fleetingyouth_ESO wrote: »Scailing reverses the difficulty of the current system instead of it being challenging for those who enjoy doing it solo or in small groups it removes that challenge entirely. While larger groups who typically could finish storms relatively easily will not see it become more difficult it will still be just as easy if not easier. Therefore the only people who really benefit from scaling are those who want easier content with fewer players.
Rkindaleft wrote: »AvalonRanger wrote: »Harrowstorms need to Scale to the Number of Players BookmarkSilverBride wrote: »AvalonRanger wrote: »Once I did it with only 1 decent DPS by my tanking. Only 2 of us finished it within 10min.
That is not the way it is for most players. I have never seen one done that fast with less than a full group and I've done plenty of them on all my characters.
The fact is that these are very difficult for most players and there are few players participating in them any more. Geysers were scaled to the number of players for the same reasons these should be, too, and Geysers aren't nearly as difficult as Harrowstorms.
But, I tested it in today again. My DPS is Just CP 80 and 300 degree. But we finished it within 15 min.
Do you really think those players are too much strong?
The most of failure reason of Harrowstorms are...
1) Fake tank. Like the most of bad random normal run team.
2) Fake Healer.
3) Brain-dead DPS ignore to kill ghost, or deal damage against the totem.
And ignore situation control of tank player, and keep attacking wrong target.
4) Too much unbalanced glass build, or too much low damage DPS.
If you have decent 4 men dungeon combat technique, you can finish it in short time.
But again, taking 15 minutes to beat 1 storm is not fun, at least for most players. Why would I want to do something that takes 15 minutes for a reward that I can get in 90 seconds solo from a base game dolmen? This is the key problem with harrowstorms. Most players don’t want to do something hard/time consuming just for the sake of doing something hard/time consuming. There is no incentive to run the content unless you like the storms themselves, which the way they are now the amount of players who do is few and far between.
SilverBride wrote: »AvalonRanger wrote: »If you have decent 4 men dungeon combat technique, you can finish it in short time.
That is just another IF that is not the most encountered reality.
I kept yelling for the others to stay on the same pike but one player kept moving to a different one then yet another. This is what happens more often than not. They eventually did listen but it was still a long tedious struggle.
I know some players find them easy and some players solo them and etc., but that doesn't change the reality that most players struggle with these. And more importantly there just aren't enough players in the zone now, and players that are experienced with Harrowstorms, and it's a situation that could be made more reasonable by scaling to the number of players.
spartaxoxo wrote: »Scaling makes it harder for larger groups, objectively. It would not be easier to have more mini bosses than they had to fight before.
The entire point of scaling is to adjust the content in such a way as the difficult level remains at some consistent place. So a small group would have a proportional challenge to a moderate size group.
Without scaling, the challenge becomes easier the more people join. And harder the less.
With scaling, you can ensure it's always the same level of challenge without extreme numbers.
spartaxoxo wrote: »Scaling for overland makes sense because there's always going to be a varying amount of people attempting any piece of content. It shouldn't be designed like a set number of people are supposed to be attempting it like a trial or group. Instead the content should change to meet whatever the needs of the zone are at the time.
That it doesn't scale leads to a bad experience at both ends of the spectrum of player population. Hardly anyone there? Too bad for most players, even if they know mechs. Tons of people around? Good luck even making it to the wayshrine.
That's not great.
spartaxoxo wrote: »Scaling for overland makes sense because there's always going to be a varying amount of people attempting any piece of content. It shouldn't be designed like a set number of people are supposed to be attempting it like a trial or group. Instead the content should change to meet whatever the needs of the zone are at the time.
That it doesn't scale leads to a bad experience at both ends of the spectrum of player population. Hardly anyone there? Too bad for most players, even if they know mechs. Tons of people around? Good luck even making it to the wayshrine.
That's not great.
Thanks so much for sharing your video Sparta, that was in intense 10 minutes and shows the effort needed compared to other zone events. Impressive!
I agree with scaling, not necessarily scaling down as hard as dolmens. I think it's okay to say that if there are 3 pikes, it should be fairly straightforward for 3 players to do it if they know how (and then people can still solo with greater difficulty, if they wish).
Having tried to do a few of them over the weekend (not as many as I'd like due to not having much game time) there were quite a few people but also a lot of champs and all a bit of mess. They were still going down reasonably quickly but it was chaotic. I feel like the distance from the wayshrines is compounding the issue. Just like in N.E. where only one of the dragons is close to a wayshrine, the others are a pain in the bum to get to which is probably why S.E. dragons seem to have much more reliable attendance.
Edit: Just want to add that your video also inspired me for the simple costume style I wanted for my vamp. It's perfect!
Rkindaleft wrote: »In a couple of years, outside of events finding consistent groups for these will be near impossible. We already see that now, with 90% more players electing to do something like Dragons for Rheum or even dolmens for the same level of reward. There is no excuse for the harrowstorm rewards to be SO bad when you need multiple players to make them tolerable.
Rkindaleft wrote: »If they don't want to alter the difficulty of the storms themselves then they should at least make them more futureproof, be it drop more antiquity leads for mythics and furnishings, as far as I know only a single piece from a single mythic (Shapeshifter's Chain) out of the 23 mythic pieces we have now comes as a drop for the storms. Or, you know, just buff the rewards in general.
In a couple of years, outside of events finding consistent groups for these will be near impossible. We already see that now, with 90% more players electing to do something like Dragons for Rheum or even dolmens for the same level of reward. There is no excuse for the harrowstorm rewards to be SO bad when you need multiple players to make them tolerable.
SilverBride wrote: »I'm on PCNA and this was around 1 pm Pacific time today. I haven't seen groups like you describe since the zone was current, or during events that call for them.
SilverBride wrote: »It's not easy to gather people when there aren't very many in the zone to gather from. And most of those just don't want to be bothered with them.
SilverBride wrote: »That may work for some but it's not how I talk. I do ask politely though, saying things like "Need help at this Harrowstorm please." If no one will comes I may add "I'm working on clearing the Harrowstorms in the zone and this is one of the last ones I need. Any help would be appreciated." Sometimes players come, sometimes they don't, but it's never a very big group.
The truth is there just isn't much interest any more and it makes it hard for those who want to play this content.