You can ask people who are capable of helping you with it but stop ruining it for people who like a challenge.
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.
old_scopie1945 wrote: »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?
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.
ArchangelIsraphel wrote: »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.
BaggyGreen wrote: »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.
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.
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.
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.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.
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.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.
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.
There is an interesting intersection of people which are arguing for further nerfs constantly (like in this thread) and people trying to prevent the implementation of an optional (!) veteran overland. [snip]
They aren't the majority tho. They may be loud, they are toxic without any doubt and poison the game's and this forums atmosphere, but they are indeed just a few:
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
In my personal opinion it's time for the community to get rid of this toxic behaviour and to stand up for a satisfying gaming experience for a broader audience.
There is an interesting intersection of people which are arguing for further nerfs constantly (like in this thread) and people trying to prevent the implementation of an optional (!) veteran overland. [snip]
If a lot of them quit, will zos finally stop wasting money on producing two dungeon dlcs a year? Seems like a win to me.
They aren't the majority tho. They may be loud, they are toxic without any doubt and poison the game's and this forums atmosphere, but they are indeed just a few:
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
In my personal opinion it's time for the community to get rid of this toxic behaviour and to stand up for a satisfying gaming experience for a broader audience.
Also, forum polls aren't exactly representative of the opinions of the general playerbase and should always be taken with a grain of salt. Only a minority of players actually uses the forum frequently or at all. To get a half decent representation you'd have to do the same on multiple sites such as reddit as well.
We need more world bosses that are of similar difficulty to dragons.
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.
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.
SeaGtGruff wrote: »For me, if I enjoy fighting a challenging boss, the struggle is a large part of the reward. Of course, not all challenging bosses are equally fun to fight, but even the ones with annoying or frustrating mechanics and adds still feel good to beat.
Once I know I can solo a boss, I'll run to help kill it if I see someone asking for help with it in zone chat, unless I'm already in the middle of something else. I don't need a share for it, because my reward is the pleasure I get from helping kill the boss.
...I don't want to count the times I had to give up on Blackwood's or Western Skyrim's world bosses, because I didn't have the corresponding daily and most people refuse to assist when there's no reward.
I suspect that will be a problem in Necrom too, if not now then in a few months.
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.
valenwood_vegan wrote: »Some are here for a constant challenge, and some are more here for a relaxing elder scrolls experience... and there *are* ways to have the game cater to both...
valenwood_vegan wrote: »Some are here for a constant challenge, and some are more here for a relaxing elder scrolls experience... and there *are* ways to have the game cater to both...
What bothers me personally is that on the one hand they claim that you can play the way you want and that the game should be there for everyone, but then certain content is only linked to a single way of playing. Concrete example: I hate it when certain leads are tied to group content and there is no chance (or almost no chance) that this group content can also be completed solo - like in the case of the Shipbuilder's Woodworking Station and Wayrest Sewers II.
SilverBride wrote: »
Grizzbeorn wrote: »