ZOS_GinaBruno wrote: »Hey all, just wanted to let you know that we are planning to make some adjustments to the difficulty curve in Endless Archive in next week's PTS patch. Keep the feedback coming!
skinnycheeks wrote: »ZOS_GinaBruno wrote: »Hey all, just wanted to let you know that we are planning to make some adjustments to the difficulty curve in Endless Archive in next week's PTS patch. Keep the feedback coming!
Just to reiterate from my experience and from what I’ve seen most others say as well:
The difficulty curve is NOT the issue here
DeathStalker wrote: »skinnycheeks wrote: »ZOS_GinaBruno wrote: »Hey all, just wanted to let you know that we are planning to make some adjustments to the difficulty curve in Endless Archive in next week's PTS patch. Keep the feedback coming!
Just to reiterate from my experience and from what I’ve seen most others say as well:
The difficulty curve is NOT the issue here
From a casual player pov, the difficulty curve is the issue. If the difficulty at least in the beginning isn't adjusted downward then this Endless dungeon will become just like arenas and trials for the top players only.
DeathStalker wrote: »From a casual player pov, the difficulty curve is the issue. If the difficulty at least in the beginning isn't adjusted downward then this Endless dungeon will become just like arenas and trials for the top players only.
-snipDeathStalker wrote: »From a casual player pov, the difficulty curve is the issue. If the difficulty at least in the beginning isn't adjusted downward then this Endless dungeon will become just like arenas and trials for the top players only.
I do agree that, for a broad audience, the Endless Archive as it currently exists on the PTS is not very accessible. The trash in Arc 1 have more health than the trash in vet Maelstrom, the puny Cycle 1 bosses in Arc 1 have more health than most bosses in vMA, and Arc 1's overall difficulty (esp. if you get a trial boss for Cycle 4) for a solo player is arguably higher that of vMA, so an easing of Arc 1 for accessibility would seem appropriate.
IneedaDollar wrote: »Giving my 2cents here.
My highest Arc on the pts so far was 18 (13h run) and the real problem was that for the 6-15 arc range visions gave more buffs than the arcs increased in difficulty which made all these arcs feel very similar.
Ramping up difficulty might be the right play here.
Either by increasing the curve or by nerfing some of the visions.
I would also cut a trash round from every cycle but i dont know how easy this would be to implement.
It isnt necessary to buff the early arcs 1-4 to get to the achievement but there should definetly be a faster difficulty increase after that to outpace the damage increase from visions and not make leaderboard runs 20 hours long (which is not only tedious but also not healthy at all and promotes accountsharing aswell)
Maybe a similar amount of time as completing Vateshran sticker book.
Absolutely not!
One of the worst features of the Endless Archive is just how obscenely stingy they are with the rewards.
The time it would take to completed the EA stickerbook is far, far worse than for Vateshran, and maybe even Maelstrom.
There are 7 sets. Every set has all 36 slots (since they drop in all 3 armor weights). That's 252 pieces to collect.
Vateshran has 3 gear sets with 22 items each for 66 pieces. Plus the 16 arena weapons (4x DW, 4x 1HS, 3x 2H, 3x destro, resto, bow) (but since the dual-wield drop in pairs, for the purposes of calculating how many runs are needed, it's really only 14). The arena weapons drop alongside the gear sets on the final boss, so you'll be completing both in parallel (and at around the same time).
The time it takes to complete Arc 1 is in the same ballpark as the time it takes to complete one Vateshran run. In that Arc 1 run, you will earn only one gear piece, whereas in Vateshran, there are 7 loot opportunities for the 3 gear sets. There is the possibility of just additional 1 additional gear item from the optional content in the Arc, whereas you have multiple opportunities for optional bosses in Vateshran. If you don't limit yourself to Arc 1 and venture into Arc 2, you'll get a third loot opportunity from killing the Maurauder, but Arc 2 is going to take more time than Arc 1.
So, you have far more pieces to collect. And far fewer loot opportunities. The gear grind is by no means "similar" to that of Vateshran. It's not even on the same bloody planet.
Hell, this is even worse than Maelstrom. In Maelstrom, the weapons from the 6 gear sets (not counting arena weapons, since those are easy and fast to collect) drop only on the final boss, so it will take 90 runs to fully complete Maelstrom's stickerbook, which is considerably worse than Vateshran's.
Let's say you are running just the first two Arcs in EA: that's 5 loot opportunities (assuming you do all the side content and are able to actually complete the quest if you get the quest and you successfully kill the Maurauder), so it'll take over 50 Arc1+2 runs. But the time it takes to do Arc1+2 is roughly twice the time it takes to waltz through nMA (if you're just going for stickerbook completion, you will need only 14 vet runs to complete all the arena weapons, after which point you only need to run normal for the remaining stickerbook, so most of a Maelstrom stickerbook farm would be on normal, if you're going for expediency).
And at 10K currencies for just a single curated item (and you won't be earning currencies at a decent non-pittance rate until you get to the later arcs, but, again, that's time-consuming), they might as well not figure into your equation. Even for the cheaper non-curated coffers, it'll take about two runs of Arc 1 to get enough currency to buy a single uncurated coffer.
So, yea, the reward structure in week 1 of PTS is pretty insulting and anyone looking to complete stickerbook will need to have copious amounts of time to waste.
Cycle bosses need to be changed so that they drop gear too. Limiting gear to the Tho'at is absurd and disrespectful of the player's time.
Maybe a similar amount of time as completing Vateshran sticker book.
Absolutely not!
One of the worst features of the Endless Archive is just how obscenely stingy they are with the rewards.
The time it would take to completed the EA stickerbook is far, far worse than for Vateshran, and maybe even Maelstrom.
There are 7 sets. Every set has all 36 slots (since they drop in all 3 armor weights). That's 252 pieces to collect.
Vateshran has 3 gear sets with 22 items each for 66 pieces. Plus the 16 arena weapons (4x DW, 4x 1HS, 3x 2H, 3x destro, resto, bow) (but since the dual-wield drop in pairs, for the purposes of calculating how many runs are needed, it's really only 14). The arena weapons drop alongside the gear sets on the final boss, so you'll be completing both in parallel (and at around the same time).
The time it takes to complete Arc 1 is in the same ballpark as the time it takes to complete one Vateshran run. In that Arc 1 run, you will earn only one gear piece, whereas in Vateshran, there are 7 loot opportunities for the 3 gear sets. There is the possibility of just additional 1 additional gear item from the optional content in the Arc, whereas you have multiple opportunities for optional bosses in Vateshran. If you don't limit yourself to Arc 1 and venture into Arc 2, you'll get a third loot opportunity from killing the Maurauder, but Arc 2 is going to take more time than Arc 1.
So, you have far more pieces to collect. And far fewer loot opportunities. The gear grind is by no means "similar" to that of Vateshran. It's not even on the same bloody planet.
Hell, this is even worse than Maelstrom. In Maelstrom, the weapons from the 6 gear sets (not counting arena weapons, since those are easy and fast to collect) drop only on the final boss, so it will take 90 runs to fully complete Maelstrom's stickerbook, which is considerably worse than Vateshran's.
Let's say you are running just the first two Arcs in EA: that's 5 loot opportunities (assuming you do all the side content and are able to actually complete the quest if you get the quest and you successfully kill the Maurauder), so it'll take over 50 Arc1+2 runs. But the time it takes to do Arc1+2 is roughly twice the time it takes to waltz through nMA (if you're just going for stickerbook completion, you will need only 14 vet runs to complete all the arena weapons, after which point you only need to run normal for the remaining stickerbook, so most of a Maelstrom stickerbook farm would be on normal, if you're going for expediency).
And at 10K currencies for just a single curated item (and you won't be earning currencies at a decent non-pittance rate until you get to the later arcs, but, again, that's time-consuming), they might as well not figure into your equation. Even for the cheaper non-curated coffers, it'll take about two runs of Arc 1 to get enough currency to buy a single uncurated coffer.
So, yea, the reward structure in week 1 of PTS is pretty insulting and anyone looking to complete stickerbook will need to have copious amounts of time to waste.
Cycle bosses need to be changed so that they drop gear too. Limiting gear to the Tho'at is absurd and disrespectful of the player's time.
Ah Good call. I didn't realize the sets were in all weights and that I was not getting drops from the Cycle bosses. That definitely needs to be changed as you suggest.
What is the most optimized Inkslayer time for a solo player roughly do you think in the current implementation? 90 minutes?
I feel like that should be an optimization point for the Devs to consider when thinking about this feedback. Everything else in the game as far as Trifectas and such (I realize EA has no trifecta style achievement, maybe it should for beating Arc 4 tho'at without death in X time) are kind of balanced around the content itself [eventually] being completed in 15-45 minutes by the best players, after progging it out.
In that regard Inkslayer as currently implemented seems like a big outlier as far as time to complete for endgame content.
ZOS_GinaBruno wrote: »Hey all, just wanted to let you know that we are planning to make some adjustments to the difficulty curve in Endless Archive in next week's PTS patch. Keep the feedback coming!
IneedaDollar wrote: »Giving my 2cents here.
My highest Arc on the pts so far was 18 (13h run) and the real problem was that for the 6-15 arc range visions gave more buffs than the arcs increased in difficulty which made all these arcs feel very similar.
Ramping up difficulty might be the right play here.
Either by increasing the curve or by nerfing some of the visions.
I would also cut a trash round from every cycle but i dont know how easy this would be to implement.
It isnt necessary to buff the early arcs 1-4 to get to the achievement but there should definetly be a faster difficulty increase after that to outpace the damage increase from visions and not make leaderboard runs 20 hours long (which is not only tedious but also not healthy at all and promotes accountsharing aswell)
skinnycheeks wrote: »IneedaDollar wrote: »Giving my 2cents here.
My highest Arc on the pts so far was 18 (13h run) and the real problem was that for the 6-15 arc range visions gave more buffs than the arcs increased in difficulty which made all these arcs feel very similar.
Ramping up difficulty might be the right play here.
Either by increasing the curve or by nerfing some of the visions.
I would also cut a trash round from every cycle but i dont know how easy this would be to implement.
It isnt necessary to buff the early arcs 1-4 to get to the achievement but there should definetly be a faster difficulty increase after that to outpace the damage increase from visions and not make leaderboard runs 20 hours long (which is not only tedious but also not healthy at all and promotes accountsharing aswell)
Yeah I agree as you get up into the later ones and the buffs really start adding up, that part might need to ramp up quicker. I guess I was talking more about the earlier 1-6 arc range. Before the pieces have really all come together (unless you've just gotten really lucky.) I'm not sure that section should necessarily be harder, otherwise you won't really have much of the playerbase participating past their daily quest arc 1 run. I also don't really agree with nerfing the buffs, cause this is the 1st place they've really gone wild with them, and I think that will be a big draw and a lot of fun for players. But yeah, the later Arcs scaling more aggressively to outpace the buffs is probably needed, like you said.
NoxiousBlight wrote: »skinnycheeks wrote: »IneedaDollar wrote: »Giving my 2cents here.
My highest Arc on the pts so far was 18 (13h run) and the real problem was that for the 6-15 arc range visions gave more buffs than the arcs increased in difficulty which made all these arcs feel very similar.
Ramping up difficulty might be the right play here.
Either by increasing the curve or by nerfing some of the visions.
I would also cut a trash round from every cycle but i dont know how easy this would be to implement.
It isnt necessary to buff the early arcs 1-4 to get to the achievement but there should definetly be a faster difficulty increase after that to outpace the damage increase from visions and not make leaderboard runs 20 hours long (which is not only tedious but also not healthy at all and promotes accountsharing aswell)
Yeah I agree as you get up into the later ones and the buffs really start adding up, that part might need to ramp up quicker. I guess I was talking more about the earlier 1-6 arc range. Before the pieces have really all come together (unless you've just gotten really lucky.) I'm not sure that section should necessarily be harder, otherwise you won't really have much of the playerbase participating past their daily quest arc 1 run. I also don't really agree with nerfing the buffs, cause this is the 1st place they've really gone wild with them, and I think that will be a big draw and a lot of fun for players. But yeah, the later Arcs scaling more aggressively to outpace the buffs is probably needed, like you said.
I agree with you 100%. At the current pace I will never reach Arc 6 and beyond. I just don't have 3+ hours to sit and play a game, let alone 10+ hours.
But the FUN of EA is stacking the long term buffs. That is what makes rogue-likes so exciting - getting a bunch of random buffs and making a broken build, then going ham through the game.
EA fails because the round buffs fade after a single trash pack and it takes ENTIRELY too long to get through each Arc and gain that permanent buff. The trash packs just feel useless because I am not gaining anything. Maybe if I select the same buff three times it becomes permanent? At least then I could try and orchestrate some kind of a build which would make things interesting.
Progress should speed up by 50%, at least. That way after a two hours or so we are on Arc 10+ and really have some fun and insane power creep going. A three hour run should be the run of the century, not the norm for a good player. So in my "ideal" version of EA, you could complete 4-5 Arcs an hour.
Dagoth_Rac wrote: »NoxiousBlight wrote: »skinnycheeks wrote: »IneedaDollar wrote: »Giving my 2cents here.
My highest Arc on the pts so far was 18 (13h run) and the real problem was that for the 6-15 arc range visions gave more buffs than the arcs increased in difficulty which made all these arcs feel very similar.
Ramping up difficulty might be the right play here.
Either by increasing the curve or by nerfing some of the visions.
I would also cut a trash round from every cycle but i dont know how easy this would be to implement.
It isnt necessary to buff the early arcs 1-4 to get to the achievement but there should definetly be a faster difficulty increase after that to outpace the damage increase from visions and not make leaderboard runs 20 hours long (which is not only tedious but also not healthy at all and promotes accountsharing aswell)
Yeah I agree as you get up into the later ones and the buffs really start adding up, that part might need to ramp up quicker. I guess I was talking more about the earlier 1-6 arc range. Before the pieces have really all come together (unless you've just gotten really lucky.) I'm not sure that section should necessarily be harder, otherwise you won't really have much of the playerbase participating past their daily quest arc 1 run. I also don't really agree with nerfing the buffs, cause this is the 1st place they've really gone wild with them, and I think that will be a big draw and a lot of fun for players. But yeah, the later Arcs scaling more aggressively to outpace the buffs is probably needed, like you said.
I agree with you 100%. At the current pace I will never reach Arc 6 and beyond. I just don't have 3+ hours to sit and play a game, let alone 10+ hours.
But the FUN of EA is stacking the long term buffs. That is what makes rogue-likes so exciting - getting a bunch of random buffs and making a broken build, then going ham through the game.
EA fails because the round buffs fade after a single trash pack and it takes ENTIRELY too long to get through each Arc and gain that permanent buff. The trash packs just feel useless because I am not gaining anything. Maybe if I select the same buff three times it becomes permanent? At least then I could try and orchestrate some kind of a build which would make things interesting.
Progress should speed up by 50%, at least. That way after a two hours or so we are on Arc 10+ and really have some fun and insane power creep going. A three hour run should be the run of the century, not the norm for a good player. So in my "ideal" version of EA, you could complete 4-5 Arcs an hour.
Didn't the patch notes make mention of buffs you can purchase with the Archive currency? Are those permanent? It might make things unnecessarily grindy at the beginning, but if you can accumulate permanent buffs over time via the currency, it could add back in a bit of the fun factor. Is it possible that ZOS' idea is, "Yes, folks, getting the equivalent of the trifecta takes 3 hours now, but once you buy enough buffs, it will take no longer than a Sunspire trifecta. So chill out!"
- "EA should not be saved because people would be able to leave and craft sets they haven’t brought with them which would be cheating and would ruin the leaderboards" (seriously, I’m not lying, I’ve seen this somewhere on this forum)
1. What?! Who enters instanced content just to suddenly realise "oh, I know, I will just teleport out and craft myself some new sets for my DD/tank"
2. It’s a nonsensical excuse because, guess what, you can still do that now, without saving, if you are in a duo. You can just teleport out and craft away to your heart’s content, teleport back to your partner after an hour or two, and still get on the leaderboard. So yeah, that’s another reason why adding saves has nothing to do with leaderboards.
3. Why are we even talking about it?! Leaderboards are supposed to reward skill and that has nothing to do with teleporting out and in. You either are good enough to defeat that arc 8 boss, or not.
i11ionward wrote: »
- "EA should not be saved because people would be able to leave and craft sets they haven’t brought with them which would be cheating and would ruin the leaderboards" (seriously, I’m not lying, I’ve seen this somewhere on this forum)
1. What?! Who enters instanced content just to suddenly realise "oh, I know, I will just teleport out and craft myself some new sets for my DD/tank"
2. It’s a nonsensical excuse because, guess what, you can still do that now, without saving, if you are in a duo. You can just teleport out and craft away to your heart’s content, teleport back to your partner after an hour or two, and still get on the leaderboard. So yeah, that’s another reason why adding saves has nothing to do with leaderboards.
3. Why are we even talking about it?! Leaderboards are supposed to reward skill and that has nothing to do with teleporting out and in. You either are good enough to defeat that arc 8 boss, or not.
I hadn't thought of it before, but […] literally walking out of EA to get the set and walking back in is cheating. Now I'm definitely against the idea that EA's progress can be saved.
i11ionward wrote: »
- "EA should not be saved because people would be able to leave and craft sets they haven’t brought with them which would be cheating and would ruin the leaderboards" (seriously, I’m not lying, I’ve seen this somewhere on this forum)
1. What?! Who enters instanced content just to suddenly realise "oh, I know, I will just teleport out and craft myself some new sets for my DD/tank"
2. It’s a nonsensical excuse because, guess what, you can still do that now, without saving, if you are in a duo. You can just teleport out and craft away to your heart’s content, teleport back to your partner after an hour or two, and still get on the leaderboard. So yeah, that’s another reason why adding saves has nothing to do with leaderboards.
3. Why are we even talking about it?! Leaderboards are supposed to reward skill and that has nothing to do with teleporting out and in. You either are good enough to defeat that arc 8 boss, or not.
I hadn't thought of it before, but […] literally walking out of EA to get the set and walking back in is cheating. Now I'm definitely against the idea that EA's progress can be saved.
Did you read what I wrote? It clearly stated that you can walk out and walk back in right now, without ZOS implementing any saves, so saves have nothing to do with that.
i11ionward wrote: »i11ionward wrote: »
- "EA should not be saved because people would be able to leave and craft sets they haven’t brought with them which would be cheating and would ruin the leaderboards" (seriously, I’m not lying, I’ve seen this somewhere on this forum)
1. What?! Who enters instanced content just to suddenly realise "oh, I know, I will just teleport out and craft myself some new sets for my DD/tank"
2. It’s a nonsensical excuse because, guess what, you can still do that now, without saving, if you are in a duo. You can just teleport out and craft away to your heart’s content, teleport back to your partner after an hour or two, and still get on the leaderboard. So yeah, that’s another reason why adding saves has nothing to do with leaderboards.
3. Why are we even talking about it?! Leaderboards are supposed to reward skill and that has nothing to do with teleporting out and in. You either are good enough to defeat that arc 8 boss, or not.
I hadn't thought of it before, but […] literally walking out of EA to get the set and walking back in is cheating. Now I'm definitely against the idea that EA's progress can be saved.
Did you read what I wrote? It clearly stated that you can walk out and walk back in right now, without ZOS implementing any saves, so saves have nothing to do with that.
I just wrote in some topic that I wanted progress to be saved. There are also a lot of reviews from people who ask to save progress.
i11ionward wrote: »
- "EA should not be saved because people would be able to leave and craft sets they haven’t brought with them which would be cheating and would ruin the leaderboards" (seriously, I’m not lying, I’ve seen this somewhere on this forum)
1. What?! Who enters instanced content just to suddenly realise "oh, I know, I will just teleport out and craft myself some new sets for my DD/tank"
2. It’s a nonsensical excuse because, guess what, you can still do that now, without saving, if you are in a duo. You can just teleport out and craft away to your heart’s content, teleport back to your partner after an hour or two, and still get on the leaderboard. So yeah, that’s another reason why adding saves has nothing to do with leaderboards.
3. Why are we even talking about it?! Leaderboards are supposed to reward skill and that has nothing to do with teleporting out and in. You either are good enough to defeat that arc 8 boss, or not.
I hadn't thought of it before, but this situation is very real that the boss mechanics will require you to have a certain set (that you didn't decide to take in the beginning), and literally walking out of EA to get the set and walking back in is cheating. Now I'm definitely against the idea that EA's progress can be saved. But still, I think there should be at least 5 attempts at EA, but no more than 10.
P.S.
And yes, progress in EA should not be so slow.