There is definitely a problem and I'm not sure making it nerfing them even fixes it.
The zones during events or launch are so busy that no matter how hard they make these world bosses and events, they go down without any real work.
They try to make them challenging, but there are just too many players zerging stuff down at once to really matter. The other problem comes when the zone is dead - not only is the stuff very very hard for just a few players to do, but most of the players wanting to do them have no idea how. They haven't needed to learn mechanics b/c of the previous zerg fights burning stuff down so fast.
I've honestly regretted almost every time showing up to help when I see a handful of players attacking a dragon. They are light attacking and dragging the dragon and adds all over the place, sometimes running out of the area, they stand in the red and drop like flies, etc. I showed up last week to help at one that had about ten guys attacking it, they were doing so little damage that I literally pulled aggro with one crushing shock, then had to spend most of my time and resources tanking on a non-tank while they did little to no damage. Or I show up with a tank and think, ok, I can hold it still, control things a bit and it will be easier, but then some tank always shows up taking taunt from you and making the boss taunt immune and turning it all over the place.
I honestly don't know if it's a design issue or just the players not caring enough to learn mechanics, or a little of both. They are a bit over tuned now IMO, but nerfing them enough for the players I see now that struggling with them would make them little better than fighting a gryphon you come across in the open world. So sure, I'd vote to tune them down a little, but IMO players just need to take initiative and learn some of these fights better. It will make things easier for them, more people will want to help or work with them, and will help them in other parts of the game as well.
MLGProPlayer wrote: »No. This is an MMO. If anything, there should be more content that encourages people to group up.
Suna_Ye_Sunnabe wrote: »Seriously? No. No, no, no. Dragons are in fact soloable, or duoable, and quite honestly the only overland challenge left. If you wish to kill them, find players of a like mind to help you, not ruin it for everyone else
Its actually a larger part of a discussion that needs to be had. This game has a ton of content, 6 years now. Just recently it has started to actually have a population for the first time since release. Otherwise, old content is barren. Im in support of a solution to that problem.
Suna_Ye_Sunnabe wrote: »Seriously? No. No, no, no. Dragons are in fact soloable, or duoable, and quite honestly the only overland challenge left. If you wish to kill them, find players of a like mind to help you, not ruin it for everyone else
alright let's put it like this when you stop going for the challenge and go for grind of say dragons blood, the work gets tedious with very little return. (Seeing as they nerfed lingering health.)
MLGProPlayer wrote: »No. This is an MMO. If anything, there should be more content that encourages people to group up.
There's not enough players in aggregate to do them with any chance of success. The NE ones sit there untouched forever when I see them.
Told you all this would happen. The legends-in-their-own-mind players went through, smashed everything with 10-20 of their mates, and have now moved on and everyone else is stuck with trying to find enough folk to do them. Shocking.
Suna_Ye_Sunnabe wrote: »Seriously? No. No, no, no. Dragons are in fact soloable, or duoable, and quite honestly the only overland challenge left. If you wish to kill them, find players of a like mind to help you, not ruin it for everyone else
The last thing this game needs is more overland content that can be quite easily soloed by someone who even half knows what they're doing. This is an MMO, we need more events that encourage grouping and mass coordination, not less.
If players aren't participating in the dragon fights, chances are it's a lack of incentive to fight them, the rewards they give aren't worth the time and effort spent fighting them, and so that is what should be addressed. Look at their drops, and redesign accordingly.
If vets had incentive to fight them, it wouldn't matter that newer players on lower level characters fill the zone and the fights, because there'd always be a group of vets doing the fights on rotation, for the rewards. Newer players would still have to hang back, naturally because they're under-powered and under-leveled for the fights, but the fights would still be completed, and they would still be able to participate successfully.
GW2 has this same mechanic in basically every zone, including the starter zones. Each zone has a massive world event that is intended for dozens of players, and because of the sheer volume of players these events attract (some of which are vets in groups dedicated to farming these events from zone to zone), newer players are still able to participate in the events.
The dragon fights just need to attract the appropriate volume of players, and this problem would solve itself. If, for some reason, Zenimax isn't happy with the volume of players required for the dragon fights, then turn down difficulty.
There is definitely a problem and I'm not sure making it nerfing them even fixes it.
The zones during events or launch are so busy that no matter how hard they make these world bosses and events, they go down without any real work.
They try to make them challenging, but there are just too many players zerging stuff down at once to really matter. The other problem comes when the zone is dead - not only is the stuff very very hard for just a few players to do, but most of the players wanting to do them have no idea how. They haven't needed to learn mechanics b/c of the previous zerg fights burning stuff down so fast.
I've honestly regretted almost every time showing up to help when I see a handful of players attacking a dragon. They are light attacking and dragging the dragon and adds all over the place, sometimes running out of the area, they stand in the red and drop like flies, etc. I showed up last week to help at one that had about ten guys attacking it, they were doing so little damage that I literally pulled aggro with one crushing shock, then had to spend most of my time and resources tanking on a non-tank while they did little to no damage. Or I show up with a tank and think, ok, I can hold it still, control things a bit and it will be easier, but then some tank always shows up taking taunt from you and making the boss taunt immune and turning it all over the place.
I honestly don't know if it's a design issue or just the players not caring enough to learn mechanics, or a little of both. They are a bit over tuned now IMO, but nerfing them enough for the players I see now that struggling with them would make them little better than fighting a gryphon you come across in the open world. So sure, I'd vote to tune them down a little, but IMO players just need to take initiative and learn some of these fights better. It will make things easier for them, more people will want to help or work with them, and will help them in other parts of the game as well.
Darkenarlol wrote: »dragons are soloable