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
Darkroot's massive attack does more and more damage the longer the fight goes on time. So the way to beat Darkroot is just to get more dps and quickly kill it before the damage is unsurvivable. Also, if you don't have enough dps, just switch the tank to dps.ExiledKhallisi wrote: »ZOS_JessicaFolsom wrote: »We want to thank everyone for the feedback regarding the changes to the dungeon scaling we implemented in Update 5. We've read your concerns and are taking a very close look at how these changes have impacted difficulty for both groups and solo players. Thank you all for your patience—we’ll keep you updated.
Why is your logic: "Lets buff a lot of builds based around stamina to make them more on par but at the same time secretly buff all pve content to make the buffs near useless. Getting hit for 4000 unblockable damage by Darkroot in Veteran Elden Hollow. The boss also has 160,000 Health. Which is ridiculous for a 4 man group.
Everyone likes ice cream....but a bowl of ice cream with a speck of s*** in it is still ice cream with s*** in it.
Rair.Kitani wrote: »We have been in vet bc yesterday, with an sub optimal vr14 group (templar DD, sorc tank, templar heal, nightblade DD) and we were ok. So we not rolled through like an afternoons walk but hey, we finally make it and it felt good.
Pls express your critisism in a way you don't nerf the fun out for other players. I really like the system but i understand that for peps with random groups and/or outdated equip it might be to hard. But tbh if you decrease difficuilty you also have to decrease loot, so pls dont cry if you recieve i.e. no purple or not your level if it changes in an future update
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.
Dagoth_Rac wrote: »I see a lot of assumptions that some players are hardcore and some are casual. And if you think stuff is too hard you are a "bad" and need to "l2p". And if you think it is too easy you an "elitist" and "driving away the bulk of the paying customers".
But I think a lot of us go back and forth.
The challenge I want at 8:00pm on a Saturday night (when most of my guild is online, when we have a lot of choices to put together groups that complement each other well, when I'll stay up to 4:00am trying to beat something, etc.) is a lot different than the challenge I want at 10:00pm on a Tuesday night (when I need to get to bed at a reasonable hour, when we may need to switch to roles we do not normally play because only a few of us are online).
Most of my guild mates complaints were not that this content was utterly unbeatable. It was that suddenly everything had jumped to an extreme level of difficulty. We like to do really challenging content at times. Just not all the time.
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
Dagoth_Rac wrote: »We like to do really challenging content at times. Just not all the time.
Dagoth_Rac wrote: »I see a lot of assumptions that some players are hardcore and some are casual. And if you think stuff is too hard you are a "bad" and need to "l2p". And if you think it is too easy you an "elitist" and "driving away the bulk of the paying customers".
But I think a lot of us go back and forth.
The challenge I want at 8:00pm on a Saturday night (when most of my guild is online, when we have a lot of choices to put together groups that complement each other well, when I'll stay up to 4:00am trying to beat something, etc.) is a lot different than the challenge I want at 10:00pm on a Tuesday night (when I need to get to bed at a reasonable hour, when we may need to switch to roles we do not normally play because only a few of us are online).
Most of my guild mates complaints were not that this content was utterly unbeatable. It was that suddenly everything had jumped to an extreme level of difficulty. We like to do really challenging content at times. Just not all the time.
A solution to this already exists and has been laid out for you on a silver platter by ZOS. It's called a normal pledge, or doing the standard version of the veteran dungeon and not activating the additional difficulty. What more do you want or expect?
Alphashado wrote: »Dagoth_Rac wrote: »We like to do really challenging content at times. Just not all the time.
This.
The concept of the pledges and scaled mobs is nice. Problem is that the description doesn't match the product. Here is the concept and description:
1. Scaled dungeons keep things interesting and challenging regardless of lvl.
2. Normal Mode pledges and dungeons offer a moderate challenge and lesser reward in order to generate interest from casual gamers attempting to either have some fun or gear up and practice for VR Mode.
3. VR Mode Pledges and dungeons offer better rewards and more of a challenge. Intended for experienced dungeon crawlers.
4. VR Mode Pledges Golden Key objective is intended to satisfy the hardcore crowd, rewarding a very nice prize and offering a very tough challenge.
Now here is what we currently have:
1. Scaled Normal dungeons are much too challenging for a casual experience and might as well be the same thing as a VR dungeon due to the lvl of challenge. There is no difference between the two.
2. Normal mode doesn't exist. Everything scaled into the VR lvls is just as challenging as the VR dungeons, and even worse offers less of a reward.
3. Scaled VR modes are more than challenging, they are very challenging. hardly worth the time and effort considering the lousy rewards.
4. Kind of a joke. Golden key objective takes a hard fight, makes it harder, and again offers a useless random "purple" reward.
I was with a good group yesterday and we managed to finish the golden key objective in VR EH. We wiped about 20 times on the last boss, wasted countless Grand Soul Gems on in-fight ressurections (repair bill and soul gem bill is well over 5k at this point) but we got him down. it felt good, we cheered and congratulated each other on a job well done, commented on how good of a PUG it was and went to claim our "gold key" reward.
It was a lousy purple RNG set piece. At the very LEAST it should be a token in which you can buy a piece from a vendor that matches your class/build. And it should be yellow. Especially considering the time, effort, and expense required and the fact that the reward is called "golden key".
The concept is great. The reality is absolutely terrible.
Rair.Kitani wrote: »Why the heck is the first reaction after trying a dungeon not "I/we need to improve" but "Dungeon needs nerf"? are you that good that you have no room for improvement or don't you want to? (Meaning no one peronally)
I like my games not to be work or a chore to do, it's something to have fun and if for some reason my group of friends and myself not being able to complete 4 person content because we made one mistake in 10 minutes of fighting is not fun. I appreciate challenging aspects of games, but at least make it rewarding
SlayerSyrena wrote: »Just tried non-vet Selene's Web dungeon with a group of friends. Three hours pass and we cannot get past the last boss, no matter how many times we try.
Finally, through sheer exhaustion we gave up. I really, really hope this will be looked into. I love the idea of Undaunted Dailies but ... not if myself and my guildies can never hope to complete one.
Best news I've heard all week. Thank you!ZOS_JessicaFolsom wrote: »We want to thank everyone for the feedback regarding the changes to the dungeon scaling we implemented in Update 5. We've read your concerns and are taking a very close look at how these changes have impacted difficulty for both groups and solo players. Thank you all for your patience—we’ll keep you updated.
What's so bad about failing a dungeon a few times? Back in May, people usually failed to complete vet dungeons, and it wasn't too unusual for people to have taken over 10 tries to get past vet SC and vet FG. Even then there was no complaint, since it was recognized that the dungeons were legitimately supposed to be challenging. But now, it seems like everyone expects the dungeons to be easy mode.
thomas.k.grayb14_ESO wrote: »I have no idea what all the complaining is about. A week ago we could take 4 dps into any of the vet dungeons (including CoH) and faceroll through it with no fear of death. Now we actually have to bring a dedicated healer and one person needs to be able to go tank mode for a couple fights.
The framerate drop in certain rooms is harder to deal with than most of the bosses.
This is one of the best changes they have made to the game, people are actually running the dungeons again.
I find it funny that actually having to do content the can push your character and make you pay attention is what people find boring. For me it's quite the opposite, being v14 and running through a lvl 12 dungeon one-shotting everything is boring.
Also, to the people complaining that its killing stam builds, that is entirely L2P. I run with people sporting stam builds all the time and the difficulty and time to complete doesn't change.
I'm sorry that you actually have to learn to play your class and role properly if you want to group, but it's for everyone's benefit.