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Necrom World Bosses are way too difficult

  • SilverBride
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    The data will speak for itself. These World Bosses are not being encountered nearly as often as they have been in other new chapters. There must be a reason for this.
    PCNA
  • ArchangelIsraphel
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    High Isle had more people out doing bosses when it launched and it wasn't even that popular.

    Why do you think it was not that popular?
    Steamcharts show +18% players in june 2022 (Release was june, 6th).
    For this year (last 30 days) we see just 3-4% increase.

    Myself I bought High Isle despite some scepticism, as some videos of the landscape looked very inviting, and overall I am ok with buying it, as they said it was a little less this time due to Corona.

    But Necrom? The landscape currently would be the ONLY reason for me to get it, and just for being "ok", not "fantastic". The rest I read looks more like horror (Bastion Nymic, Arcanists Sci-Fi design, Achievement requirements (necrom master angler for savior of necrom), generally raised difficulty level, no substantial U35 corrections). So I pass this year.
    I really don't have the impression Necrom is more poular than High Isle.

    While steam chart activity is not an indicator of the amount of people who bought a DLC, lets look at that information for player numbers alone.

    High Isle was heavily criticized before and after launch. It continues to be criticized, as I constantly see people on various platforms and in game saying that the storytelling was bad, and that the zone design was lackluster. Many people were very disappointed with the card game being its main feature. Could it have been more popular than necrom? Sure. But it was still heavily critizised, and as you have shown, there were indeed higher player numbers, proving my point that high isle had more people doing the bosses than Necrom. Never the less, High Isle continues to be one of the least liked DLC's. (I enjoyed it. But a very vocal majority didn't. Praise for High Isle is infrequent)

    Necrom has Arcanist as its main draw. A new class as a system usually draws far more players out than not. And yet we see a mere 3-4% increase?

    I mean, you just proved my point that something is indeed very wrong here. Player numbers should be higher than this during the launch of a new DLC, and they aren't. Could aesthetics be a problem? Sure. I'll grant you that. But given the praise the chapter has been given before launch, vs the rather negative reception of high isle, its strange.
    Legends never die
    They're written down in eternity
    But you'll never see the price it costs
    The scars collected all their lives
    When everything's lost, they pick up their hearts and avenge defeat
    Before it all starts, they suffer through harm just to touch a dream
    Oh, pick yourself up, 'cause
    Legends never die
  • Wolfchild07
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    What is it that makes the fights difficult? A lot of newer content does have mechanics I avoid. 1-shot kills? I avoid it. CC spam off cooldown? I avoid that too, it's so obnoxious. If I have to bring a high health, high mitigation tank to play the content, then it's because the boss design has forced me to. Dragons, so far for me at least, have a good middle ground and good design. I'll just go fight them if the new content is ridiculous.
  • Braffin
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    The data will speak for itself. These World Bosses are not being encountered nearly as often as they have been in other new chapters. There must be a reason for this.

    Where may we look at this data you speak about? This is the data I gathered from this thread:
    Kwik1 wrote: »
    Done 6 world bosses on 3 different characters in the last 2 days and each time there has been at least 3 other people there already killing the mob and the mob was over half dead.
    Malprave wrote: »
    If somebody puts it out in zone chat that a boss is up I get there too late half the time and the boss is already dead. If there’s a bar here blocking off content, it’s awfully low.
    Malprave wrote: »
    Just played a few minutes ago. Bosses dropping like flies. Plenty of people doing them.
    DocFrost72 wrote: »
    My wife and I have zero issue doing every boss in the zone, and there's a healthy volume of random players floating around to help!
    In my experience these new world bosses are being killed almost as soon as they spawn so it's been hard to get to one in time for the quest.
    Never get between a cat and it's candy!
    ---
    Overland difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. It's not that hard.
  • markulrich1966
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    High Isle had more people out doing bosses when it launched and it wasn't even that popular.

    Why do you think it was not that popular?
    Steamcharts show +18% players in june 2022 (Release was june, 6th).
    For this year (last 30 days) we see just 3-4% increase.

    Myself I bought High Isle despite some scepticism, as some videos of the landscape looked very inviting, and overall I am ok with buying it, as they said it was a little less this time due to Corona.

    But Necrom? The landscape currently would be the ONLY reason for me to get it, and just for being "ok", not "fantastic". The rest I read looks more like horror (Bastion Nymic, Arcanists Sci-Fi design, Achievement requirements (necrom master angler for savior of necrom), generally raised difficulty level, no substantial U35 corrections). So I pass this year.
    I really don't have the impression Necrom is more poular than High Isle.

    While steam chart activity is not an indicator of the amount of people who bought a DLC, lets look at that information for player numbers alone.

    High Isle was heavily criticized before and after launch. It continues to be criticized, as I constantly see people on various platforms and in game saying that the storytelling was bad, and that the zone design was lackluster. Many people were very disappointed with the card game being its main feature. Could it have been more popular than necrom? Sure. But it was still heavily critizised, and as you have shown, there were indeed higher player numbers, proving my point that high isle had more people doing the bosses than Necrom. Never the less, High Isle continues to be one of the least liked DLC's. (I enjoyed it. But a very vocal majority didn't. Praise for High Isle is infrequent)

    Necrom has Arcanist as its main draw. A new class as a system usually draws far more players out than not. And yet we see a mere 3-4% increase?

    I mean, you just proved my point that something is indeed very wrong here. Player numbers should be higher than this during the launch of a new DLC, and they aren't. Could aesthetics be a problem? Sure. I'll grant you that. But given the praise the chapter has been given before launch, vs the rather negative reception of high isle, its strange.

    yeah, I think we on't really differ.
    Indeed, the main reason for the popularity was the landscape, many compared it with Summerset, and hailed the great lightning and detail.
    What indeed was unpopular was introducing the cardgame, the nerfs, and the uninspired and forseeable story.

    I think what encouraged people to play it was:
    1.) the landscape
    2.) bosses not easy, but not too hard. Took a while to find the best strategy, like to realize that those golden indriks at the faun have a loophole in the deadly barrier they build up.
    3.) rewards: the high isle blueprints/furniture included some nice structural items.

    And this also indicates where Necrom might go wrong:
    1.) landscape: seems to be at least ok
    2.) high difficulty results in lots of protest here in the forum
    3.) rewards - there seems to be a real lack, especially for the Bastion Nymic
    4.) according to lots of feed back, the arcanists fx effects drive players away
    5.) I personally would add additional demotivating grind on top, like master angler for the saviour achievement

    Edited by markulrich1966 on June 18, 2023 1:42AM
  • BlueRaven
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    The data will speak for itself. These World Bosses are not being encountered nearly as often as they have been in other new chapters. There must be a reason for this.

    I have noticed this too. The amount of people doing wb's appear to be way down. I posted this in another thread so I will copy and past it here.
    BlueRaven wrote: »
    The problem with Necrom WB's is not that they are too "hard" but simply that there is not many people doing them. For most people they can't be solo'd and for most of them even duo'd. So players are kind of forced to wait a bit to even do them which can be frustrating.

    Are they difficult if say six players were consistently doing them? No.

    Are they too difficult for a group of two "mere mortal" players? Yes.

    Just like as people were clamoring for scalable world events, WB fights need to scale as well.
  • BaggyGreen
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    The data will speak for itself. These World Bosses are not being encountered nearly as often as they have been in other new chapters. There must be a reason for this.

    Like only a small percentage of the overall player base owning the chapter?

    I don't see that being considered, yet it's true in my anecdotal experience.
  • Gnesnig
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    Malprave wrote: »
    Necrom world bosses are being slain without mercy even as I write this. I’ve two-manned a couple of these with just rando players and I’m no elite player. Again, as I’ve said in another topic, I don’t understand why people want everything to be easy.

    Not everyone is able to two man these and we have even struggled in groups of four.

    Nor should they. The newer the content, the harder the world bosses. I can solo+companion most WB's up to Summerset, some in Wrothgar on a tank. But after that, things become impossible. Blackwood, forget it. High Isle? Nope. So yeah, natural progression of things. Get more CP's, get more friends. It's supposed to be a group game and world bosses always were intended to be group content and were at the time they came out.

  • SilverBride
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    BaggyGreen wrote: »
    Concentration and a bit of skill wins the day. The former, over the latter.

    Taking note of mechanics, etc, and making some sort of plan.

    That's all possible IF you can find people willing to do them. Trying to get a group for the Waking Nightmare was next to impossible. Players were responding that this boss is just too hard to be worth it any more. And I agree with them.
    PCNA
  • fall0athboy
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    Kisakee wrote: »
    It's not that we want everything to be easy. It's that we want things to be doable by the general player base. These are not.

    And we want it to be as hard like that and even harder. We don't want easy mode for the general player base. If you can't do it as four where others can do it as two or even solo that's not on the difficulty of the boss.

    They really should have scaled world bosses in a similar way to how Volcanic Vents are scaled. They're soloable, but can be harder when more people show up.
  • Anti_Virus
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    No, they aren’t
    Edited by Anti_Virus on June 18, 2023 10:02AM
    Power Wealth And Influence.
  • Gnesnig
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    BaggyGreen wrote: »
    Concentration and a bit of skill wins the day. The former, over the latter.

    Taking note of mechanics, etc, and making some sort of plan.

    That's all possible IF you can find people willing to do them. Trying to get a group for the Waking Nightmare was next to impossible. Players were responding that this boss is just too hard to be worth it any more. And I agree with them.

    And I don't love the Indrik Frolic in Summerset, Grobull in Darkshade II (dungeon, yes, but most hated fight) or King-Chief Edu in Worthgar. I also can't do Dayarrus yet in Bangkorai, which is old world. And I need a crap ton of luck to do the Mino on my stamblade with Mirri. And so maybe one boss is hated by most players. Even that Is part of the game. And maybe somewhere down the line when gear becomes once again more powerfull or someone figures out a strategry, he will be worth it.
  • Kisakee
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    Also I love it when people come to posts like this and say "We want harder content" "We don't want easy content". Who's this "we"? You got a mouse in your pocket? Speak for yourself and don't pretend to speak for others, thanks

    It's the opposite "we" of this "we":
    [...] we literally have to beg people to join a group for them, even when there is a daily quest to share. [...] We already have Bastion Nymics for a bigger challenge, please leave something for the rest of us.

    And also this "we" -

    acara7d7b8qz.jpeg

    ...from here: https://forums.elderscrollsonline.com/en/discussion/636254/are-the-worldbosses-published-with-necrom-too-hard-for-the-average-player-and-need-to-be-nerfed#latest
    Edited by Kisakee on June 18, 2023 7:45AM
    I'm but a sarcastic beef jerky. Irony and cynicism are my parents. You've been warned.
  • Ishtarknows
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    Maybe this is less to do with Necrom bosses and more to do with people gathering skyshards/levelling guilds in base zones for their new Arcanists.
  • BasP
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    .
    BaggyGreen wrote: »
    Concentration and a bit of skill wins the day. The former, over the latter.

    Taking note of mechanics, etc, and making some sort of plan.

    That's all possible IF you can find people willing to do them. Trying to get a group for the Waking Nightmare was next to impossible. Players were responding that this boss is just too hard to be worth it any more. And I agree with them.

    It's weird that you see so few players doing them. After reading this thread, and the other thread about the difficulty of Necrom's World Bosses, I logged into the game to try and defeat all the World Bosses (and it was 6:30 AM on PC EU, which is hardly primetime). To my surprise I only had to solo one of them completely.

    Regarding the Waking Nightmare, I nearly soloed this one but another player joined the fight when it's health was around 10%. It really didn't seem more difficult than some of the other World Bosses in previous DLCs, like the Ascendant Order camp at Dark Stone Hollow in High Isle.
  • Kisakee
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    BaggyGreen wrote: »
    Concentration and a bit of skill wins the day. The former, over the latter.

    Taking note of mechanics, etc, and making some sort of plan.

    That's all possible IF you can find people willing to do them. Trying to get a group for the Waking Nightmare was next to impossible. Players were responding that this boss is just too hard to be worth it any more. And I agree with them.

    Instead of being in need of large groups it may be easier to do it all by yourself in the first place. So why don't you show us the gear, skills and CP you're using so we can help you out in that regard?
    I'm but a sarcastic beef jerky. Irony and cynicism are my parents. You've been warned.
  • 16BitForestCat
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    To be fair, ESO's population dip is at least partly because both the new Diablo and Zelda games came out right on top of Necrom, and there's a lot of playerbase overlap between the three games. Most everyone I know only logs into ESO right now to do daily Endeavors, then logs out to play the other two games with the rest of their free time because they're shiny new releases rather than expanded content. (I mean, there are definitely people sniping that Tears of the Kingdom is just more Breath of the Wild content, but it is officially classed as a new game!) If I had a Switch, I'd be practically living in Hyrule myself right now. Zelda was my life before Elder Scrolls came along and forced me to share.

    That said, there really is a problem with not enough people running Necrom content, and I noticed it within two days of release--way faster than the population dropoff for other Chapters, including the last one that came with a new class (which means lots of players are doing the level-up/skill point/skyshard grind in zones away from the Necrom ones). I'm running into the same issue of no one wanting do world bosses (and *cough*Bastion Nymic *cough*). I play at random times around the clock as my schedule allows, so it's not that I'm logging in only during off-peak hours. I've been in Necrom content at US Eastern prime time (I live close to ZOS IRL, so same time zone), in the dead of night, in the morning, in the afternoon, in the evening, and it's always the same story: within two days of Necrom dropping, WB's became largely ghosted by players during every one of my playtimes.

    It's even worse in Telvanni Peninsula than Apocrypha. For example, I can usually find about two other people wanting to fight the Prime Cataloger in Apocrypha, because they want the ichor for Bastion Nymic, but that few people makes the fight go soooo slow it's a slog. But I have literally only once seen another player at Corlys the Chainmaker in Telvanni, and that's the only time I've completed that WB because I dislike combat and so hate soloing WB's. I thought more people would be farming the Walking Nightmare because of the lead drop, but I've only seen other players there about one in every five times I've gone over. I've reached the point where, if I get a WB daily quest for Telvanni Peninsula, I drop it. And I'm very frequently dropping WB quests for Apocrypha due to people starting to not show up at WB's there either. Last time I swung by the Prime Cataloger, only one person showed up to zone calls in fifteen minutes before I gave up.
    Edited by 16BitForestCat on June 19, 2023 2:58AM
    —PC/NA, never Steam—
    Getting lost in TESO Tamriel and beyond since Beta 2013!
    Alliance agnostic: all factions should chill the fetch out and party together.
    If you ever wonder why certain official fandom spaces are so often toxic and awful, remember: corruption starts from the top. And if you don't want me to call you out for being terrible, maybe you should consider not being terrible. ^^v
  • Grizzbeorn
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    We (our duo) had trouble with the Waking Nightmare boss in Telvanni, and Runemaster Xiomara in Apocrypha; we couldn't duo these two bosses, and had to wait for others to show up.
    But the other four WBs we managed with just the two of us.

    This doesn't feel any different to me than what happened in previous chapters in the beginning of tackling that content.
    (with the exception that I'm not seeing a lot of people at the new WB [and Public Dungeon] locations, but we are seeing lots of people in the new zones, in general.)

    The new bosses are always tougher than what we were faced with in earlier content.

    Add to that the fact that we (still talking about our duo) are doing the new stuff with new characters who are currently right around level 40. (I'm at 39, she's probably 43-44 by now [she's more focused on one character, while I play with several, in our solo play.])

    This situation with the Necrom bosses doesn't feel any different in regard to the ramped-up difficulty versus earlier chapters to me.
      PC/NA Warden Main
    • old_scopie1945
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      Braffin wrote: »
      Kisakee wrote: »
      It's not that we want everything to be easy. It's that we want things to be doable by the general player base. These are not.

      And we want it to be as hard like that and even harder. We don't want easy mode for the general player base. If you can't do it as four where others can do it as two or even solo that's not on the difficulty of the boss.

      But it is.

      This is reminding me of when Craglorn launched before One Tamriel. Everything there was this difficult. There was nothing for the average normal player and we were losing players in mass.

      There are way more average players than meta and we deserve content at a level we can enjoy too.

      Regarding craglorn: The problem back then wasn't the average difficulty (most of players I knew were fine with it), but the forced grouping introduced with this zone, especially connected with the need to be in the same phase as every other group member to continue the quests.

      Regarding average player: Who is setting this "average"? Can you provide any data? Maybe is the inability to defeat a necrom WB in a group of 4 not average anymore, but below that?

      Maybe that is why we need a hard mode for those that want it. The game should be for everyone, not just for the average, casual or meta players. The game is supposed to be all inclusive.
    • ADarklore
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      Kisakee wrote: »
      You can ask people who are capable of helping you with it but stop ruining it for people who like a challenge.

      And will you still be in this zone in six months, a year??? I will go out on a limb and say that the majority of players DO NOT want a 'challenge'... and those that do, again, are you going to be in this zone in six months or a year? Because we find the same thing with World Events in other DLC zones... where people cannot complete them because NOBODY is around and NOBODY responses to zone chat.

      Again, I ask ZOS... make this type of content SCALE to the players. WHY WHY WHY do you keep refusing to do this?!? It would be a win-win, people that show up in a group would face a harder challenge, those who show up solo would have it easier. If not at release, at least scale them after six months or a year, when the zone starts to become barren.
      CP: 1965 ** ESO+ Gold Road ** ~~ Stamina Arcanist ~~ Magicka Warden ~~ Magicka Templar ~~ ***** Strictly a solo PvE quester *****
    • Lugaldu
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      In my opinion, it's ok if you can't solo a WB without problems (although it's annoying if you cant make the dailies in some zones because nobody else is around... I'm just pointing to Blackwood...).
      But what I find really annoying and what can't be the point of a game where you should have fun is the difficulty of one boss in the so-called new "world events". If three people with fairly high CP cant finish the seeker with his "brain eating" attack even after half an hour and the mission has failed, then that's just annoying. No fun, and nothing you like to do or try 30x to get an achievement. And until you reach this boss there wasn't even any meaningful loot, just basic stuff.
    • I_killed_Vivec
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      I don't have the chapter, so I can't comment on the difficulty of WBs, but I am concerned about the lack of players available to team up to help out on them.

      I was slouching around High Isle yesterday and found a volcanic vent in progress... there were at least 20 of us there to make short work of it.

      It's concerning that there are those numbers for last year's content, and nothing like the same for this year's. Maybe it's because as someone said above, people are off in other zones levelling up their new arcanists.

      But it might be because people are underwhelmed by ZoS's attitude towards this year's "chapter".
    • BlueRaven
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      Lugaldu wrote: »
      In my opinion, it's ok if you can't solo a WB without problems (although it's annoying if you cant make the dailies in some zones because nobody else is around... I'm just pointing to Blackwood...).
      But what I find really annoying and what can't be the point of a game where you should have fun is the difficulty of one boss in the so-called new "world events". If three people with fairly high CP cant finish the seeker with his "brain eating" attack even after half an hour and the mission has failed, then that's just annoying. No fun, and nothing you like to do or try 30x to get an achievement. And until you reach this boss there wasn't even any meaningful loot, just basic stuff.

      The new world events are just awful, but that is a topic in upon itself.
      And it’s such a shame as Necrom has a good story, but everything else about the chapter is a huge turn off.
    • Kisakee
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      ADarklore wrote: »
      Kisakee wrote: »
      You can ask people who are capable of helping you with it but stop ruining it for people who like a challenge.

      And will you still be in this zone in six months, a year???

      Where else would i be? It's not like there's a new chapter or even zone coming anytime soon.
      I'm but a sarcastic beef jerky. Irony and cynicism are my parents. You've been warned.
    • AlwaysDancing
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      When players are having trouble finding groups for these World Bosses already, this early in the chapter, something is wrong.

      I think what is wrong is the lackluster rewards from doing WB in this area, not the difficulty. There is no incentive to go out of the way to kill these bosses. A trash set piece, a crafting material, and a dozen gold pieces? The antiquity lead is maybe worth it to some people, but once you get it - nothing.
    • BlueRaven
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      When players are having trouble finding groups for these World Bosses already, this early in the chapter, something is wrong.

      I think what is wrong is the lackluster rewards from doing WB in this area, not the difficulty. There is no incentive to go out of the way to kill these bosses. A trash set piece, a crafting material, and a dozen gold pieces? The antiquity lead is maybe worth it to some people, but once you get it - nothing.

      There is a motif, but I agree that is a factor.

      I was kind of shocked that furniture patterns are not included.
    • Treselegant
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      Kisakee wrote: »
      ADarklore wrote: »
      Kisakee wrote: »
      You can ask people who are capable of helping you with it but stop ruining it for people who like a challenge.

      And will you still be in this zone in six months, a year???

      Where else would i be? It's not like there's a new chapter or even zone coming anytime soon.

      Then you will be bucking what seems to be something of a trend. A lot of players buy the new content, play through it pretty quickly and then move on. They either move onto another game until the next ESO release or they go back to doing in game what they were doing before. The expansions of the last few years seem to offer very little to get players to stay and so they finish everything on the map and then forget about it.

      I can imagine that those who do stay to do these bosses after the rush for the new content is over are going to spending a long time waiting for others to show up. You can solo most of them if you know what you're doing but considering that rewards are meagre and fights long - why would you? If you're someone who plays Soulslike games in your free time you might have more tolerance for it but I'd wager that's not what most people come to ESO for.

      If the 'average' player can't have a good time with the content then it's probably going to get very quiet very quickly.

      Edited by Treselegant on June 18, 2023 12:30PM
    • Jammy420
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      They finally make world bosses fun to fight again, and make the overland have memorable fights, and you want it made sleep walk easy?

      No thanks. I played it with 0 cp allocated from lvl 1 only using dropped gear and food, and I still tanked for random groups no problem.

      Absolutely no thanks.
    • Jammy420
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      BaggyGreen wrote: »
      Necrom World Bosses are way too difficult. This early in the chapter there should be a lot of players doing these, but we literally have to beg people to join a group for them, even when there is a daily quest to share. Please tone these down so the general player base can find groups and enjoy them. We already have Bastion Nymics for a bigger challenge, please leave something for the rest of us.

      @ZOS_GinaBruno @ZOS_Kevin

      Concentration and a bit of skill wins the day. The former, over the latter.

      Taking note of mechanics, etc, and making some sort of plan.

      Apparently practicing is a bad word.
    • Jammy420
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      Malprave wrote: »
      Necrom world bosses are being slain without mercy even as I write this. I’ve two-manned a couple of these with just rando players and I’m no elite player. Again, as I’ve said in another topic, I don’t understand why people want everything to be easy.

      Not everyone is able to two man these and we have even struggled in groups of four. And finding a group of 4 has been next to impossible in the first place.

      It's not that we want everything to be easy. It's that we want things to be doable by the general player base. These are not.

      They are. Every vote on overland showed the majority wanted it a bit more difficult. Do not speak for everyone when you are not in the majority.
      I am relating my experience, which is that it's been very difficult to get a group of 4 for these World Bosses, and when asking for help in zone chat, players have replied that they gave up on doing them because of the difficulty.

      Been playing since launch and have spent over a week in Apocrypha, which is my favorite zone now, and not once have I seen that. People have been complaining that they die too fast though.
      My experience with Necrom is that we're almost at the 3rd week and not that many people ask for help with their WB dailies. Furthermore, on a few occasions I arrived at a boss to find no one there and, more often than not, small groups of people, about 4-5, assembled for the fight. Yes, that meant the WB could be killed, but it's worrying to see so few people doing them on a new chapter with a new motif dropping. My concern, and OP is right on that account, is eventually the zone won't have nearly as many players available for these dailies and several of the bosses are indeed quite hard to kill with just 2 people.

      People are not playing the chapter because they are turned off by how easy and forgettable previous dlcs, bosses, and world bosses were. A lot are waiting for a sale. If they make it easier, people will stop playing DLCs all together. They have been making simple overland stuff for several expansions now, and most people are just tired of falling asleep and not having any memorable experiences. Necrom difficulty was the first time where bosses felt memorable in a long time.

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