deadlychaos1991 wrote: »Okay, this is the fundamental issue with this game. Just as many people have stated in response to the 'it's supposed to be easy' ideology, the NORMAL mode is for NORMAL people, casuals, low CPs, seeing the content, grouping up and having fun. VETERAN versions are for people that enjoy a challenge. There are still a LOT of people that like being challenged. Trials are 12 man, vmsa is solo. So when you consider the actual CHALLENGING 4 man content in the game, you literally have vdsa. That's IT.
Let's be real here. 95% of this game is soloable, casual scrubs have all 16 normal zones, starting zones, wothgar, hews bane and the Gold Coast, multiple delves, easily soloable public dungeons, quests, world bosses which require a pug or two, and farming. All the dungeons in the game (including vmsa and vdsa) have a super easy scrub mode for people who aren't end game, and on top of that, all the things considered veteran really aren't hard at all aside from maelstrom, trials and dragonstar. All the trial gear and dungeon gear can be acquired in super easy scrub mode so you can get best in slot gear EXTREMELY EASILY compared to other MMO's. (Craftable gear is best in slot? Wth zenimax...) The only exceptions to this are malestrom and dragonstar weapons. Wheres the incentive to run the hard content if you can just gear up end game with trash content? For a game that claims to be an MMO, there's an awful lot of content that promotes soloing and scrub-play. Even more so now that craglorn is just like all the rest of the trash zones.
I understand that they're trying to appeal to new and casual customers and that's what one tamriel is supposed to be geared toward but let's be honest here, that's trash for a game that has been out for 2 and a half years already.
if they want this game to have the longevity and legacy of world of Warcraft or league of legends, they need to make consistent content that can appeal to ALL 3 types of players: casuals, raiders and pvpers EQUALLY. WoW does this extremely well. ESO...well..just doesn't. Casuals will like the game for a bit, play through the story and then leave, and what's left? The hardcore players. This game won't last another 2 years with the hype if they don't give some fulfilling rewards for your effort and stop releasing 1 piece of new, quality raiding content every 8 months.
deadlychaos1991 wrote: »im not explaining or going into detail about what exact mechanics need to get changed. All I'm saying is that they're making this game casual scrub friendly. There should be an actual distinction between normal and veteran modes, otherwise, there's no reason to actually HAVE a vet mode. Regardless of how good of a player you are, you shouldn't be able to walk into a veteran dungeon designed for 4 people and solo the damn thing. If you don't believe me, look up YouTube videos.
If you want actual specifics, look at the business model and update changes for games like WoW or LoL, and GW2, those kind of updates are what MMO's SHOULD do to make sure they're satisfying the varied types of people that play their game. I've known SO many people who have just up and left this game because of the design decisions.
Warcraft, for example, has been out for 12 years and they still are pumping out expansions that are getting great reviews. Tell me, with the way this game is heading after 2 years, do you think it will still be that amazing after 12?
It's just extremely sad to see a game that has a LOT of potential to rival WoW just screw itself over because of bad developer decisions.
Doctordarkspawn wrote: »Please, give some details or just stop posting.
@deadlychaos1991 , the reason casual players quit playing ESO is because they cannot progress.
As soon as new players start doing veteran pledges, they are hit hard with what seems to them as hard content, while in fact, it is really easy.
All because the overland difficulty is balanced for toddlers.
Then, after that initial wake up call, they finally get a hold of a decent set, and they start doing pledges regularly. Even veteran ones.
And then comes ICP as gold.
The initial wake up call is nothing compared to this jump in difficulty. It's like smashing your car into a brick wall that was hiding around the corner, and you had no way of anticipating that.
The new veteran dungeons are a perfect opportunity to smoothen the difficulty curve, yet it will be wasted.
Doctordarkspawn wrote: »deadlychaos1991 wrote: »im not explaining or going into detail about what exact mechanics need to get changed. All I'm saying is that they're making this game casual scrub friendly. There should be an actual distinction between normal and veteran modes, otherwise, there's no reason to actually HAVE a vet mode. Regardless of how good of a player you are, you shouldn't be able to walk into a veteran dungeon designed for 4 people and solo the damn thing. If you don't believe me, look up YouTube videos.
If you want actual specifics, look at the business model and update changes for games like WoW or LoL, and GW2, those kind of updates are what MMO's SHOULD do to make sure they're satisfying the varied types of people that play their game. I've known SO many people who have just up and left this game because of the design decisions.
Warcraft, for example, has been out for 12 years and they still are pumping out expansions that are getting great reviews. Tell me, with the way this game is heading after 2 years, do you think it will still be that amazing after 12?
It's just extremely sad to see a game that has a LOT of potential to rival WoW just screw itself over because of bad developer decisions.
If you refuse to give a concrete example of what you want to see changed, you are complaining for the sake of it. Or complaining because wanting higher difficulty is 'in vogue'.
Please, give some details or just stop posting.
Oh. And nothing is going to 'rival wow'. This game is made fundementally for a different audience. And the people still playing WoW, have been playing it for ten bloody years and will likely never stop until the game goes down. "WoW killer" is another set of buzzwords I despise.
Bobby_V_Rockit wrote: »Maybe not everything needs to cater to the top 1%... Perhaps the "casual scrubs" are the ones keeping the game alive, by oh, I dont kniw, buying it recently, getting DLCs questing, etc. Elitist veteran snobs are the reason why casual scrubs get boxed out of end game
Bobby_V_Rockit wrote: »Maybe not everything needs to cater to the top 1%... Perhaps the "casual scrubs" are the ones keeping the game alive, by oh, I dont kniw, buying it recently, getting DLCs questing, etc. Elitist veteran snobs are the reason why casual scrubs get boxed out of end game
Bobby_V_Rockit wrote: »Maybe not everything needs to cater to the top 1%... Perhaps the "casual scrubs" are the ones keeping the game alive, by oh, I dont kniw, buying it recently, getting DLCs questing, etc. Elitist veteran snobs are the reason why casual scrubs get boxed out of end game
deadlychaos1991 wrote: »Bobby_V_Rockit wrote: »Maybe not everything needs to cater to the top 1%... Perhaps the "casual scrubs" are the ones keeping the game alive, by oh, I dont kniw, buying it recently, getting DLCs questing, etc. Elitist veteran snobs are the reason why casual scrubs get boxed out of end game
How do you get boxed out of end game? Every single piece of end game content (without exception) has a super-easy-scrub-mode called 'normal.' You know what, we should just start having leaderboards for normal versions of everything. That way, no ones precious feelings get hurt and bad players can feel like they accomplished something.
deadlychaos1991 wrote: »Bobby_V_Rockit wrote: »Maybe not everything needs to cater to the top 1%... Perhaps the "casual scrubs" are the ones keeping the game alive, by oh, I dont kniw, buying it recently, getting DLCs questing, etc. Elitist veteran snobs are the reason why casual scrubs get boxed out of end game
How do you get boxed out of end game? Every single piece of end game content (without exception) has a super-easy-scrub-mode called 'normal.' You know what, we should just start having leaderboards for normal versions of everything. That way, no ones precious feelings get hurt and bad players can feel like they accomplished something.
Sounds good imo, but this should exclude characters, who are already at the vet-leaderboard or have been in there. To avoid this leaderboard getting flooded with elite-players
deadlychaos1991 wrote: »deadlychaos1991 wrote: »Bobby_V_Rockit wrote: »Maybe not everything needs to cater to the top 1%... Perhaps the "casual scrubs" are the ones keeping the game alive, by oh, I dont kniw, buying it recently, getting DLCs questing, etc. Elitist veteran snobs are the reason why casual scrubs get boxed out of end game
How do you get boxed out of end game? Every single piece of end game content (without exception) has a super-easy-scrub-mode called 'normal.' You know what, we should just start having leaderboards for normal versions of everything. That way, no ones precious feelings get hurt and bad players can feel like they accomplished something.
Sounds good imo, but this should exclude characters, who are already at the vet-leaderboard or have been in there. To avoid this leaderboard getting flooded with elite-players
Perfect. Let's just make everyone feel like a winner. No incentive to get better, just play the same terrible quests with your trash build over and over. THAT makes a good MMO.
deadlychaos1991 wrote: »Doctordarkspawn wrote: »deadlychaos1991 wrote: »im not explaining or going into detail about what exact mechanics need to get changed. All I'm saying is that they're making this game casual scrub friendly. There should be an actual distinction between normal and veteran modes, otherwise, there's no reason to actually HAVE a vet mode. Regardless of how good of a player you are, you shouldn't be able to walk into a veteran dungeon designed for 4 people and solo the damn thing. If you don't believe me, look up YouTube videos.
If you want actual specifics, look at the business model and update changes for games like WoW or LoL, and GW2, those kind of updates are what MMO's SHOULD do to make sure they're satisfying the varied types of people that play their game. I've known SO many people who have just up and left this game because of the design decisions.
Warcraft, for example, has been out for 12 years and they still are pumping out expansions that are getting great reviews. Tell me, with the way this game is heading after 2 years, do you think it will still be that amazing after 12?
It's just extremely sad to see a game that has a LOT of potential to rival WoW just screw itself over because of bad developer decisions.
If you refuse to give a concrete example of what you want to see changed, you are complaining for the sake of it. Or complaining because wanting higher difficulty is 'in vogue'.
Please, give some details or just stop posting.
Oh. And nothing is going to 'rival wow'. This game is made fundementally for a different audience. And the people still playing WoW, have been playing it for ten bloody years and will likely never stop until the game goes down. "WoW killer" is another set of buzzwords I despise.
I'm not asking for the vet dungeons to be on par with vet malestrom or vet sanctum Ophidia. I get that casual scrubs want to be able to beat something that has the word 'veteran' on it and feel like they accomplished something. A medium difficulty would be nice. If you don't know what medium difficulty is, go Play a game with an adjustable difficulty bar and set it to the middle one. If I really have to spell this out for you, how about...uhh I don't know, maybe having everything have more health and do more damage so I can't walk in and solo it. That's pretty much the essence of increase difficulty..in any game...ever. There's your specifics
It would be ok for me, if enemys would atleast do some damage and i think most people here would agree. But they just hit like a wet noodle...why should i bring tank and heal for those so called "Veteran"-dungeons?
Doctordarkspawn wrote: »It would be ok for me, if enemys would atleast do some damage and i think most people here would agree. But they just hit like a wet noodle...why should i bring tank and heal for those so called "Veteran"-dungeons?
Bosses. And as a tank, I can tell you, the bosses, even in the vet dungeons, do not hit like wet noodles. (Do an experiment. Go to Elden root, pile around the boss real close to each other and see if a 30 K health tank survives the blast. And we're talking on live, mind you.)
A mark of a good tank and healer combo is they know the damage patern enough to supress it.
The reason no tank in the game, as people have brought up on threads before, is that ZOS does not want for the tanks to be a crutch for the group. Their ment for bosses, that's it. And if you can out DPS them, that''s absolutely great for you, but quite frankly we shouldn't be ballancing the game around that.
Doctordarkspawn wrote: »It would be ok for me, if enemys would atleast do some damage and i think most people here would agree. But they just hit like a wet noodle...why should i bring tank and heal for those so called "Veteran"-dungeons?
Bosses. And as a tank, I can tell you, the bosses, even in the vet dungeons, do not hit like wet noodles. (Do an experiment. Go to Elden root, pile around the boss real close to each other and see if a 30 K health tank survives the blast. And we're talking on live, mind you.)
A mark of a good tank and healer combo is they know the damage patern enough to supress it.
The reason no tank in the game, as people have brought up on threads before, is that ZOS does not want for the tanks to be a crutch for the group. Their ment for bosses, that's it. And if you can out DPS them, that''s absolutely great for you, but quite frankly we shouldn't be ballancing the game around that.
So for which boss (in non-DLC-dungeons) do you need a dedicated tank?
None of those bosses kill can kill a DPS if he is carefull...why not? why do bosses not hit for 20k+ through block against a DPS? damage would be quite low for a tank, but oneshots DDs. All those old vetdungeons can be 2 manned with 2 DPS. There is no need for a tank at all. And yes, even hardmode is possible.
Doctordarkspawn wrote: »None of those bosses kill can kill a DPS if he is carefull...why not? why do bosses not hit for 20k+ through block against a DPS? damage would be quite low for a tank, but oneshots DDs. All those old vetdungeons can be 2 manned with 2 DPS. There is no need for a tank at all. And yes, even hardmode is possible.
Okay. Buuuut that'd take hours.
...So why take hours to ballance for and make impossible one thing, that two people will likely do for kicks, than never do again?
Doctordarkspawn wrote: »None of those bosses kill can kill a DPS if he is carefull...why not? why do bosses not hit for 20k+ through block against a DPS? damage would be quite low for a tank, but oneshots DDs. All those old vetdungeons can be 2 manned with 2 DPS. There is no need for a tank at all. And yes, even hardmode is possible.
Okay. Buuuut that'd take hours.
...So why take hours to ballance for and make impossible one thing, that two people will likely do for kicks, than never do again?
lol...no...what about 20...40 mins at max?
why make 2 roles useless only bc some tanks/healers can't handle incoming damage?
I agree... for trash. Nobody likes trash--it's tedious, and it doesn't make a dungeon more difficult. If you look at my posts during the previous PTS cycle, I explicitly called for a reduction of the trash health in vRoM because it didn't serve any purpose aside from wasting people's time.Doctordarkspawn wrote: »More heallth and damage is lazy, has been tried before, and didn't work then and dont work now. It just drew out the fights on basic trash and not in the good way.
I agree... for trash. Nobody likes trash--it's tedious, and it doesn't make a dungeon more difficult. If you look at my posts during the previous PTS cycle, I explicitly called for a reduction of the trash health in vRoM because it didn't serve any purpose aside from wasting people's time.Doctordarkspawn wrote: »More heallth and damage is lazy, has been tried before, and didn't work then and dont work now. It just drew out the fights on basic trash and not in the good way.
But boss health and damage can and should be increased. Why? Because many bosses actually do have mechanics, but the mechanics can usually be ignored because they do not sufficiently punish players for not following them, and/or the mechanics can be avoided by simply melting the boss down.
Take, for example, the first big boss in Vaults of Madness. The Harvester. She has a mechanic where she will paralyze one person and draw their essence to her in the form of four orbs. The victim cannot break free of this, and the only way to free the victim is to destroy the orbs. If the orbs are not destroyed, they heal the boss. I have never run Vaults with a group that actually followed this mechanic. Why? Because it doesn't really punish you for ignoring it, and with a full four-person group, she's usually dead before she gets a chance to do it.
To give you an idea of how weak this mechanic is, when I am soloing Vaults, there is no way to do the mechanic because I'm paralyzed. So, because I'm soloing, I'm forced to fail the mechanic 100% of the time. Yet I have no difficulty killing her despite that. First, she does damage to you while you're paralyzed, but the damage is so weak that the HoT that I keep on myself easily outheals the damage. The orbs eventually reach her and heal her, but the healing done to the boss is so weak that it doesn't really matter. Now, imagine if the paralyzed victim takes on additional damage during this time, so there is more urgency to getting the orbs destroyed. Or maybe if the orbs actually healed the boss a lot--to full, even. Then the mechanic will actually matter.
So I strongly disagree with your claim that adding health and damage is meaningless, at least for bosses--it's precisely because the health and damage are out of alignment that we have mechanics that don't work or don't matter. Fix that, and suddenly people will be discovering mechanics that have existed all along but that they have never noticed.
This has worked very well in the revamping of the trials (aside from the Sanctum trash, which is just horrifically tedious). It used to be that you can completely ignore the Storm Atronach's mechanics in AA--the boss is usually dead before the first lightning phase, and if you did see a lightning phase, the damage is so low just standing in the Springs of one healer will keep you alive. Now the boss has enough health that you'll have to deal with this mechanic multiple times, and the damage is high enough that you actually have to follow the mechanics instead of just standing in the red and letting your healer heal you through it.