss-fights...
Doctordarkspawn wrote: »Wifeaggro13 wrote: »Well because some end game players don't want to do 12 man runs . Truthfully the normal versions of the trials are easier then most of the vet dungeons. We need to have at the minimum of 6 Hard Veteran dungeons like a tad harder then Vcos or Vrom. You will have 10 others that tier up slightly to prepare people for the the last 6.Doctordarkspawn wrote: »Doctordarkspawn wrote: »
I've stated my reasons. Scroll up, or is your short term memory that bad?
i read it. You want, that everyone can do those dungeons at the harder difficulty as daily or whatever. But they can also do the lower difficulty for the same loot.
i want:
- lower difficulty for pugs, newer players and so
- higher difficulty for those who don't want to faceroll it
keys for dails will be the same, loot will most likely be the same. what's the problem with it? i don't get it
you want:
- low difficulty for ??
- high difficulty for pugs, newer players which is faceroll easy like it is now
what's the point of a lower difficulty if the higher one is already super-easy?
You dont get it because you dont wanna get it. But for the last time. Then I'm leaving you to your hipster difficulty friends.
I want:
Minor difficulty increases and a restructuring of CP scaling in order to create better difficulty on that level, without shooting the experience in the foot. Because that's the true issue here, the ever rising CP is having a greater impact on the game than the designers know how to compensate for.
A ''Elite" difficulty for the people who -do- vet trials, with legendary quality rewards as compensation. So the designers can focus the challenges for those that -want- them, instead of trying to spread it even, and pleasing nobody.
That's it. No conspiracy to make the game noob friendly, no pug conspiracy, that stuffs there because -you want to see it-. I want the CP system looked at, and I want the challenge focused in certain places, WITHOUT needlessly splitting hairs between dungeon versions for little to no reason.
If you cant understand why I want these things, thats. Your. Problem. I will no longer try and save a lost cause.
I agree CP is having a huge impact on the power creep. Why because it was a half ass attempt at making a AA system to extend the life of the game with out raising the level cap and introducing new abilities or morphs. Its even more ridiculous in PVP now that you have early adopters of the CP exploit when it was introduced with massive CP that were never banned from the game.
But your tone and the way your attacking the community that differs from your opinion is kind of baffling almost like your trying to get this discussion locked.
Your coming back into the discussion a tad late, but the reason the tone got that way was because I had to sit there and repeat myself about four or five times to clarify the point. It gets frustraiting and I'm not going to defend how I got because this is one of those times where I had to go get a coffee, calm down, and shake my head at myself. However, everything I said -since- this quote I agree with in reguards to how the difficulty system needs done and how the CP system needs done.
Also, we are actually going to be seeing new abilities and morphs, the new weapon ultimates, but I do agree we simply need more class lines possibly, in order to fill the gaps in the system we currently have. ZOS has tried to hold back -lasting- change by adding more variables into the mix, something I find very interesting but ultimately does not seem to be working for them.
Wifeaggro13 wrote: »Doctordarkspawn wrote: »Wifeaggro13 wrote: »Well because some end game players don't want to do 12 man runs . Truthfully the normal versions of the trials are easier then most of the vet dungeons. We need to have at the minimum of 6 Hard Veteran dungeons like a tad harder then Vcos or Vrom. You will have 10 others that tier up slightly to prepare people for the the last 6.Doctordarkspawn wrote: »Doctordarkspawn wrote: »
I've stated my reasons. Scroll up, or is your short term memory that bad?
i read it. You want, that everyone can do those dungeons at the harder difficulty as daily or whatever. But they can also do the lower difficulty for the same loot.
i want:
- lower difficulty for pugs, newer players and so
- higher difficulty for those who don't want to faceroll it
keys for dails will be the same, loot will most likely be the same. what's the problem with it? i don't get it
you want:
- low difficulty for ??
- high difficulty for pugs, newer players which is faceroll easy like it is now
what's the point of a lower difficulty if the higher one is already super-easy?
You dont get it because you dont wanna get it. But for the last time. Then I'm leaving you to your hipster difficulty friends.
I want:
Minor difficulty increases and a restructuring of CP scaling in order to create better difficulty on that level, without shooting the experience in the foot. Because that's the true issue here, the ever rising CP is having a greater impact on the game than the designers know how to compensate for.
A ''Elite" difficulty for the people who -do- vet trials, with legendary quality rewards as compensation. So the designers can focus the challenges for those that -want- them, instead of trying to spread it even, and pleasing nobody.
That's it. No conspiracy to make the game noob friendly, no pug conspiracy, that stuffs there because -you want to see it-. I want the CP system looked at, and I want the challenge focused in certain places, WITHOUT needlessly splitting hairs between dungeon versions for little to no reason.
If you cant understand why I want these things, thats. Your. Problem. I will no longer try and save a lost cause.
I agree CP is having a huge impact on the power creep. Why because it was a half ass attempt at making a AA system to extend the life of the game with out raising the level cap and introducing new abilities or morphs. Its even more ridiculous in PVP now that you have early adopters of the CP exploit when it was introduced with massive CP that were never banned from the game.
But your tone and the way your attacking the community that differs from your opinion is kind of baffling almost like your trying to get this discussion locked.
Your coming back into the discussion a tad late, but the reason the tone got that way was because I had to sit there and repeat myself about four or five times to clarify the point. It gets frustraiting and I'm not going to defend how I got because this is one of those times where I had to go get a coffee, calm down, and shake my head at myself. However, everything I said -since- this quote I agree with in reguards to how the difficulty system needs done and how the CP system needs done.
Also, we are actually going to be seeing new abilities and morphs, the new weapon ultimates, but I do agree we simply need more class lines possibly, in order to fill the gaps in the system we currently have. ZOS has tried to hold back -lasting- change by adding more variables into the mix, something I find very interesting but ultimately does not seem to be working for them.
Wifeaggro13 wrote: »CometStrike wrote: »The question is simple: which difficulty do you hope the additional normal and veteran versions will have?
I would describe me and my guild as something like semi-ambitious casuals. Both normal and veteran dungeons of the base game are more or less a faceroll, with only a few of the vet versions even needing a healer. However, the DLC dungeons are a totally different thing and while we have a few pretty good players, it is still very rare and a subject of applause in our guild if people manage to beat the veteran version of the latest dungeons. For the IC dungeons it happens sometimes, but is also rather rare.
Therefore, I personally hope for a normal version that is set at a slightly lower difficulty than the newest dungeons and a vet difficulty somewhere in between the base game and the DLC dungeons, maybe with a hardmode that sets the last boss fight at the level of the current vet Hist dungeons.
Ideally I also hope for eventually a third tier of difficulty, but since this seems to be out of the question at the moment, I would love to see the newly added dungeon parts to cater to the casuals who know about their build and abilities. What is your hope?
If you want this game to survive the diffculty of the bottom seven should be at least VICP hard the rest should be harder then VCOS and VROM by 30% . And please increase the difficulty of the normal trials they are ridiculously easy and do no thing to prepare the population for vet trials. And dont spout this grbage about them being to hard now all you need is a Patient leader and Ts and you can be walked through any of the IC or hist dungeons with minimal effort in veteran. Ive been pugging the last two damn weeks dragging people through them. dont blame the group finder because your not put in a proper set up group and cant face roll them with three medicore DPS with one that calls himself a tank . the new dungeons should be hard and the mechanics should be headed in the direction of how Hist and the new veteran trials are. Voice com Leadership team work, Its called a MMO for a reason, Community friendships and socializing . Not que up give me my loot see ya later. The whole rest of the game is exactly like that go play that part if you dont like socializing , in game friendships and team work. Friggin cry baby participationists!
My group consists of me and my brother so my vote goes to base game difficulty since group dungeons don't scale based on the number of players in your group.
You cant call yourself a casual and say all the dungeons are easy. Thats like saying "im just a soft civilian but going to war is easy."
You cant call yourself a casual and say all the dungeons are easy. Thats like saying "im just a soft civilian but going to war is easy."
If you are using the term casual to determine someone's skill, then why should both normal and veteran version be catered to casuals?
If they make veteran versions hard, all players get catered to- easy normal modes, hard veteran modes.
If they make veteran dungeons catered to casuals, then where does the hardcore player fit into this picture?
Doctordarkspawn wrote: »My group consists of me and my brother so my vote goes to base game difficulty since group dungeons don't scale based on the number of players in your group.
So basically, you agree they are too easy.
And you purposefully gimp yourself to make it challenging.
Therefore everybody else shouldn't have fun playing challenging content.
[SNIP]
[Edited to remove Bait]
CometStrike wrote: »The question is simple: which difficulty do you hope the additional normal and veteran versions will have?
I would describe me and my guild as something like semi-ambitious casuals. Both normal and veteran dungeons of the base game are more or less a faceroll, with only a few of the vet versions even needing a healer. However, the DLC dungeons are a totally different thing and while we have a few pretty good players, it is still very rare and a subject of applause in our guild if people manage to beat the veteran version of the latest dungeons. For the IC dungeons it happens sometimes, but is also rather rare.
Therefore, I personally hope for a normal version that is set at a slightly lower difficulty than the newest dungeons and a vet difficulty somewhere in between the base game and the DLC dungeons, maybe with a hardmode that sets the last boss fight at the level of the current vet Hist dungeons.
Ideally I also hope for eventually a third tier of difficulty, but since this seems to be out of the question at the moment, I would love to see the newly added dungeon parts to cater to the casuals who know about their build and abilities. What is your hope?