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So, About That Dungeon Scaling

  • Valymer
    Valymer
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    Not going to bother reading the whole thing. All I read was "to hard" lol.

    Which is why no one cares about your opinion. Why even bother posting?
  • MasterSpatula
    MasterSpatula
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    Not going to bother reading the whole thing. All I read was "to hard" lol.

    Perhaps, and stop me if I'm being crazy here, you might want to find out what people said before you insult them for it.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • polar
    polar
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    I agree that there is not enough difference now between regular and vet dungeons. When everything is scaling to VR12, they are all vet dungeons. That is all good when you WANT to run a vet dungeon but sometimes you just want something with less of a challenge. I run with a pretty dedicated group of VR12 and VR14- we aren't going to round up PUGs and leave one of our 4 regulars at the front door just to scale dungeons. Before scaling, we could choose any level of difficulty we want by simply going to different zones. Now, it is all VR12. It has killed a lot of the variety in the game.
    Polar Nightshade

    Guild Master of The Noore
    thenoore.net
  • Jacques Berge
    Jacques Berge
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    Any complaints for vet wayrest sewers? I hope not... Sheet was easy as always haha
    "Shadow hide you"

    Jacques Berge - v14 NB - DC
  • starkerealm
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    Not going to bother reading the whole thing. All I read was "to hard" lol.

    You're right, people want it changed "to hard" rather than the "near impossible" it is at the moment.
  • Curragraigue
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    I think there is a big difference between the scaled normal dungeons and the scaled Vet dungeons. I found the scaled BC Vet Dungeon at VR4 a lot harder than the scaled Volenfell at VR12. I did both with a VR6 toon and Volenfell was fine some challenge but doable BC had for the reasons I have said before had the mechanics changed to the point were it was no longer an enjoyable challenge and was just a brick wall to bash my head on.

    We had a dedicated tank, healer and two DPS. From what others have said it sounds like what we needed was a NB. I don't think any dungeons should require that you have to bring a specific class to be able to beat a boss.
    PUG Life - the true test of your skill

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  • Drasn
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    Valymer 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.

    Perhaps you should read the thread before you actually post. You might answer your own questions.

    I did read the thread, and I didn't ask any questions. It's not impossible or even hard, learn mechanics of the fights and stop being "that guy."

    Or, continue to whine until you get your way.
  • Circuitous
    Circuitous
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    Any complaints for vet wayrest sewers? I hope not... Sheet was easy as always haha

    I'm in it now with a group scaled to V1. Garron the Returned is proving difficult. The ghosts, which supposedly have 2500 HP at VR10, currently have over 5k. Garron himself should have 88k, but has 115k instead.

    I can keep up with the heals, but we're not doing enough damage to kill the adds at a reasonable pace with two V1 DPSs (which the dungeon is supposedly scaling to, even though the health seems more like V12).
    Thank Stendarr it’s Fredas.
    Elanirne: Altmer Templar Healer, DC
    Auria Dolabella: Imperial Nightblade Tank, DC
  • Jacques Berge
    Jacques Berge
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    Circuitous wrote: »
    Any complaints for vet wayrest sewers? I hope not... Sheet was easy as always haha

    I'm in it now with a group scaled to V1. Garron the Returned is proving difficult. The ghosts, which supposedly have 2500 HP at VR10, currently have over 5k. Garron himself should have 88k, but has 115k instead.

    I can keep up with the heals, but we're not doing enough damage to kill the adds at a reasonable pace with two V1 DPSs (which the dungeon is supposedly scaling to, even though the health seems more like V12).

    They scale to a minimal level... I've always thought the vet dungeons started somewhere it the v4-7 range. If the mobs are v1 they're v1... Will say this, my group rand through and I demolished on the dps... Evil hunter+sap essence with a constant VoB running. We had a few deaths here and there... But never a wipe. It's a lot easier than imiril.
    "Shadow hide you"

    Jacques Berge - v14 NB - DC
  • Circuitous
    Circuitous
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    Circuitous wrote: »
    Any complaints for vet wayrest sewers? I hope not... Sheet was easy as always haha

    I'm in it now with a group scaled to V1. Garron the Returned is proving difficult. The ghosts, which supposedly have 2500 HP at VR10, currently have over 5k. Garron himself should have 88k, but has 115k instead.

    I can keep up with the heals, but we're not doing enough damage to kill the adds at a reasonable pace with two V1 DPSs (which the dungeon is supposedly scaling to, even though the health seems more like V12).

    They scale to a minimal level... I've always thought the vet dungeons started somewhere it the v4-7 range. If the mobs are v1 they're v1... Will say this, my group rand through and I demolished on the dps... Evil hunter+sap essence with a constant VoB running. We had a few deaths here and there... But never a wipe. It's a lot easier than imiril.

    All the Vet dungeons are now V1-V12, they lost their minimum level (this is the intent, at least. It doesn't seem to be working).

    That said, we just killed him off, so a change of strategy was enough to make it winnable even with the increased health.
    Thank Stendarr it’s Fredas.
    Elanirne: Altmer Templar Healer, DC
    Auria Dolabella: Imperial Nightblade Tank, DC
  • Jacques Berge
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    Circuitous wrote: »
    Circuitous wrote: »
    Any complaints for vet wayrest sewers? I hope not... Sheet was easy as always haha

    I'm in it now with a group scaled to V1. Garron the Returned is proving difficult. The ghosts, which supposedly have 2500 HP at VR10, currently have over 5k. Garron himself should have 88k, but has 115k instead.

    I can keep up with the heals, but we're not doing enough damage to kill the adds at a reasonable pace with two V1 DPSs (which the dungeon is supposedly scaling to, even though the health seems more like V12).

    They scale to a minimal level... I've always thought the vet dungeons started somewhere it the v4-7 range. If the mobs are v1 they're v1... Will say this, my group rand through and I demolished on the dps... Evil hunter+sap essence with a constant VoB running. We had a few deaths here and there... But never a wipe. It's a lot easier than imiril.

    All the Vet dungeons are now V1-V12, they lost their minimum level (this is the intent, at least. It doesn't seem to be working).

    That said, we just killed him off, so a change of strategy was enough to make it winnable even with the increased health.

    Congrats... Oh, just so you know you have to pull zombies from the room before the bosses to get the achievement... Good luck :-)
    "Shadow hide you"

    Jacques Berge - v14 NB - DC
  • Dagoth_Rac
    Dagoth_Rac
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    Scaled to VR9, Garron in Vet Wayrest has about 50% more health than he did at VR10. His adds have nearly tripled in health. Even if it was decided he and the adds needed to be buffed from their default stats, this just seems excessive.

    The non-Vet dungeons scaled to VR9 are a little easier than this, but still more difficult than the Vet dungeons from last week (i.e., before the scaling). It is just the less complex boss mechanics that make them that way. Bosses and adds in non-Vet dungeons have extreme amounts of health and hit like trucks just like Vet Wayrest.

    We are at the point where my above average, but certainly not top-of-the-line, guild really has no group content available to us. Vet Spindle, Fungal, Banished used to be fairly easy. Vet Darkshade, Elden, Wayrest were a challenge and we would definitely have wipes but still get through. Trials and later stages of Dragonstar Arena were beyond us.

    That was fine. There was content below us, content at our level, content above us. We would have liked more of all three (easy, moderate, and difficult), but at least there was something for everybody.

    This feels like the hardcore, most skilled players have been given 20+ new dungeons, and I am sure they are ecstatic, but us mere mortals feel like all our group content has been pulled out from under us.
  • Jacques Berge
    Jacques Berge
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    Dagoth_Rac wrote: »
    Scaled to VR9, Garron in Vet Wayrest has about 50% more health than he did at VR10. His adds have nearly tripled in health. Even if it was decided he and the adds needed to be buffed from their default stats, this just seems excessive.

    The non-Vet dungeons scaled to VR9 are a little easier than this, but still more difficult than the Vet dungeons from last week (i.e., before the scaling). It is just the less complex boss mechanics that make them that way. Bosses and adds in non-Vet dungeons have extreme amounts of health and hit like trucks just like Vet Wayrest.

    We are at the point where my above average, but certainly not top-of-the-line, guild really has no group content available to us. Vet Spindle, Fungal, Banished used to be fairly easy. Vet Darkshade, Elden, Wayrest were a challenge and we would definitely have wipes but still get through. Trials and later stages of Dragonstar Arena were beyond us.

    That was fine. There was content below us, content at our level, content above us. We would have liked more of all three (easy, moderate, and difficult), but at least there was something for everybody.

    This feels like the hardcore, most skilled players have been given 20+ new dungeons, and I am sure they are ecstatic, but us mere mortals feel like all our group content has been pulled out from under us.

    Hahaha I understand man... There certainly is a gap in ability/devotion in which seems to be the issue. Where hardcore players have the time to aquire the skill-knowledge-gear-guild mates to beat these dungeons... And even then it's hard. We're talking SO and vet DSA level players being challenged by the dungeon scaling. That said, even though I fall in that category I agree that the difficulty should adjustable... Simply have normal, vet, and hardcore dungeons... Simply don't allow the gold keep to be achieved unless you do hardcore.
    "Shadow hide you"

    Jacques Berge - v14 NB - DC
  • abigfishy
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    polar wrote: »
    I agree that there is not enough difference now between regular and vet dungeons. When everything is scaling to VR12, they are all vet dungeons. That is all good when you WANT to run a vet dungeon but sometimes you just want something with less of a challenge. I run with a pretty dedicated group of VR12 and VR14- we aren't going to round up PUGs and leave one of our 4 regulars at the front door just to scale dungeons. Before scaling, we could choose any level of difficulty we want by simply going to different zones. Now, it is all VR12. It has killed a lot of the variety in the game.

    Polar hit the nail on the head. This has killed choice. You used to be able to do easy, normal, hard or near impossible. Hardcores were happy and so were casuals and solos. Now everything is near impossible. Horrible change.
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  • Circuitous
    Circuitous
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    Circuitous wrote: »
    Circuitous wrote: »
    Any complaints for vet wayrest sewers? I hope not... Sheet was easy as always haha

    I'm in it now with a group scaled to V1. Garron the Returned is proving difficult. The ghosts, which supposedly have 2500 HP at VR10, currently have over 5k. Garron himself should have 88k, but has 115k instead.

    I can keep up with the heals, but we're not doing enough damage to kill the adds at a reasonable pace with two V1 DPSs (which the dungeon is supposedly scaling to, even though the health seems more like V12).

    They scale to a minimal level... I've always thought the vet dungeons started somewhere it the v4-7 range. If the mobs are v1 they're v1... Will say this, my group rand through and I demolished on the dps... Evil hunter+sap essence with a constant VoB running. We had a few deaths here and there... But never a wipe. It's a lot easier than imiril.

    All the Vet dungeons are now V1-V12, they lost their minimum level (this is the intent, at least. It doesn't seem to be working).

    That said, we just killed him off, so a change of strategy was enough to make it winnable even with the increased health.

    Congrats... Oh, just so you know you have to pull zombies from the room before the bosses to get the achievement... Good luck :-)

    Yup, we knew going into it. Managed the achievement just fine. :smiley:

    Even with the higher health scaling, I'm reluctant to say any dungeon is impossible. Hard as heck, yes, but not impossible. But I do still think there's something awry here.
    Thank Stendarr it’s Fredas.
    Elanirne: Altmer Templar Healer, DC
    Auria Dolabella: Imperial Nightblade Tank, DC
  • Valymer
    Valymer
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    Circuitous wrote: »
    Circuitous wrote: »
    Circuitous wrote: »
    Any complaints for vet wayrest sewers? I hope not... Sheet was easy as always haha

    I'm in it now with a group scaled to V1. Garron the Returned is proving difficult. The ghosts, which supposedly have 2500 HP at VR10, currently have over 5k. Garron himself should have 88k, but has 115k instead.

    I can keep up with the heals, but we're not doing enough damage to kill the adds at a reasonable pace with two V1 DPSs (which the dungeon is supposedly scaling to, even though the health seems more like V12).

    They scale to a minimal level... I've always thought the vet dungeons started somewhere it the v4-7 range. If the mobs are v1 they're v1... Will say this, my group rand through and I demolished on the dps... Evil hunter+sap essence with a constant VoB running. We had a few deaths here and there... But never a wipe. It's a lot easier than imiril.

    All the Vet dungeons are now V1-V12, they lost their minimum level (this is the intent, at least. It doesn't seem to be working).

    That said, we just killed him off, so a change of strategy was enough to make it winnable even with the increased health.

    Congrats... Oh, just so you know you have to pull zombies from the room before the bosses to get the achievement... Good luck :-)

    Yup, we knew going into it. Managed the achievement just fine. :smiley:

    Even with the higher health scaling, I'm reluctant to say any dungeon is impossible. Hard as heck, yes, but not impossible. But I do still think there's something awry here.

    I mentioned this in another thread but I really think the main problem is that adds that spawn from bosses were also buffed, so what used to be an encounter tuned for x amount of dps now all of a sudden needs like 2x or 3x just to power through the adds. The problem is that most people's dps did not double or triple with this patch, so unless you were already way outclassing the fights before they are very tough or even impossible for some.

    My group hasn't really had any trouble so far with single-target bosses, it's the ones that spawn waves of adds that seem a little too strong. Probably all they need to do is drop the hitpoints on the adds of bosses like Keeper in BC, the netch in Darkshade, Garron, etc. a little bit and see how that plays out.
  • Artis
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    I don't know guys, I think scaling is alright. The only thing I don't like is that the rewards are vr12, not vr14.
  • zaria
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    polar wrote: »
    I agree that there is not enough difference now between regular and vet dungeons. When everything is scaling to VR12, they are all vet dungeons. That is all good when you WANT to run a vet dungeon but sometimes you just want something with less of a challenge. I run with a pretty dedicated group of VR12 and VR14- we aren't going to round up PUGs and leave one of our 4 regulars at the front door just to scale dungeons. Before scaling, we could choose any level of difficulty we want by simply going to different zones. Now, it is all VR12. It has killed a lot of the variety in the game.
    If you use a VR1 as leader it should be an VR1 dungeon, this would solve most of the problem, it would make most dungeons easier. Yes it would also just drop VR1 loot.
    However it looks like an bug with the scaling.

    Edited by zaria on November 7, 2014 8:46AM
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Duccea
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    After three days of running the scaled dungeons - both vet and non vet - as a healer with 2 friends (tank and dps) and picking up another dps to complete the group, I agree with what many people seem to feel about the scaling: It seems a bit random/generic; some bosses are fine, some aren't.

    So here's my (quite long and detailed) opinion about how the new scaling affects the game:

    Most encounters are fine and have gotten a nice level of (doable) challenge with the scaling. But some boss fights just scale very poorly (Imril comes to mind here) because their mechanics don't work well when the bosses and their adds are scaled up.
    Those encounters mostly seem to be the dps race type fights, like Imril, Dark Root or Garron. With the amount of additional health slapped on both bosses and adds, those become a hazard to groups. Damage dealers who previously had a way more than sufficient damage output are suddenly barely able to kill the adds/bosses in time. Those who were average dps before now have no chance at all.
    Pretty much the same applies to tanks and healers: With the damage increase and the prolongued fights on those dps races, the pressure on them to survie or make the group survive increases considerably and in the end, a single mistake like a badly timed heal wipes the entire group.

    I remember having trouble with dps races back when me and my friends were fresh VRs (the gargoyle boss in spindleclutch comes to mind), but back then, you could just gain a VR or two and get better gear and then come back when the challenge feels more adequate. Now, of course, you can still have a look at your build and see how you can optimize it, but there's only so much you can do.
    Right now, pretty much every DK dps seems to be running the crushing shock build already and this considerable increase in difficulty for some bosses will force a lot of people into running such high performance builds instead of being encouraged to come up with something on their own. And I for my part would like to see several viable builds for endgame content, not just one for each class and role.

    I realize that this is inherently an issue with the ability balancing and not with the scaling, but increased difficulty serves to make this issue more critical since you'll either be running one of those builds or prepare to get kicked from groups a lot because people want to be able to complete those challenges and get their gold keys - because with the current rewards, the chance of getting one of the new 2-item set shoulder pieces is the only reward that is worthy of the effort you have to put into completing a dungeon right now, imho.

    I fear an increase in elitism among players as a consequence, it's a sad truth that there are few people patient enough to take newbies along and deal with extra wipes and the dungeons taking a longer time. Those new peole now lack an easier entry-level challenge and thus have a harder time learning the ropes and catch up with the more experienced players. This will create a huge gap between those doing the endgame content and those who get no access to it simply because they are now forced to play with the challenge level the game shoves down their throat instead of being able to overlevel content and thus picking a challenge level they can deal with while learning the tactics e.g.


    TL;DR:
    The scaling per se is fine, but some bosses scale poorly and it wouldn't hurt to review those to put them more in line with the overall challenge level.
    Also, scaling should be an optional thing so people can pick the challenge level they want.
    Some increased rewards for the scaled dungeon versions would be a neat thing, those taking up those challenges should be rewarded after all, but at least give people the chance to do dungeons the way they used to be in case they just want a relaxed, quick run or practice the tactics for the scaled versions and don't care too much about good rewards.

  • pppontus
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    The scaled normal versions are far, far easier than the scaled vet dungeons - and that is how it should have been. People who say that it was satisfying before, satisfying how? Every single veteran dungeon was "faceroll keyboard, win" for us, and we aren't THAT good, we never cared about optimizing groups etc. The only challenging thing we could do was DSA or maaaybe trials, but that required us to get 12 people together and I usually do that with another guild.

    TL;DR: Scaling is good, it provides small groups with "good but not elite" players a challenge as well, that didn't exist before unless you had 2-4 hours to kill in DSA. Vet dungeons should be HARD, really damn hard. Normal ones are there if you want it easier, and those should be able to be completed by anyone if you just adapt to some strategies.

    I also think some people may have missed this from the patch notes, which is the most likely reason behind bosses having more HP across the board:

    Large monsters that are not bosses are no longer more powerful than bosses, and boss monsters are now more powerful
  • Valymer
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    I did read the thread, and I didn't ask any questions. It's not impossible or even hard, learn mechanics of the fights and stop being "that guy."

    Usually when people start out by saying, "I have no idea why..." they are expecting someone to explain to them why. But if you really did read this entire thread and you still have no idea why people are asking for some adjustments, then you are very dense or a troll, I'm not sure which.

    The "L2P" responses best belong in the Alliance War folder, thanks.
  • Khivas_Carrick
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    Not going to bother reading the whole thing. All I read was "to hard" lol.

    Then perhaps you shouldn't speak on the issue if you're too lazy to read what the issue is.

    Please don't nerf the damage from MOOF (Move Out of Fire), not moving out of stuff should KILL you.

    No, no, not asking for that. On that you're right and I'm an avid fan of violently burning people alive who stand in ***. I cannot *** stand that at all, and remains to this day my biggest gaming peeve. What I am asking for though was if anybody else thought that the scaling was a bit wonky in the sense that the dungeons and their respective bosses both hit a little too hard and their adds suddenly got super powered as well, to the point that certain builds that aren't fully min-maxed (because you know, they either enjoy playing the game for what it is or simply can't due to class restrictions) can't complete them, and I don't mean noobs or scrubs, I mean the normal players who have an idea on what they're doing and grasp the concept extremely well, they just don't sit there nightly and grind things down because they have lives.

    The people I'm referring to are not Casuals, they are not the Hardcore, they're the In-betweeners, the people who could easily be one of the other if they either had more time or time taken away, people who know exactly what the hell we're doing yet get our asses handed to us on a silver platter not from basic game mechanics, but because the bosses are simply too powerful.

    Imagine if you will Hawkeye fighting the Hulk. Hawkeye is clearly the better fighter in terms of skill and gear, but the Hulk is simply too powerful and routinely beats his ass because he's the Hulk.

    Now replace the In-Betweener Hawkeye with the power hitter Thor, a guy who has little combat skill but makes up for it with simple overpowering god strength. Thor will still be presented with a massive challenge but can, at the end of the day, beat the Hulk because he's all Flash, a little substance. The Thor's here are the people with the fully optimized super builds that are light armor with staffs and Dragonknights or NB's. Everyone else are the In-Betweeners and less, the people who can't hope to keep up with Thor.

    And don't ask "Who's Iron-Man?! Iron-Man can beat the Hulk!"

    No, he can't. He got his ass kicked by Thor until Cap broke up the fight. He can't hope to beat Hulk, even with that *** (read:EPIC) Hulk Buster Armor.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • liquid_wolf
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    I went into a normal dungeon with some VR players, and we couldn't kill the first boss. We were being swarmed by 6 lamias and 4 humanoids as well as the boss. Tempest Island I believe? The pull was simply unreal, and the 1-shot-kill boss mechanic was chewing up my companions.

    I went into a Veteran dungeon with a different group, and we made it all the way through and even got the gold key for the special boss kill requirement. The Veteran dungeon actually felt easier in some instances. Fungal Grotto was the area.

    Honestly... this seems to be a bug/problem with how the normal dungeons are scaling.

    Reexamine where groups are dying in normal dungeons and how many bosses are getting skipped, and then make adjustments to the encounters to make them more "normal mode".

    I admit the first group I was with isn't exactly top-calibur/raid-professional group, but that dungeon really shouldn't have been as hard as it was for a normal mode.

    Especially when we had it dropped DOWN to VR3 with most of us being VR6-10.
    Edited by liquid_wolf on November 7, 2014 5:23PM
  • Khivas_Carrick
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    Now you see, my group whipped Tempest Island's ass. Haven't tried FG though, now I'm tempted to.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Argantis_Dragonheart
    I only read the OP so I am not getting into any thread debate here. I just wanted to add in that I agree. The balance is off. I don't even run veteran dungeons anymore. I used to be able to tank as a nightblade, now I think only a DK even stands a chance.

    I think that ZOS needs to keep in mind what their subscriber base is. Not that many players attracted to this kind of MMO are going to be elite, min/max type of players. Yet the game mechanics are forcing us to be. Couple that with the insane grind to VR14 and this game becomes and exercise in futility and regretful decisions and time spent.

    I have a couple of big issues with the game.

    1) Why are there even classes if all of the best builds are weapon based? My class is for the passive, buff slots? Not very interesting IMO.

    2) Why are all classes magicka based? My nightblade should be more of a dual wield and bow with medium armor archtype, but the game forces me to use cloth and a staff if I want to be the best I can be with nightblade skills?

    Add in those two and I wonder why there even are classes in this game.

    3) When there is a change, of any sort, to game balance why are we not offered 1g per skill and ability respecs? The point refunds are not enough...

    4) Is this an MMO or Skyrim co-op? Fiercely guarding things like not allowing class or race changes just seems like someone who is so stubborn in their thinking that they do not realize how to keep a customer happy. It does not hurt the IP, it only provides customer satisfaction and retention. I remember another company that was like this and while their product still makes money, it is not the huge success it could have been. Please ZOS, Bethesda, be open minded about this being an MMO. There are some things that are a standard of the industry that need to be there. Paid class and race changes along with renames are not optional, they are a necessity.

    I am just hoping that we get more development on game mechanics and such before new content is released again.

    Anyways, back to the OP. I have run most veteran dungeon achievements, I only have the death challenges for Crypt left before this patch, and I cant even successfully clear a VR dungeon anymore... It is definitely broken. It feels like this is scaled to champion system without there being a champion system...
    Edited by Argantis_Dragonheart on November 7, 2014 5:41PM
  • Nestor
    Nestor
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    I went into a normal dungeon with some VR players, and we couldn't kill the first boss. We were being swarmed by 6 lamias and 4 humanoids as well as the boss. Tempest Island I believe? The pull was simply unreal, and the 1-shot-kill boss mechanic was chewing up my companions.

    I went into Tempest Island before this patch (about 2 weeks ago) and while there were 3 of us, the only reason we did not prevail is we did not have a healer with us. Which quite frankly is how it should be, we did not bring the personnel we should have. However we at least had a sense that if we came back with a Healer, we would have won. We did get all the way to the final boss though, not sure if we got all the sub bosses along the way, but the ones we did we could handle.

    Went back last night just to see, and nope, it was more like, who are they kidding with this.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Aeratus
    Aeratus
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    I used to be able to tank as a nightblade, now I think only a DK even stands a chance.
    Pfff. NBs tanking is fine, even in vet COA which is significantly harder than the other vet dungeons.
  • Pmarsico9
    Pmarsico9
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    Scaling simply needs to be an option. It's that simple.
  • Goresnort
    Goresnort
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    In regards to scaled 4 man 'veteran mode' Dungeons:
    (the scaled versions of dungeons that previously has a 'veteran' mode)

    Mostly enjoying the new scaled group instanced dungeons.
    The added difficulty is generally also nice.

    However their scaling mechanic seems to have been too dependant on a generalized procedure, instead of individually tweaking each principal boss encounter, as some bosses and their abilities seems to have had 'spiked' scaling.

    Certain attacks are doing dmg way over the top, some previously high Health bosses now have skewed Health pools, and adds on some bosses also have errounously much Health.

    Not many bosses have these issues, but a few require some additional tweaking.

    Loot/reward/risk is utterly skewed for all the vet mode Dungeons imo.

    I get better and more useable loot from my hirelings and by farming Resource nodes in solo pve, then I get from doing challenging 4 man veteran Dungeon encounters.

    Needing a vr14 Group with tweaked vr14 epic+ crafted set item gear, to kill certain bosses that at best drop trash vr12 epic gear with undesireable traits and bad set bonuses, is somewhat wierd ; )
  • qwyksylver
    qwyksylver
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    I'm also considering the fact that there are no Dragons in this Age. Where are the dovakin?

    ESO is 1,000 years before Skyrim so all the dragons are still dead since Alduin isn't running around raising them yet.

    Edited by qwyksylver on November 9, 2014 10:37AM
    Kazim Udar - CP 750 Nightblade PC/NA vAA HM - vHRC HM - vSO HM - vMoL - vHoF - vAS - vCR+2
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