SuraklinPrime wrote: »My own take is that it was unbalanced. Some fights needed redesigning.
Overall maybe a small nerf needed.
But now I can solo VR10 world bosses as a stamina NB without much trouble, that ain't right.
Also it is making me sloppy, get into bad habits with fights being easy so when I venture into areas that are actually tougher I am out of practice.
I don't consider myself to be a better than average player so tuning it up a bit hopefully would mean most could still compete.
I liked it as it was and can live with how it is - especially as the content is done for me anyway - but it is ridiculous that I can solo dolmens and world bosses. I do it, but it still feels cheesy.
I have said it before, I am an average player at best so the content as it was (needing at least one other for world bosses, more for dolmens and the rest of the stuff able to solo) presented a nice challenge and had a good mix of solo/group content.
Still, in any growing MMO there is a good argument for reducing difficulty at the lower levels - for example, we may say we solo'd public dungeons, but those caves were packed on our first run through.
Westcoast14_ESO wrote: »VR content was fairly uneven. VR was meant to be a source of "friction" like world bosses in the earlier zones to encourage (but not force players to group up). For its original purpose (other than the uneveness), it was pretty well designed since a small group could tear through VR content about as easily as a solo player could tear through pre-VR content.
It looks like most everyone wanted to and expected to be able to solo VR content. Soloing the vast majority of VR content (including things like Dolmens, Public Dungeons, ...) originally required taking substantial advantage of the games basic combat systems and your abilities, or having a really strong build. It also looks like most players were uninterested or unable to do one of those two, so he difficulty of VR was overall excessively high. The new VR difficulty seems much closer to what the games audience overall is interested in.
Nox_Aeterna wrote: »Westcoast14_ESO wrote: »VR content was fairly uneven. VR was meant to be a source of "friction" like world bosses in the earlier zones to encourage (but not force players to group up). For its original purpose (other than the uneveness), it was pretty well designed since a small group could tear through VR content about as easily as a solo player could tear through pre-VR content.
It looks like most everyone wanted to and expected to be able to solo VR content. Soloing the vast majority of VR content (including things like Dolmens, Public Dungeons, ...) originally required taking substantial advantage of the games basic combat systems and your abilities, or having a really strong build. It also looks like most players were uninterested or unable to do one of those two, so he difficulty of VR was overall excessively high. The new VR difficulty seems much closer to what the games audience overall is interested in.
The problem is the power gaps in builds/items is huge , that simple.
A casual player that just goes with the flow using drops and skills they like is a worm when compared to a guy that will use the most powerful build possible with a good set of items.
Makes sense that the game allow for such search of improving ones char , but unless they make an option where the player decide on how hard their own game will be , one setting cant be the answer to both groups.
What we see here is literally a difficult setting issue , problem is this is a MMO not a single player game.
smeeprocketnub19_ESO wrote: »Nox_Aeterna wrote: »Westcoast14_ESO wrote: »VR content was fairly uneven. VR was meant to be a source of "friction" like world bosses in the earlier zones to encourage (but not force players to group up). For its original purpose (other than the uneveness), it was pretty well designed since a small group could tear through VR content about as easily as a solo player could tear through pre-VR content.
It looks like most everyone wanted to and expected to be able to solo VR content. Soloing the vast majority of VR content (including things like Dolmens, Public Dungeons, ...) originally required taking substantial advantage of the games basic combat systems and your abilities, or having a really strong build. It also looks like most players were uninterested or unable to do one of those two, so he difficulty of VR was overall excessively high. The new VR difficulty seems much closer to what the games audience overall is interested in.
The problem is the power gaps in builds/items is huge , that simple.
A casual player that just goes with the flow using drops and skills they like is a worm when compared to a guy that will use the most powerful build possible with a good set of items.
Makes sense that the game allow for such search of improving ones char , but unless they make an option where the player decide on how hard their own game will be , one setting cant be the answer to both groups.
What we see here is literally a difficult setting issue , problem is this is a MMO not a single player game.
those two shouldn't be equal and if you aren't willing to put time into your set up and gear, you really shouldn't be able to skate by easily. The game should be challenging, and if you refuse to put any effort into it, it should be more difficult,