Having bosses that surprise you with unexpected actions means you have to pay attention instead of taking a long pull off the bong and washing it down with some of your dad’s beer from the fridge.
Pick one: Rng boss actions resulting in fights you can’t sleep through and endanger your self image of “I am gud”.... Or scripted boss mechanics that are hard to learn at first but result in you being bored.
Rng is really not the answer, the player still just has to learn the boss, except then they would just have to learn each of the bosses possible actions/phases independently. It wouldnt really make boss fights more interesting, rather both more tedious to learn for the player and more tedious to design for the developer, while also introducing more potential for BS mechanic combinations with 0 counterplay.
You would also potentially lose out on characterization of bosses, because there are limited amount of mechanics available in the game and each boss would just become a mishmash of a subset of those mechanics with much more overlap with other bosses, rather than icons of pve content.
A trial lasts 30-45 minutes, meaning you will use 40-60 spell power potions, which are around 160 a piece if you buy them or about 140 if you make them yourself. Using rough maths that means between 5500-9500 gold spent if you want 100% potion up time (they last 47.5s and the cooldown is 45s). A vet trial will give you 10-12K worth of undaunted plunder, and HM another 10K from the end boss. If you vendor the trash gear you get or decon the set items and sell the tempers and style materials on guild stores you will get 1000-1500 gold, enough to cover armor repairs. So you will at least break even and potentially do 10K+ in profits. IMO the monetary rewards for vet trials are right and should stay the same.
Having bosses that surprise you with unexpected actions means you have to pay attention instead of taking a long pull off the bong and washing it down with some of your dad’s beer from the fridge.
Pick one: Rng boss actions resulting in fights you can’t sleep through and endanger your self image of “I am gud”.... Or scripted boss mechanics that are hard to learn at first but result in you being bored.
A trial lasts 30-45 minutes, meaning you will use 40-60 spell power potions, which are around 160 a piece if you buy them or about 140 if you make them yourself. Using rough maths that means between 5500-9500 gold spent if you want 100% potion up time (they last 47.5s and the cooldown is 45s). A vet trial will give you 10-12K worth of undaunted plunder, and HM another 10K from the end boss. If you vendor the trash gear you get or decon the set items and sell the tempers and style materials on guild stores you will get 1000-1500 gold, enough to cover armor repairs. So you will at least break even and potentially do 10K+ in profits. IMO the monetary rewards for vet trials are right and should stay the same.
But for us console plebs, mats and potions are more expensive so it's mostly a net loss for us, plus you're neglecting to mention how many potions are used for progression runs. And when you get your first clear you're not just going to get 30-45 minute clears on your next run.
Cost of raiding: The cost of alchemy (esp. when compared to something like provisioning) is always been disproportionally out of line. It's not just endgame PvE that feels the cost, but also PvPers--a common complaint is that the rewards from PvP often don't cover the expenses.
During the One Tamriel PTS cycle, there was the huge outcry over the loss of BoE gear, and ZOS responded by adding Plunder. At the time, I thought that it was just a sloppy bandaid that didn't address any core issues, and I still think that now. Alleviating the cost of alchemy to make it more accessible (there are two options: either make each node yield 3-4 instead of 1 or increase the yield of crafting by 4x, so one set of flowers with max passives make 16 potions or 64 poisons instead of 4 and 16 now) would take a lot of the sting out of both PvP and endgame PvE.
Rewards: The polymorph next patch will be interesting. It's gated behind vAS HM, it's not a guaranteed drop, and it's BoE. Given the difficulty of vAS HM, I would expect this item to be exceedingly rare and would sell for millions at a minimum. Though, I'm not really sure an incentive like that is really the best or most healthy solution, because it's so inacessible. But it'll be there next patch...
As for titles and such, they're an (over-)abundance of titles, and the skins are nice too. I'm at the point where I have too many good titles and I'm not sure which one I want to use. Nor do I think that adding more exclusive titles would do anything, esp. considering that there already is an insanely exclusive title (Tick-Tock, which this thread's OP has). A better progression of titles would be nice, though. ZOS locked three different titles behind vHoF no-death, yet no-death is by far the hardest thing to achieve. So all three titles are more or less the same in terms of accessibility, and there is no viable intermediate title between Coadjutor and Tick-Tock.
Gear could be a good reward, but it seems that the devs have no idea what players actually want in gear. Take for example Automated Defense and Inventor's Guard--absolutely nobody wants that trash. Automated Defense makes Lunar Bastion look good in comparison. And next patch, we'll get the Asylum Restoration staff which is about on par with the Maelstrom 1HS in terms of utter uselessness and bad design. This isn't a "numbers" problem that can be fixed by tweaking the size of the bonus. This is a problem of there being a complete and utter failure by ZOS to understand how people actually play the game.
Why are people leaving? I agree that there has been an exodus, but why? You only talk about rewards, but the current reward structure has been there since One Tamriel, yet raiding bloomed during that and the Homestead patch.
The decline that we're in didn't start happening until Morrowind.
The best reward isn't wealth or titles. The best reward is fun.
I'm one of the people who stayed despite Morrowind, but I didn't--and still don't--like the changes that were made. Combat needs to feel fun, instead of restrictive and tiresome. On top of that (and in part because of the sustain changes), balance was poorly done, resulting in magdks and magplars no longer being viable.
The design of the new content seemed more focused on "How many ways can we trip players up?" rather than "How do we make this instance enjoyable and fun?". In vHoF, all the resource-draining mechanics on top of the heavy-handed sustain nerf were simply egregious. At least Power Leech no longer drains resources--though it took them months to throw us that one bone. There's an overuse of CCs and RNG, and most fights just feel long and dragged-out. At least they removed the second boss immunity so that fight no longer takes forever. And I say this as someone who actually likes running vHoF--I like it despite each run feeling like a draining, punishing marathon. But there are many people who don't find enough redeeming qualities in that trial to overcome the general feeling of it being the most exhausting and player-hostile trial.
And then there are the longstanding issues that never get addressed. Maw saw the introduction of sets all centered around synergies, yet the synergy system has been clunky and unreliable for ages. So much so that when ZOS devs were asked to use synergies on their live stream, they joked about its unreliability. Well, if you know that it's broken, why not devote developer resources to fixing it instead of spending those resources gutting sustain from everyone? Invisible players that require people to port or run out of render range to fix has been an issue for over a year now, but instead of that getting fixed, we just see nerfs every patch to things that make combat fun.
Well-known longstanding issues that don't get addressed, each patch filled with egregious nerfing (e.g., on the current PTS, when someone points out that one morph is underperforming, ZOS responds by nerfing the desirable morph in hopes that it will make the undesirable one attractive), and content that feels like it was designed to punish players. All of these things take away the fun. And people who leave aren't leaving because they feel like potions are too expensive or that the raiding is not a viable path to becoming a multimillionaire--they leave because they simply stopped having fun, particularly after Morrowind.
On the topic of making the instances fun instead of tedious, let's look at the new trial on the PTS.
There are sentries that spawn at random locations that give the boss or one of the mini-bosses complete damage immunity. There is no cue of them spawning--sometimes someone will spot them early, but a lot of times we don't know that one is up until we see the boss no longer taking damage. And they spawn very frequently. The sentry would come up, we'd run away from the boss to the sentry to kill it, run back to the boss, get a couple of rotations in, and a new sentry would be up again. It felt like we were spending half our time just running back and forth between the boss and the new sentries and then killing the sentries. This is extremely tedious, and we sent ZOS direct feedback about this during the first week of PTS.
If you choose to fight the mini-bosses with the main boss, the mini-bosses have 10 million health. When they reach 0 health, they don't die--they simply deactivate for a period of time. The mini-bosses enrage, so they must be deactivated and ignoring them is not an option. The problem is, they deactivate for just 30 seconds. You're burning through 10 million health. On targets that teleport around randomly (so they are often not stacked for AoE). Only to get a mere 30s of reprieve. We gave ZOS feedback that this is ridiculous. Even if the mini-bosses didn't teleport all over the place and could be held in AoE most of the time, the 30s deactivation is laughably short. Their random teleports out of AoE is salt on the wound.
Yet, none of these two issues were addressed in Monday's PTS patch.
If vAS hits Live in its current state, expect the raiding population to take another hit.
On the topic of making the instances fun instead of tedious, let's look at the new trial on the PTS.
There are sentries that spawn at random locations that give the boss or one of the mini-bosses complete damage immunity. There is no cue of them spawning--sometimes someone will spot them early, but a lot of times we don't know that one is up until we see the boss no longer taking damage. And they spawn very frequently. The sentry would come up, we'd run away from the boss to the sentry to kill it, run back to the boss, get a couple of rotations in, and a new sentry would be up again. It felt like we were spending half our time just running back and forth between the boss and the new sentries and then killing the sentries. This is extremely tedious, and we sent ZOS direct feedback about this during the first week of PTS.
If you choose to fight the mini-bosses with the main boss, the mini-bosses have 10 million health. When they reach 0 health, they don't die--they simply deactivate for a period of time. The mini-bosses enrage, so they must be deactivated and ignoring them is not an option. The problem is, they deactivate for just 30 seconds. You're burning through 10 million health. On targets that teleport around randomly (so they are often not stacked for AoE). Only to get a mere 30s of reprieve. We gave ZOS feedback that this is ridiculous. Even if the mini-bosses didn't teleport all over the place and could be held in AoE most of the time, the 30s deactivation is laughably short. Their random teleports out of AoE is salt on the wound.
Yet, none of these two issues were addressed in Monday's PTS patch.
If vAS hits Live in its current state, expect the raiding population to take another hit.
My cure for the whole catch 22 of the raid scaling is nerf it slightly, add a new hardcore setting (master?), make the new setting change the following things:
Resurrection takes 10 times longer and players can no longer self res.
[Longer down time on deaths opens up more punishment for slip ups and isn't so easily picked up and carried on]
When a boss focuses a tank, they slowly build up "Fear" which slowly over time (1% every 8 seconds?) increases the amount of damage the tank takes from the boss which stacks until not directly hit by the boss for 15 seconds.
[This opens up a harder tanking mode for the extra challenge the masochists will love/hate]
Healers that heal other players will slowly over time build up a damage done debuff stacking over time (1% every 6 seconds?) for 15 seconds.
[This will open up old school style healer options or encourage a raid to juggle healing back and forward]
Players who deal high damage over time will receive a stacking over time debuff that lowers outgoing healing done (1% every 6 seconds?) for 15 seconds.
[This will open up older school damage dealers options where healing others was considered an act of desperation but still allows them to self sustain their health which also opens up more self healing focused damage dealing routes]
Raids can only be completed once every 3 days per character.
[This i feel will encourage scheduled raid teams rather than grabbing whoever they can at the time but also allows for Alts to see some raid time]
Rewards for completing a Master difficulty raid will receive the following:
One random gold jewelry from the raids sets that is Bind on Equip.
One unique furniture drop out of the eight possible drops from that raid.
20k gold. [This will likely be used to cover costs of setting up for the raid]
A low chance of dropping one of six unique mounts based on the raid that the reward comes from. [This will give incentive to try get the mount from harder runs as well as a sort of "gold star" to show off]
A very low chance at dropping a whole crafting motif that is BoE for a motif related to the raid (Morrowind based ones from Morrowind based raids for example)
[This allows for a low chance high reward encouraging repeat runs]
Completing a leader board run, at the end of the week the winning top raid gets:
A title that makes the players "above head" text (where the title is also seen) to shine.
[this allows other players to see the weekly accomplishment]
A costume that functions similar to the Emperor costume from Cyrodiil
A bag that contains 1 of each gold crafting material.
[This will encourage aiming for weekly completes]
Horowonnoe wrote: »My cure for the whole catch 22 of the raid scaling is nerf it slightly, add a new hardcore setting (master?), make the new setting change the following things:
Resurrection takes 10 times longer and players can no longer self res.
[Longer down time on deaths opens up more punishment for slip ups and isn't so easily picked up and carried on]
When a boss focuses a tank, they slowly build up "Fear" which slowly over time (1% every 8 seconds?) increases the amount of damage the tank takes from the boss which stacks until not directly hit by the boss for 15 seconds.
[This opens up a harder tanking mode for the extra challenge the masochists will love/hate]
Healers that heal other players will slowly over time build up a damage done debuff stacking over time (1% every 6 seconds?) for 15 seconds.
[This will open up old school style healer options or encourage a raid to juggle healing back and forward]
Players who deal high damage over time will receive a stacking over time debuff that lowers outgoing healing done (1% every 6 seconds?) for 15 seconds.
[This will open up older school damage dealers options where healing others was considered an act of desperation but still allows them to self sustain their health which also opens up more self healing focused damage dealing routes]
Raids can only be completed once every 3 days per character.
[This i feel will encourage scheduled raid teams rather than grabbing whoever they can at the time but also allows for Alts to see some raid time]
Rewards for completing a Master difficulty raid will receive the following:
One random gold jewelry from the raids sets that is Bind on Equip.
One unique furniture drop out of the eight possible drops from that raid.
20k gold. [This will likely be used to cover costs of setting up for the raid]
A low chance of dropping one of six unique mounts based on the raid that the reward comes from. [This will give incentive to try get the mount from harder runs as well as a sort of "gold star" to show off]
A very low chance at dropping a whole crafting motif that is BoE for a motif related to the raid (Morrowind based ones from Morrowind based raids for example)
[This allows for a low chance high reward encouraging repeat runs]
Completing a leader board run, at the end of the week the winning top raid gets:
A title that makes the players "above head" text (where the title is also seen) to shine.
[this allows other players to see the weekly accomplishment]
A costume that functions similar to the Emperor costume from Cyrodiil
A bag that contains 1 of each gold crafting material.
[This will encourage aiming for weekly completes]
um... how about no?
Horowonnoe wrote: »My cure for the whole catch 22 of the raid scaling is nerf it slightly, add a new hardcore setting (master?), make the new setting change the following things:
Resurrection takes 10 times longer and players can no longer self res.
[Longer down time on deaths opens up more punishment for slip ups and isn't so easily picked up and carried on]
When a boss focuses a tank, they slowly build up "Fear" which slowly over time (1% every 8 seconds?) increases the amount of damage the tank takes from the boss which stacks until not directly hit by the boss for 15 seconds.
[This opens up a harder tanking mode for the extra challenge the masochists will love/hate]
Healers that heal other players will slowly over time build up a damage done debuff stacking over time (1% every 6 seconds?) for 15 seconds.
[This will open up old school style healer options or encourage a raid to juggle healing back and forward]
Players who deal high damage over time will receive a stacking over time debuff that lowers outgoing healing done (1% every 6 seconds?) for 15 seconds.
[This will open up older school damage dealers options where healing others was considered an act of desperation but still allows them to self sustain their health which also opens up more self healing focused damage dealing routes]
Raids can only be completed once every 3 days per character.
[This i feel will encourage scheduled raid teams rather than grabbing whoever they can at the time but also allows for Alts to see some raid time]
Rewards for completing a Master difficulty raid will receive the following:
One random gold jewelry from the raids sets that is Bind on Equip.
One unique furniture drop out of the eight possible drops from that raid.
20k gold. [This will likely be used to cover costs of setting up for the raid]
A low chance of dropping one of six unique mounts based on the raid that the reward comes from. [This will give incentive to try get the mount from harder runs as well as a sort of "gold star" to show off]
A very low chance at dropping a whole crafting motif that is BoE for a motif related to the raid (Morrowind based ones from Morrowind based raids for example)
[This allows for a low chance high reward encouraging repeat runs]
Completing a leader board run, at the end of the week the winning top raid gets:
A title that makes the players "above head" text (where the title is also seen) to shine.
[this allows other players to see the weekly accomplishment]
A costume that functions similar to the Emperor costume from Cyrodiil
A bag that contains 1 of each gold crafting material.
[This will encourage aiming for weekly completes]
um... how about no?
yes your argument and thought of reply is so staggering it really changes my opinion.
Horowonnoe wrote: »My cure for the whole catch 22 of the raid scaling is nerf it slightly, add a new hardcore setting (master?), make the new setting change the following things:
Resurrection takes 10 times longer and players can no longer self res.
[Longer down time on deaths opens up more punishment for slip ups and isn't so easily picked up and carried on]
When a boss focuses a tank, they slowly build up "Fear" which slowly over time (1% every 8 seconds?) increases the amount of damage the tank takes from the boss which stacks until not directly hit by the boss for 15 seconds.
[This opens up a harder tanking mode for the extra challenge the masochists will love/hate]
Healers that heal other players will slowly over time build up a damage done debuff stacking over time (1% every 6 seconds?) for 15 seconds.
[This will open up old school style healer options or encourage a raid to juggle healing back and forward]
Players who deal high damage over time will receive a stacking over time debuff that lowers outgoing healing done (1% every 6 seconds?) for 15 seconds.
[This will open up older school damage dealers options where healing others was considered an act of desperation but still allows them to self sustain their health which also opens up more self healing focused damage dealing routes]
Raids can only be completed once every 3 days per character.
[This i feel will encourage scheduled raid teams rather than grabbing whoever they can at the time but also allows for Alts to see some raid time]
Rewards for completing a Master difficulty raid will receive the following:
One random gold jewelry from the raids sets that is Bind on Equip.
One unique furniture drop out of the eight possible drops from that raid.
20k gold. [This will likely be used to cover costs of setting up for the raid]
A low chance of dropping one of six unique mounts based on the raid that the reward comes from. [This will give incentive to try get the mount from harder runs as well as a sort of "gold star" to show off]
A very low chance at dropping a whole crafting motif that is BoE for a motif related to the raid (Morrowind based ones from Morrowind based raids for example)
[This allows for a low chance high reward encouraging repeat runs]
Completing a leader board run, at the end of the week the winning top raid gets:
A title that makes the players "above head" text (where the title is also seen) to shine.
[this allows other players to see the weekly accomplishment]
A costume that functions similar to the Emperor costume from Cyrodiil
A bag that contains 1 of each gold crafting material.
[This will encourage aiming for weekly completes]
um... how about no?
yes your argument and thought of reply is so staggering it really changes my opinion.
Problem is: Noone asked for (and i doubt anyone really wants a harder difficulty...no-death/hardmode etc is hard enough imo, especially considerung bugs and all that ***) a higher difficulty and you made it a thing.
People just want the actual raidcontent and a reward from them even on lower (normal mode) difficulty. That's where raiding begins, on normal modes. If people stop doing them bc it's not worth it, noone will be doing vet-modes in the future.
From "thieves guild" until "one tamriel"-patch people were creating groups for normals and vet-trials all the time in zone chat bc you got something you need or you could sell, it felt rewarding. That is where we have to get again when we talk about rewarding raidcontent....
You didn't even tried to cover that part and that's imo the most important one...