Everest_Lionheart wrote: »robertthebard wrote: »Everest_Lionheart wrote: »It annoys me to no end. I want to play content that isn't tuned for a 5-year old. But it seems 90% of the PVE content is tuned for just that.
I'm not talking about raids or dungeons (public dungeons excluded). Those seem alright.
But when it comes to general questing, delves and the world in general, you can literally run around in crappy green gear 10 levels below your level and still demolish everything like nothing. How is that in any way fun?
I'm currently leveling with a friend and we're closing in on level 40. The game is a huge yawn-fest and we're craving for something to challenge us. He's playing a healer, but almost never have anything to heal. Questing and killing mobs is just a tedious running from A to B, only stopping to kill monsters in 2-8 seconds and it doesn't really matter how many monsters we pull either. We're basically playing an MMO that is tuned for under-geared 5-year olds. I'm saying that because my son can play this game without being able to read or have any understanding of what the skills on his hotbar do. He just mashes them randomly and kills things.
Doing delves feels so pointless. Usually you run into other players as well and everyone's just aching to kill stuff, but everything is mowed down in 2 seconds, and delves really become nothing but something you just run through, trying to get a hit or two in on things to gain exp. So incredibly boring, and such incredibly bad design.
Delves shouldn't even be public when the game is tuned in this way. I say this because they're literally tuned for a badly geared, completely unskilled SOLO player. So the moment you add more people in there, the already trivial content becomes fully and completely pointless from a gameplay perspective.
What's been by far the most fun so far has been killing world bosses (those skulls on the map) and running (non-public) dungeons as a duo. But as soon as you add a couple more players, even that content becomes quite easy. The only annoying thing is that dungeons are in general quite easy, too, but they add certain one-shot or nearly one-shot mechanics into the game to make it harder. That's a lousy way of adding challenge, because it means you can run through everything you're thrown against, but then a sudden and sometimes unavoidable mechanic prevents you from advancing further. Those are some of the most frowned-upon things from a player perspective because they're just not fun.
I'm not level 50 yet so some things might change, but overall this game needs a huge re-tuning. Doubling mob health and damage would be a start, but much more would certainly be required. Delve bosses are more like what normal mobs should be like, but even those are ridiculously easy. Would much prefer longer, harder fights with higher experience rewards per kill than the current trivial content of killing things in a few seconds without barely taking any damage.
Does nobody want even a tiny bit of challenge these days?
PS: Fix the damn bug that sometimes prevents you from attacking or using abilities!!
Yeah, I notice that content is super easy...or super difficult. Not much of an in-between.
We need more 500K hp bosses across Tamriel, who have a sting. The 1.8M bosses generally require a 4-person group to kill. So, a 500K would be great for solo adventures. ZOS could probably raise some of the quest bosses' hp by 50% with little issue.
Also, still asking for solo dungeons.
Some are places the overland/public dungeon bosses do scale up a bit. I’ve seen a couple group events with 300-400k HP plus adds, though none of them are particularly difficult and can be easily overcome using tactics. I finally had a semi challenge last night in the Lions Den at the Rift. It’s the last public dungeon in the pact zones. Had to be aware a couple of times to make sure I didn’t bite it because I was mindlessly button mashing. I found the mobs there more difficult than the bosses though sadly and the group event was also a pushover. I did die there though but not because of an enemy. Jumping down from the last cliff I missed the water and landed on the rock instead! Definitely a rofl moment!
Some of the 1.8 mil world bosses from the vanilla game have easy enough mechanics to solo with decent CP, but they do scale up difficulty as you progress through the alliance zones. DLC bosses are already more robust to begin with and do often requisite assistance. People with high CP can handle many of them alone but there are a few that require help. There are also a couple that can be cheesed and kited to a place where they can be hit while dealing minor damage.
One thing I wish was a tad harder are delves. It’s just too easy to melt through anything in those with a few levels under your belt. Because there are skyshards in all of them their difficulty should be boosted a bit in general for everyone below the level of a public dungeon and probably be solo instanced with the option to group.
So I'm curious, why should delves be boosted based on having skyshards? There are an awful lot of skyshards scattered throughout the open world...
Skyshards are the main incentive to enter delves. If the 6-7 delve sky shards were in the open world people likely would never go down there unless they were questing. Of course you don’t really need those shards if you choose to skip them so why not boost the content. Every delve is the same long hallway 2 enemies, turn corner 1 enemy, go through door 2 more enemies, bookshelf in the corner of main chamber 3 enemies, skyshard with one lone enemy guarding it if anything at all, and finally mini boss fight with mechanics that most people can DPS though.
Also there are achievements tied to collecting all skyshards in the zones and beating all the delves as well why not make us work for it at least a little?
PS: Absolutely love the comment about 'basic purple gear' ROFLMA.
This game is too easy. That's why I'm currently playing Skyrim with the requiem mod and frostfall, ineed etc. Feels like an old school RPG. It's great.
newtinmpls wrote: »
MartiniDaniels wrote: »newtinmpls wrote: »
You have purple weapons from level up rewards. Also improving to purple requires like zero effort and laughable amount of gold. Also only gold weapons and gold jewelry have some notable advantage, other pieces don't have critical difference, especially between blue and purple.
I'm the OP and to answer some questions:
- No, I do not have a lvl 50 character. My highest is lvl 40.
- Yes, I have played the game on and off since release. By that I mean playing maybe 2-3 weeks every year and a half. Main reason for quitting all the time is due to the things stated in the OP. Easy games bore me because they feel pointless.
- I understand content needs to be there for players of all levels, however, the current overland and delve mobs are so easy that nobody can possibly be so bad that they fail them. One also needs to keep in mind that this is an MMO where a major part of the game is balanced around terrible SOLO players. Those two don't mix all that well.
- I understand things will change in many ways at the endgame. That's why I said so in the OP as well. But delves and overworld content will not change.
Are trials for solo players?
Do veteran dungeons need full groups?
I'm very interested in playing content that is doable for 2 people. Basically hoping for content that isn't too easy for 2 people but also is impossible without more than 2 people.
He’s saying that overland content is too easy. He’s not saying that everything is too easy.
So saying “Wait until vet trials” isn’t meaning anything here.
MartiniDaniels wrote: »newtinmpls wrote: »
You have purple weapons from level up rewards. Also improving to purple requires like zero effort and laughable amount of gold. Also only gold weapons and gold jewelry have some notable advantage, other pieces don't have critical difference, especially between blue and purple.
You are so far from the reality of a really new player who knows nothing about the game in the first place. There are more than enough who do not even have traits on their gear, nor enchantments, nor would they know that they can upgrade their gear at all. Many do not know what food/beverages could do for them and such. You assume too much knowledge of the game which a newbie doesn't have.
orion_1981usub17_ESO wrote: »[snip]
It is absolutely silly to complain about lack of difficulty in content, this is one of the only few games where if you desire you can handicap yourself. You want double the hp for monsters, half your weapons damage... its that simple but no! You couldn't think if that. Want monsters to do twice the damage, lower your armor levels... and like magic they'll do twice the damage.
Now what you cant get is monsters doing more moves, those dangers only exist to the player until they understand the mechanics and learns to defeat them. Thats why all dungeons slowly get easier over time as players perfect the form. You cant get that hardship back ever. But you can simulate.
So please, op and folks, give it a rest, [snip]. Use the tools you have been given to handicap yourself if you feel regular questing content is too easy.... because you "can" recreate your original experience but you can't unlearn the process.
Wow ... I find it kind of funny that the people who want to pick flowers and kill mobs with light attacks are the toxics ones in this discussion. There is nothing wrong with players advocating for changes they would like to see.
There seems to be some support in the community for increased overland difficulty. Maybe it is best that a toggle should exist to separate players between veteran and normal difficulty zones. That way both sides can be happy. This may never happen, but ultimately it’s up to ZOS to decide. All we can do is give our feedback one way or the other.
Isn't this game pegi 18?
I understand zero difficulty in start zones to get comfy with how things work.
But we are all adults and this kindergarten Overland is offensiv in some way then even my 4 year old son can faceroll through it and the devs thinks I can't handle a challenge even through story and questing.God I was disappointed then I met molag bal and kicked his ass like nothing
No risk, no fun. It's just that simple.
Even the best story is worthless then u can fist fight threw it with no armor.
Playing an RPG intentionally sub-optimally? No thank you. That would ruin the game just as much. A major part of playing RPGs (at least for me) is the whole process of developing your character and getting better gear/skills etc. Still, even doing it this way, the game would be ridiculously easy since you can literally run around half-naked and beat it with only a few exceptions. Yes, I'm still talking about pre-endgame overland and delves and such, since I seem to need to clarify this repeatedly.
orion_1981usub17_ESO wrote: »The OP is not going to be happy. Overland content can not become more demanding, it was only ever hard for new players. Because the mechanics are severely limited, you can not increase "risk", only mitigate advantage. And its unfair to any new players to demand they go through harder content on their way through the content treadmill. Overland -> dungeons -> norm dlc -> vet dung -> vet dlc dung -> trial - vet trials. If a player can't or will not progress through the levels of difficulty of progression... then why are they playing? 5 years and you haven't advanced in any difficulty beyond overland quest?
I remember when overland was difficult, the first time everyone went to fight the snake deadra in the fighters quest, destroyed people so bad that they forums were alive with complaints that is was impossible. And then we figured it out, kill the floaty balls... and we all moved on.. That's progression, we will never be there again but we will fight a new challenge with every update and additional. The Op doesn't want to progress, please folks realize this argument is beneath the players.
Because most players suck. I find myself regularly doing 40-60% of a group's dps as a healer. I slot 4 AOEs, 2 dots, and a dmg ult, but those people i'm outdpsing are putting 0 effort.
orion_1981usub17_ESO wrote: »[snip]
It is absolutely silly to complain about lack of difficulty in content, this is one of the only few games where if you desire you can handicap yourself. You want double the hp for monsters, half your weapons damage... its that simple but no! You couldn't think if that. Want monsters to do twice the damage, lower your armor levels... and like magic they'll do twice the damage.
Now what you cant get is monsters doing more moves, those dangers only exist to the player until they understand the mechanics and learns to defeat them. Thats why all dungeons slowly get easier over time as players perfect the form. You cant get that hardship back ever. But you can simulate.
So please, op and folks, give it a rest, [snip]. Use the tools you have been given to handicap yourself if you feel regular questing content is too easy.... because you "can" recreate your original experience but you can't unlearn the process.
Wow ... I find it kind of funny that the people who want to pick flowers and kill mobs with light attacks are the toxics ones in this discussion. There is nothing wrong with players advocating for changes they would like to see.
There seems to be some support in the community for increased overland difficulty. Maybe it is best that a toggle should exist to separate players between veteran and normal difficulty zones. That way both sides can be happy. This may never happen, but ultimately it’s up to ZOS to decide. All we can do is give our feedback one way or the other.
Whereas, I find it kind of funny that, just because someone understands what a typical MMO is and how it works, it is assumed he only wants to "pick flowers and kill mobs with light attacks".
I understand he was probably rude, as his post was moderated, but assumptions like yours are pretty "toxic", too.
People who assume, with no good reason, that other people only speak from a totally self centred point of view, are normally saying far more about their own thought processes and motivations than those of the person they are accusing.
Some people are capable of speaking objectively, you know.
What is wrong with asking for an optional toggle that adds extra difficulty? An option that will not increase the difficulty one iota for those who wish things to remain the same as they are now?
This would be a "nerf slider" in ESO. At the far left is "zero nerfs". As the slider is moved to the right, the virtual nerf level would increase, making your character incrementally weaker as the slider moved. Eventually, you get to the far right, at "maximum nerf".
From one perspective, that is what is happening today as the character levels. The game moves this hidden "nerf slider" to the right with each level increase. All of our fully leveled characters are running at maximum nerf right now. This new "nerf slider" would be able to move further to the right. Of course, that is a grand generalization, but it is one way of thinking about it.
What do you think ZOS would implement, if they agreed to something like this?
It annoys me to no end. I want to play content that isn't tuned for a 5-year old. But it seems 90% of the PVE content is tuned for just that.
I'm not talking about raids or dungeons (public dungeons excluded). Those seem alright.
But when it comes to general questing, delves and the world in general, you can literally run around in crappy green gear 10 levels below your level and still demolish everything like nothing. How is that in any way fun?
Overland is not the universal faceroll being described. I wish some players would group up for overland quest content. They need it.
If you genuinely need to group up for overland quest content, you need major help. This game is so mind numbingly easy in the over-world, it is insane. A level 3 could solo literally all quest content.
Unless you're trying to kill a World Boss or a dragon or maybe even a dolmen, you literally should *never* have to group up with another person.
Pretty much everyone, if not actually everyone, replying to this discussion could be considered an expert in the game.
Yes, some players genuinely do need help. Often times, they are Level 3, but they could be level 10, or 20, or 30, too. If they were us, they could solo all that content with no problems. They are not us, and it is not really fair to them to measure their ability against us. To them, these things are not "mind numbingly easy".
It annoys me to no end. I want to play content that isn't tuned for a 5-year old. But it seems 90% of the PVE content is tuned for just that.
I'm not talking about raids or dungeons (public dungeons excluded). Those seem alright.
But when it comes to general questing, delves and the world in general, you can literally run around in crappy green gear 10 levels below your level and still demolish everything like nothing. How is that in any way fun?
Overland is not the universal faceroll being described. I wish some players would group up for overland quest content. They need it.
If you genuinely need to group up for overland quest content, you need major help. This game is so mind numbingly easy in the over-world, it is insane. A level 3 could solo literally all quest content.
Unless you're trying to kill a World Boss or a dragon or maybe even a dolmen, you literally should *never* have to group up with another person.
Pretty much everyone, if not actually everyone, replying to this discussion could be considered an expert in the game.
Yes, some players genuinely do need help. Often times, they are Level 3, but they could be level 10, or 20, or 30, too. If they were us, they could solo all that content with no problems. They are not us, and it is not really fair to them to measure their ability against us. To them, these things are not "mind numbingly easy".
I have played this game for 4 years, ever since one tamriel I have never EVER came across anyone who needs help with an overland quest.
I have tried to get 3 different friends into this game and from the start, despite being complete noobs, they found the game an absolute bore. They were confused with the high stats and even more confused that quest bosses died in less than 30 seconds.
Someone pretty please make a video of their cat playing Overland content and winning at it, then post it here.MartiniDaniels wrote: »It is very easy to create a build for overland with couple of proc sets where you don't even need to use mouse and ability bars. Simply move around and your sets will provide more then enough healing + summon monsters who will kill those mobs or quest bosses. So technically yes, even cat can play ESO overland without dying if you somehow connect his paws with WASD. Well, fall damage still can kill him, ironically. I think ZOS should consider and remove fall damage, hmm?@ZOS_Wrobel
robertthebard wrote: »Everest_Lionheart wrote: »robertthebard wrote: »Everest_Lionheart wrote: »It annoys me to no end. I want to play content that isn't tuned for a 5-year old. But it seems 90% of the PVE content is tuned for just that.
I'm not talking about raids or dungeons (public dungeons excluded). Those seem alright.
But when it comes to general questing, delves and the world in general, you can literally run around in crappy green gear 10 levels below your level and still demolish everything like nothing. How is that in any way fun?
I'm currently leveling with a friend and we're closing in on level 40. The game is a huge yawn-fest and we're craving for something to challenge us. He's playing a healer, but almost never have anything to heal. Questing and killing mobs is just a tedious running from A to B, only stopping to kill monsters in 2-8 seconds and it doesn't really matter how many monsters we pull either. We're basically playing an MMO that is tuned for under-geared 5-year olds. I'm saying that because my son can play this game without being able to read or have any understanding of what the skills on his hotbar do. He just mashes them randomly and kills things.
Doing delves feels so pointless. Usually you run into other players as well and everyone's just aching to kill stuff, but everything is mowed down in 2 seconds, and delves really become nothing but something you just run through, trying to get a hit or two in on things to gain exp. So incredibly boring, and such incredibly bad design.
Delves shouldn't even be public when the game is tuned in this way. I say this because they're literally tuned for a badly geared, completely unskilled SOLO player. So the moment you add more people in there, the already trivial content becomes fully and completely pointless from a gameplay perspective.
What's been by far the most fun so far has been killing world bosses (those skulls on the map) and running (non-public) dungeons as a duo. But as soon as you add a couple more players, even that content becomes quite easy. The only annoying thing is that dungeons are in general quite easy, too, but they add certain one-shot or nearly one-shot mechanics into the game to make it harder. That's a lousy way of adding challenge, because it means you can run through everything you're thrown against, but then a sudden and sometimes unavoidable mechanic prevents you from advancing further. Those are some of the most frowned-upon things from a player perspective because they're just not fun.
I'm not level 50 yet so some things might change, but overall this game needs a huge re-tuning. Doubling mob health and damage would be a start, but much more would certainly be required. Delve bosses are more like what normal mobs should be like, but even those are ridiculously easy. Would much prefer longer, harder fights with higher experience rewards per kill than the current trivial content of killing things in a few seconds without barely taking any damage.
Does nobody want even a tiny bit of challenge these days?
PS: Fix the damn bug that sometimes prevents you from attacking or using abilities!!
Yeah, I notice that content is super easy...or super difficult. Not much of an in-between.
We need more 500K hp bosses across Tamriel, who have a sting. The 1.8M bosses generally require a 4-person group to kill. So, a 500K would be great for solo adventures. ZOS could probably raise some of the quest bosses' hp by 50% with little issue.
Also, still asking for solo dungeons.
Some are places the overland/public dungeon bosses do scale up a bit. I’ve seen a couple group events with 300-400k HP plus adds, though none of them are particularly difficult and can be easily overcome using tactics. I finally had a semi challenge last night in the Lions Den at the Rift. It’s the last public dungeon in the pact zones. Had to be aware a couple of times to make sure I didn’t bite it because I was mindlessly button mashing. I found the mobs there more difficult than the bosses though sadly and the group event was also a pushover. I did die there though but not because of an enemy. Jumping down from the last cliff I missed the water and landed on the rock instead! Definitely a rofl moment!
Some of the 1.8 mil world bosses from the vanilla game have easy enough mechanics to solo with decent CP, but they do scale up difficulty as you progress through the alliance zones. DLC bosses are already more robust to begin with and do often requisite assistance. People with high CP can handle many of them alone but there are a few that require help. There are also a couple that can be cheesed and kited to a place where they can be hit while dealing minor damage.
One thing I wish was a tad harder are delves. It’s just too easy to melt through anything in those with a few levels under your belt. Because there are skyshards in all of them their difficulty should be boosted a bit in general for everyone below the level of a public dungeon and probably be solo instanced with the option to group.
So I'm curious, why should delves be boosted based on having skyshards? There are an awful lot of skyshards scattered throughout the open world...
Skyshards are the main incentive to enter delves. If the 6-7 delve sky shards were in the open world people likely would never go down there unless they were questing. Of course you don’t really need those shards if you choose to skip them so why not boost the content. Every delve is the same long hallway 2 enemies, turn corner 1 enemy, go through door 2 more enemies, bookshelf in the corner of main chamber 3 enemies, skyshard with one lone enemy guarding it if anything at all, and finally mini boss fight with mechanics that most people can DPS though.
Also there are achievements tied to collecting all skyshards in the zones and beating all the delves as well why not make us work for it at least a little?
Where do we cap the "make us work for it" at? Full CP with years of vxx experience? Level 45 with no CP? Too hard, and people will complain, not hard enough, and people will complain, see this thread, and the free for all PvP thread. I do the delves because there's a yellow bar on my map that needs to be filled up, that includes a delve count, which I can't get by simply getting the skyshard, and a skyshard count where I can. I have yet to enter an empty delve, not in the last few weeks I've been back, and I don't recall being in one before I left the last time. There's been more than one instance of "where this delve boss at" only to have it spawn right on top of me... That's amusing. So I'm pretty sure people are actually using them for more than just skyshard collection.
I'm very interested in playing content that is doable for 2 people. Basically hoping for content that isn't too easy for 2 people but also is impossible without more than 2 people.
Supposed to say "content that isn't too easy for 2 people but also ISN'T impossible without more than two people." Can't seem to edit the post.
Everest_Lionheart wrote: »robertthebard wrote: »Everest_Lionheart wrote: »robertthebard wrote: »Everest_Lionheart wrote: »It annoys me to no end. I want to play content that isn't tuned for a 5-year old. But it seems 90% of the PVE content is tuned for just that.
I'm not talking about raids or dungeons (public dungeons excluded). Those seem alright.
But when it comes to general questing, delves and the world in general, you can literally run around in crappy green gear 10 levels below your level and still demolish everything like nothing. How is that in any way fun?
I'm currently leveling with a friend and we're closing in on level 40. The game is a huge yawn-fest and we're craving for something to challenge us. He's playing a healer, but almost never have anything to heal. Questing and killing mobs is just a tedious running from A to B, only stopping to kill monsters in 2-8 seconds and it doesn't really matter how many monsters we pull either. We're basically playing an MMO that is tuned for under-geared 5-year olds. I'm saying that because my son can play this game without being able to read or have any understanding of what the skills on his hotbar do. He just mashes them randomly and kills things.
Doing delves feels so pointless. Usually you run into other players as well and everyone's just aching to kill stuff, but everything is mowed down in 2 seconds, and delves really become nothing but something you just run through, trying to get a hit or two in on things to gain exp. So incredibly boring, and such incredibly bad design.
Delves shouldn't even be public when the game is tuned in this way. I say this because they're literally tuned for a badly geared, completely unskilled SOLO player. So the moment you add more people in there, the already trivial content becomes fully and completely pointless from a gameplay perspective.
What's been by far the most fun so far has been killing world bosses (those skulls on the map) and running (non-public) dungeons as a duo. But as soon as you add a couple more players, even that content becomes quite easy. The only annoying thing is that dungeons are in general quite easy, too, but they add certain one-shot or nearly one-shot mechanics into the game to make it harder. That's a lousy way of adding challenge, because it means you can run through everything you're thrown against, but then a sudden and sometimes unavoidable mechanic prevents you from advancing further. Those are some of the most frowned-upon things from a player perspective because they're just not fun.
I'm not level 50 yet so some things might change, but overall this game needs a huge re-tuning. Doubling mob health and damage would be a start, but much more would certainly be required. Delve bosses are more like what normal mobs should be like, but even those are ridiculously easy. Would much prefer longer, harder fights with higher experience rewards per kill than the current trivial content of killing things in a few seconds without barely taking any damage.
Does nobody want even a tiny bit of challenge these days?
PS: Fix the damn bug that sometimes prevents you from attacking or using abilities!!
Yeah, I notice that content is super easy...or super difficult. Not much of an in-between.
We need more 500K hp bosses across Tamriel, who have a sting. The 1.8M bosses generally require a 4-person group to kill. So, a 500K would be great for solo adventures. ZOS could probably raise some of the quest bosses' hp by 50% with little issue.
Also, still asking for solo dungeons.
Some are places the overland/public dungeon bosses do scale up a bit. I’ve seen a couple group events with 300-400k HP plus adds, though none of them are particularly difficult and can be easily overcome using tactics. I finally had a semi challenge last night in the Lions Den at the Rift. It’s the last public dungeon in the pact zones. Had to be aware a couple of times to make sure I didn’t bite it because I was mindlessly button mashing. I found the mobs there more difficult than the bosses though sadly and the group event was also a pushover. I did die there though but not because of an enemy. Jumping down from the last cliff I missed the water and landed on the rock instead! Definitely a rofl moment!
Some of the 1.8 mil world bosses from the vanilla game have easy enough mechanics to solo with decent CP, but they do scale up difficulty as you progress through the alliance zones. DLC bosses are already more robust to begin with and do often requisite assistance. People with high CP can handle many of them alone but there are a few that require help. There are also a couple that can be cheesed and kited to a place where they can be hit while dealing minor damage.
One thing I wish was a tad harder are delves. It’s just too easy to melt through anything in those with a few levels under your belt. Because there are skyshards in all of them their difficulty should be boosted a bit in general for everyone below the level of a public dungeon and probably be solo instanced with the option to group.
So I'm curious, why should delves be boosted based on having skyshards? There are an awful lot of skyshards scattered throughout the open world...
Skyshards are the main incentive to enter delves. If the 6-7 delve sky shards were in the open world people likely would never go down there unless they were questing. Of course you don’t really need those shards if you choose to skip them so why not boost the content. Every delve is the same long hallway 2 enemies, turn corner 1 enemy, go through door 2 more enemies, bookshelf in the corner of main chamber 3 enemies, skyshard with one lone enemy guarding it if anything at all, and finally mini boss fight with mechanics that most people can DPS though.
Also there are achievements tied to collecting all skyshards in the zones and beating all the delves as well why not make us work for it at least a little?
Where do we cap the "make us work for it" at? Full CP with years of vxx experience? Level 45 with no CP? Too hard, and people will complain, not hard enough, and people will complain, see this thread, and the free for all PvP thread. I do the delves because there's a yellow bar on my map that needs to be filled up, that includes a delve count, which I can't get by simply getting the skyshard, and a skyshard count where I can. I have yet to enter an empty delve, not in the last few weeks I've been back, and I don't recall being in one before I left the last time. There's been more than one instance of "where this delve boss at" only to have it spawn right on top of me... That's amusing. So I'm pretty sure people are actually using them for more than just skyshard collection.
In my original post I also said they should be solo instanced with the option to group up. This way delves could scale with level/CP and give players a chance to learn a little bit about more than button mashing to win. As it stands now delves are little more than running from point A to B to C and mashing a few buttons in between. I would like to see harder enemies, a couple mobs and bosses with some real mechanics that can’t be killed before they spit out their second line of dialogue mid battle. It would be a nice practice or learning experience if delves worked differently than they do now.