Might just be bad memories from lots of cp and skill ago, harder than vet wayrest 2Blackleopardex wrote: »vCoA2 is hard but not an dlc one, pugs are pugs, see it as an major debuff.Emma_Overload wrote: »1) You guys talk about minor tweaks as if they were major nerfs. They're not.
2) Veteran modes of this dungeon, WGT, COA and the other DLC dungeons all need major nerfs. Why? Because you can't find any pugs in the group finder who can complete them.
COA is not a DLC dungeon.... but why you dont search 3 friends and try hard until you complete?? atleast this is how i did it in the beginning...
On the other hand vCoA1 is easy, we 3 manned it because of bug in finder. one death, me because of fall damage
The only issue is sets, why does spell power cure drop from WGT and not wayrest or fungal 1
No it's nothttps://www.youtube.com/watch?v=8TXghSpgcs4
agree. CoA2 is not at all hard.
Just cringe whenever someone lists it as a 'hard' dungeon.
Blackleopardex wrote: »...when it comes to difficulty.SammyFable wrote: »Agreed. Can't we have a single challenging thing in this game, that's NOT a raid?
If you're looking for "difficult content", why don't you create it yourselfes?
Use only purple/blue/green/white/no gear, do it with only 9/8/7..3/2/1 skills and only 1 or no ultimate. Or see what's the minimum Skill and/or Champion Points spent with which you're still able to do it!?
What about a "all green gear, 2 skills only, no CP vIP/vCOS HM" video? No THAT would be something..
Bobby_V_Rockit wrote: »Now I just want them to nerf vMA (awaits flames)
That is called normal trialsMLGProPlayer wrote: »Emma_Overload wrote: »1) You guys talk about minor tweaks as if they were major nerfs. They're not.
2) Veteran modes of this dungeon, WGT, COA and the other DLC dungeons all need major nerfs. Why? Because you can't find any pugs in the group finder who can complete them.
Why does everything need to be PUGable?
Should we nerf trials too to make them PUGable?
pffft.. as if anything in that game was truly rewarding in terms of "loot" - and I doubt the OP or his friend still need any loot from vIP; or any of the achievements. If they needed any of the sets they wouldn't complain about difficulty as a decrease in difficulty would also decrease the time spent battling the unforgiving gods of RNG...Luigi_Vampa wrote: »Some people want to be rewarded for completeing something truly difficult.
[...]
and you got the same *** as if you had completed it in your proper gear in a fraction of the time.
Well, in the real world artists all over the world do exactly that by performing their stunts blindfolded and having one hand strapped to their back.. and they already did it by going in with a group of 2 instead of 4!Luigi_Vampa wrote: »Self imposed difficulty without increased rewards isn't nearly as enjoyable. Yay, you beat it naked using only a broom...
That's finally something I agree on - if you got that shiny armor and sword, you wanna take it out for a walk and not let it collect dust while lying unused in your bank.Luigi_Vampa wrote: »Some people want to be challenged to use everything at their disposal to overcome a challenge.
VoodooWasser wrote: »Problem with this game is that it never teaches the players how to play until they hit vet dungeons or bet trials. EVERYTHING else is so freakin easy than noone actually has to think about builds, skills or rotations. Than they come into the firs vet trial, spamming bow lightatacks and crytall frags and wonder why nothing dies instantly.
Emma_Overload wrote: »VoodooWasser wrote: »Problem with this game is that it never teaches the players how to play until they hit vet dungeons or bet trials. EVERYTHING else is so freakin easy than noone actually has to think about builds, skills or rotations. Than they come into the firs vet trial, spamming bow lightatacks and crytall frags and wonder why nothing dies instantly.
You're talking about "builds, skills or rotations", but in my experience, those aren't the sources of problems in the DLC dungeons. The problems I've seen are that pugs, even high CP players, have no idea how to deal with the complicated mechanics. Any content that requires you to quit playing and go watch how-to videos for an hour on YouTube is just too complicated. Most players just want to kill stuff, not jump through hoops.
Emma_Overload wrote: »VoodooWasser wrote: »Problem with this game is that it never teaches the players how to play until they hit vet dungeons or bet trials. EVERYTHING else is so freakin easy than noone actually has to think about builds, skills or rotations. Than they come into the firs vet trial, spamming bow lightatacks and crytall frags and wonder why nothing dies instantly.
You're talking about "builds, skills or rotations", but in my experience, those aren't the sources of problems in the DLC dungeons. The problems I've seen are that pugs, even high CP players, have no idea how to deal with the complicated mechanics. Any content that requires you to quit playing and go watch how-to videos for an hour on YouTube is just too complicated. Most players just want to kill stuff, not jump through hoops.
Honestly i don't care about the dlc dungeons, i only own imperial city because of the city itself, but you have to see it from zos viewpoint.
They want to make money and since eso is aimed for the people who own the single player games where the elder scrolls ip comes from and casual people who jump from one game to another every 1-3 months.
Having a dlc which only appeals to 5-10% of the player base doesn't make profit.
It's nerfs or you can say good bye to the dlc dungeons in favour for more regular story zone dlcs and crown crates.
Yes, i'm aware of normal mode but nobody wants to run because of the lack of rewards compared to vet.
Exactly. Still I can't get my head around why don't we have more difficulty options. VICP used to have 16 "scales". That scaling ofc was rubbish but we'd still use like 3 veteran versions with slightly different loot quality and/or xp to satisfy various player groups.Emma_Overload wrote: »1) You guys talk about minor tweaks as if they were major nerfs. They're not.
2) Veteran modes of this dungeon, WGT, COA and the other DLC dungeons all need major nerfs. Why? Because you can't find any pugs in the group finder who can complete them.
MLGProPlayer wrote: »Emma_Overload wrote: »1) You guys talk about minor tweaks as if they were major nerfs. They're not.
2) Veteran modes of this dungeon, WGT, COA and the other DLC dungeons all need major nerfs. Why? Because you can't find any pugs in the group finder who can complete them.
Why does everything need to be PUGable?
Should we nerf trials too to make them PUGable?
Emma_Overload wrote: »1) You guys talk about minor tweaks as if they were major nerfs. They're not.
2) Veteran modes of this dungeon, WGT, COA and the other DLC dungeons all need major nerfs. Why? Because you can't find any pugs in the group finder who can complete them.
Doctordarkspawn wrote: »They cut the fat from the dungeon.
The sky isn't falling, you need to learn to share
ew, no.
Kidding. Kidding. it's a joke
In all honesty, I just wish that they could have made everyone happy.
A purist like me didn't want to see it nerfed because I feel it's lowered the quality of the dung. On the other hand, more people probably need to complete it.
Maybe they could have upped the difficulty of normal.
Joy_Division wrote: »Emma_Overload wrote: »1) You guys talk about minor tweaks as if they were major nerfs. They're not.
2) Veteran modes of this dungeon, WGT, COA and the other DLC dungeons all need major nerfs. Why? Because you can't find any pugs in the group finder who can complete them.
Whats the point of normal mode then?
Doctordarkspawn wrote: »Joy_Division wrote: »Emma_Overload wrote: »1) You guys talk about minor tweaks as if they were major nerfs. They're not.
2) Veteran modes of this dungeon, WGT, COA and the other DLC dungeons all need major nerfs. Why? Because you can't find any pugs in the group finder who can complete them.
Whats the point of normal mode then?
There isn't.
It's allways been kiddie pool, so why dont we just rename it to 'easy' and be done with it?
Bobby_V_Rockit wrote: »Now I just want them to nerf vMA (awaits flames)
Medium quality bait
The Flameknight on stage 8 could use a damage tweak on the other hand. And make the flamecasters fireballs(those with the spinning flame on their staff) dodgeable/reflectable. Only tweaks I would like to see in vMA, especially the flamecaster one.
The stench of elitism is strong here. You few have the option of making it hard for yourself if you want to. In the meantime, the majority of players will be pleasantly greeted by some much needed adjustments.
Making content available to, again, the majority of players will not lose them their player base. That is some ass backwards logic being employed.
Apart from vICP, I remember the days when vWGT was a challenge. When during the fight with Molag Kena you actually had to beat a couple of storm atros while the fight itself lasted longer than 1 minute. When during the Planar fight players had to cooperate and the order of touching the pinion mattered.
Now it's all gone. You just burn everything. You don't see a single atro. You don't take turns in touching the pinion.
Vet mode should pose a challenge even for good endgame players while normal mode should be for casuals (like it used to be... in good ol' times). What do we have instead right now? Normal is for farming, vet is for casuals. There is no challenging content for 4-man groups of good endgame players anymore. If someone counts vDSA, that's obviously not enough. ZOS caters so much (too much) to casual players, neglecting completely more dedicated part of their playerbase. If this is the direction of ZOS for vet modes, they should introduce a third tier of difficulty asap otherwise they will be losing players even more.
Apart from vICP, I remember the days when vWGT was a challenge. When during the fight with Molag Kena you actually had to beat a couple of storm atros while the fight itself lasted longer than 1 minute. When during the Planar fight players had to cooperate and the order of touching the pinion mattered.
Now it's all gone. You just burn everything. You don't see a single atro. You don't take turns in touching the pinion.
Vet mode should pose a challenge even for good endgame players while normal mode should be for casuals (like it used to be... in good ol' times). What do we have instead right now? Normal is for farming, vet is for casuals. There is no challenging content for 4-man groups of good endgame players anymore. If someone counts vDSA, that's obviously not enough. ZOS caters so much (too much) to casual players, neglecting completely more dedicated part of their playerbase. If this is the direction of ZOS for vet modes, they should introduce a third tier of difficulty asap otherwise they will be losing players even more.
IwakuraLain42 wrote: »Apart from vICP, I remember the days when vWGT was a challenge. When during the fight with Molag Kena you actually had to beat a couple of storm atros while the fight itself lasted longer than 1 minute. When during the Planar fight players had to cooperate and the order of touching the pinion mattered.
Now it's all gone. You just burn everything. You don't see a single atro. You don't take turns in touching the pinion.
Sorry, this just shows how far out of touch you (and the rest of the elite bunch) are with reality of most of players are. Most players that are able to finish these vet dungeons (and no, we are not talking about "light attack spammer") need 2-3 pinion cycles on the Planar fight and they see enought Storm atros on the Molag Kena fight. The average dps for most veteran players is 15-20k dps and that is not enough to burn through all mechanics.Vet mode should pose a challenge even for good endgame players while normal mode should be for casuals (like it used to be... in good ol' times). What do we have instead right now? Normal is for farming, vet is for casuals. There is no challenging content for 4-man groups of good endgame players anymore. If someone counts vDSA, that's obviously not enough. ZOS caters so much (too much) to casual players, neglecting completely more dedicated part of their playerbase. If this is the direction of ZOS for vet modes, they should introduce a third tier of difficulty asap otherwise they will be losing players even more.
This just shows the typical disdain quite a lot of elite players have for the rest of the player base. You already have a lot of end game toys (vMA, vDSA, vMoL, vHoF, SoH dungeons). Why why should ZOS spent any more money (and building dungeons and trials costs money) that is only available to a tiny minority of the player base. There should be more new veteran content on the level of the base game (dungeons and trials).