markulrich1966 wrote: »ArchangelIsraphel wrote: »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.
SilverBride wrote: »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.
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.
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.
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!
SimonThesis wrote: »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.
ArchangelIsraphel wrote: »markulrich1966 wrote: »ArchangelIsraphel wrote: »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.
SilverBride wrote: »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.
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.
SilverBride wrote: »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.
SilverBride 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.
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.
SilverBride 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.
SilverBride wrote: »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.
Crimsonorion wrote: »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
SilverBride wrote: »[...] 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.
SilverBride wrote: »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.
SilverBride wrote: »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.
SilverBride wrote: »SilverBride 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?
You can ask people who are capable of helping you with it but stop ruining it for people who like a challenge.
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.
SilverBride wrote: »When players are having trouble finding groups for these World Bosses already, this early in the chapter, something is wrong.
AlwaysDancing wrote: »SilverBride wrote: »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.
BaggyGreen wrote: »SilverBride 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.
SilverBride 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.
SilverBride wrote: »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.
Carcamongus wrote: »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.