Jacques Berge wrote: »They are way more challenging... And I like it... The fact that me and my 3 top tier friends can't just steam roll a vet dungeon is incredibly refreshing. If you're not using a 3rd party voice chat software you're gonna have some issues... Also, this makes pugs far less likely to clear a dungeon smoothly. The dungeon scaling is just another way ESO is encouraging social game play
Out of curiosity, which one(s) did you try?
I ran new vet 12 DC and BC, and it was totally nuts. The scaling really wasn't thought out that well though, they're mostly okay with good group, but Netch boss in DC and Imril in BC are absolutely crazy. Even with a great team and TS. We wiped at least 30 times on Imril.
I am glad they got buffed but basically...before the buff, me and a tanky friend would occasionally go bored and 2 man some vet dungeons. We 2 manned BC, Spindle, Wayrest, almost all Elden and Fungal. It was fun and extremely challenging - a slightest mistake and we'd wipe because lack of 2 party members doesn't leave much room for mistake. THAT is exactly what new vet dungeons feel like - with all 4 people now.
Khivas_Carrick wrote: ».........Holy hell, Imiril kicked our ass too. In fact, it seems in fights with adds we seem to get roflstomped a good bit.
ZOS are not feeding me content, everything seems aimed at guilds, groups and pros... Because those people are the only people they listen too... My small 'casual' guild is losing players as they hit the wall of top level VR and return to offline games where they can 'win' without being a pro or having to organise their work & family lives around trying to find viable groups.
I don't understand that sentence to be honest.
Everything you do in a guild requires time, it has absolutely nothing to do with how hard the content is.
If you want to pvp with your guild then you must set up a schedule. If you want to raid or just quest, do RP you must find a common schedule.
Time does not get more if content is harder, its still the same time so that blaming the difficulty is the wrong way. Blame the dependency of guilds at ESO but leave the difficulty where it is please.
Frenkthevile wrote: »Out of curiosity, which one(s) did you try?
I ran new vet 12 DC and BC, and it was totally nuts. The scaling really wasn't thought out that well though, they're mostly okay with good group, but Netch boss in DC and Imril in BC are absolutely crazy. Even with a great team and TS. We wiped at least 30 times on Imril.
I am glad they got buffed but basically...before the buff, me and a tanky friend would occasionally go bored and 2 man some vet dungeons. We 2 manned BC, Spindle, Wayrest, almost all Elden and Fungal. It was fun and extremely challenging - a slightest mistake and we'd wipe because lack of 2 party members doesn't leave much room for mistake. THAT is exactly what new vet dungeons feel like - with all 4 people now.
Yeah what the kitten has happened to Imril, she's so OP now...4 pple vr14 in full purple sets and we wiped TOO much. I disbanded and made it Vr3 because it wasn't worth the effort!
PLZ ZoS, leave insane HP amounts in Trials and let pple do the DAILIES! Daily questing should not be so hard...otherwise nobody will use lfg...
Tips that might help you guys for Imril fight:
Don't go in with anyone using a stamina buildand don't hate me for saying this, hate Zenimax for not buffing stamina quickly enough. If you're DK or Sorc and aren't using crushing shock build, time to take a look in Tamriel foundry to find a new build.
Frenkthevile wrote: »PLZ ZoS, leave insane HP amounts in Trials and let pple do the DAILIES! Daily questing should not be so hard...otherwise nobody will use lfg...
... I tried to do vet BC yesterday with three different PUGs and none of us got beyond that huge flaming dude near the start. One group battled him valiantly for about 30 minutes until the entire dungeon was one giant ball of fire and there was nowhere else to stand. Same every time with every group. All killed 4-10 times until we all give up ...
I am glad some people find this fun. Maybe if I was a V14 with a dedicated team of expert players, perfectly decked out for their roles and all on teamspeak this would be a fun challenge. Right now my experience is that for casuals this is the opposite of fun. Why not make this scaling optional?
Lord_Kreegan wrote: »
Yesterday one of my characters died FOURTEEN times before I quit trying.
At no time did the fight become any easier.
The mechanic did not work.
It's Doshia all over again [at release].
The bouncing blue balls' red AOE isnt right either, they explode upon impact not all slow and nice as the red aoe suggests.Rair.Kitani wrote: »In my opinion yesterday was just like we entered banished cells for the first times with vr1-3 --- Scaling workes fine imho
Fight against Imriel has a lot to do with ressource management. When she spawns the clanbans and every dps is oom it takes too long to kill them. Try have a ultimate ready when they arrive - negate stuns them, veil takes away 30% dmg, nova does the same.
She drops more balls the longer the fight lasts, has been the same pre patch.
I don't mind the dying if I'm not doing something right. My main issue was the health. I found that for several bosses I was thinking "good Lord is this still happening, die already." Made me feel like I was using a wet noodle to attack the boss.
There is but you just cannot control it. The more you get your behind wooped the easier it should get. However I have not heard anyone testing this mechanics.
Another thing. When I first started I remember the fight against Dosha. I went there with a badly designed, badly equipped, two handed weapon wielding, level eight tank. She kicked my butt. I came back at level 10 and was still slaughtered. I came back at level 12 and finally beat her. It was a fantastic feeling of achievement. If she had scaled she would have slaughtered me at 8, 10, 12 and forever. Isn't that one of the basic ideas of a MMO that you get tougher as you level? If the monsters level too then you aren't getting any tougher at all.
Lord_Kreegan wrote: »
Yesterday one of my characters died FOURTEEN times before I quit trying.
At no time did the fight become any easier.
The mechanic did not work.
It's Doshia all over again [at release].
So now it seems it's tested and not working or then 14 times is not yet enough in the minds of developers. Anyway that is what was said in patch notes that if person is having difficulty the game should notice it and ease a bit.
Ok. I read all comments. In my opinion it is perfect.
Reason.
1. Vet dungeon suppose to be hard.
2. If you want less challenge or no to worthless gear in vet make party leader VR1 and the rest VR14. You can change the difficulty by increasing party leaders VR lvl.
3. Normal is fine I did a pug last night to a VR10 dungeon with a set up tank VR 14, healer VR 10, and 2 VR 1. It was slow. I tanked and healed on last boss. I had to tell ppl to cc break. I notice a lot of ppl stand in fire. No epics I swear is in that fire regardless of what you think.
4. Solo I have not tried yet but will.
so, if you say it is to hard and make it easy yourself. In my opinion of this form of asking to make it easier is void.
Sorry for any grammar mistakes I am on my phone.
Alphashado wrote: »If you guys want to argue about scaled VR dungeons being easy/hard/toohard, then fine. That is not nearly as much of an issue as the fact that the "nornal" pledges with terrible crappy blue rewards are just as difficult as the VR version.
If you are in a group of players that are VR12-14 then you might as well be doing the VR version of the dungeon because it's just as challenging. And that is the main issue here. Normal mode is supposed to be less of a challenge for casual players and hense the "lesser" reward.
Why have a Normal mode and a VR mode when there is literally no difference between the two? Now toss in the fact that you get a crappy reward for the Normal mode and you have a very serious problem.
Anyone with any sense what so ever would understand that the normal mode is supposed to be easy and casual friendly. Right now it is anything but casual friendly.
Just make the normal modes = to the 4 man dungeons in Craglorn and be done with it.
Ran BC with a pug group last night that consisted of two stam dps running bow/de and bow/2h. Despite my advice that aoe was crucially important for the Imiril fight I consistently saw them putting out single target dps on the adds. Needless to say we wiped numerous times; there's only so much additional damage from accumulated mobs that I can heal through.
Immediately after one of the dps dropped we grabbed a competent dk and cleared the fight first try. If you're having issues on this content you need to step back and take a look at your build, bars, etc. Change something in response to the demands of each fight. Don't be the kind of player that does the same thing over and over and expects results (and then runs to the forums crying for nerfs the SECOND day that new content is out). Just think a little bit, everyone.
IMO casual shouldn't be a synonym for incompetent, but it sounds like a lot of the complaints here are from people upset that their solo builds (or craglorn grind builds) aren't viable in veteran dungeon content. Or that they can't just chip away at a mob of enemies one by one using single target dps. It's just not going to happen.