No, just no. Redesigning the entire server system into easy medium and hard is ridiculous, not only because of the work it would take on their end as well as the amount of time the servers would be down but what happens when you suddenly want more of a challenge? If there are ppl jumping servers just to change the difficulty that puts much unneeded stress on the servers. Secondly normal mode dungeon for players under v1 are still not terribly hard, challenging yes and if you don't have ts or an equivalent you might die a few times but def still PuGable and that is where you learn the mechanics for the dungeons. By the time you start vet pledges you should know how the boss fights work and be prepared, this is how ppl are clearing the vet dungeons daily, they are versed in the fights. After running pledges teh only thing I would really like to see is a slight drop to the amount of health the bosses now have. I have no problem with challenging but sitting there for 5 minutes dpsing the boss with no one dying is boring.NadiusMaximus wrote: »So you and your top tier friends are some of the few that get to fully enjoy a game you bought, good, that is expected. No doubt , I agree %100.
But what about the noob pug group that knows how to play but can't clear stuff because they don't have the time to figure out every mechanic. You shouldn't have to have a book of spreadsheets for each encounter, just to clear a delve because someone else thought it was too easy.
And.. At the same time it's hardly fair for you and your friends might have to play a game so easy for you it's boring.. Which brings me to.....
The need of servers for easy, medium, and hard mode. It's the only way to make everyone happy. Pvp would stay the way it is though.
Scaling simply needs to be an option. It's that simple.
VR dungeons was faceroll then you have an VR14 group.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
Yes, the bosses are different (and the storyline is different if you actually followed it). If you have the quest for one, you can't complete the quest by doing the other version.There is difference between Normal and Veteran dungeons besides the mob difficulty, right? For example, different quests, different bosses, etc...
Yes.I'm wondering because if you enter a Normal dungeon at VR3 for example, the mobs scale to VR3. But, that is just the scaling changing the mob difficulty, while still being in the Normal version of the dungeon, as opposed to the Veteran version. Do I have that right?
Yes, the bosses are different (and the storyline is different if you actually followed it). If you have the quest for one, you can't complete the quest by doing the other version.There is difference between Normal and Veteran dungeons besides the mob difficulty, right? For example, different quests, different bosses, etc...Yes.I'm wondering because if you enter a Normal dungeon at VR3 for example, the mobs scale to VR3. But, that is just the scaling changing the mob difficulty, while still being in the Normal version of the dungeon, as opposed to the Veteran version. Do I have that right?
SteveCampsOut wrote: »
First, you don't need trials gear at all to do this. Not even close. Your statement is a huge exaggeration, just like how people used to say that you need light armor to complete AA trials (proven wrong by the groups that have completed AA with everyone naked). Crafted blue-level gear is easily enough for the vet dungeons.Khivas_Carrick wrote: »You miss the point here, a point even I the OP, have made quite clear.
You cannot do these in Quest gear, that's good, very good. You shouldn't need trials gear or the "Best and Perfect Build" to do these either. They should be challenging to all levels but they sure as *** should not be impossible to one group that knows what they're doing well enough and mildly difficult at best to the fully optimized, near military quality guilds and groups.
Choice and Variety are the spice of life, and right now there isn't much choice to be had.
Alphashado wrote: »Why is this concept so insulting and frightening to elite players?
timidobserver wrote: »I don't have an issue with the difficulty, but here is a solution.
Add a Casual mode in, so we will have Casual Normal, Regular Normal, Casual Veteran, and Regular Veteran. In casual mode reduce the difficulty by about 30-40%. This means bosses and mobs do 40% less damage and have 40% less health.
As far as itemization goes, no new set items would drop in casual, but completing it will reward a bronze undaunted key.
EDIT: When causal is toggled, it might work to just give the group buffs to stats similar to the Cyrodil buff just for entering.
AlexDougherty wrote: »SteveCampsOut wrote: »
Hobson's choice is not a choice.
starkerealm wrote: »timidobserver wrote: »I don't have an issue with the difficulty, but here is a solution.
Add a Casual mode in, so we will have Casual Normal, Regular Normal, Casual Veteran, and Regular Veteran. In casual mode reduce the difficulty by about 30-40%. This means bosses and mobs do 40% less damage and have 40% less health.
As far as itemization goes, no new set items would drop in casual, but completing it will reward a bronze undaunted key.
EDIT: When causal is toggled, it might work to just give the group buffs to stats similar to the Cyrodil buff just for entering.
Honestly, scaling should probably work off flat stat modifiers, rather than a % modifier... at least, the impression I've gotten is that everything's getting it's stats modified by a %.
timidobserver wrote: »starkerealm wrote: »timidobserver wrote: »I don't have an issue with the difficulty, but here is a solution.
Add a Casual mode in, so we will have Casual Normal, Regular Normal, Casual Veteran, and Regular Veteran. In casual mode reduce the difficulty by about 30-40%. This means bosses and mobs do 40% less damage and have 40% less health.
As far as itemization goes, no new set items would drop in casual, but completing it will reward a bronze undaunted key.
EDIT: When causal is toggled, it might work to just give the group buffs to stats similar to the Cyrodil buff just for entering.
Honestly, scaling should probably work off flat stat modifiers, rather than a % modifier... at least, the impression I've gotten is that everything's getting it's stats modified by a %.
Yeh, but that is complicated. Just adding an easier mode with flat across the line lowered difficulty is easier and should be doable quickly.
starkerealm wrote: »timidobserver wrote: »starkerealm wrote: »timidobserver wrote: »I don't have an issue with the difficulty, but here is a solution.
Add a Casual mode in, so we will have Casual Normal, Regular Normal, Casual Veteran, and Regular Veteran. In casual mode reduce the difficulty by about 30-40%. This means bosses and mobs do 40% less damage and have 40% less health.
As far as itemization goes, no new set items would drop in casual, but completing it will reward a bronze undaunted key.
EDIT: When causal is toggled, it might work to just give the group buffs to stats similar to the Cyrodil buff just for entering.
Honestly, scaling should probably work off flat stat modifiers, rather than a % modifier... at least, the impression I've gotten is that everything's getting it's stats modified by a %.
Yeh, but that is complicated. Just adding an easier mode with flat across the line lowered difficulty is easier and should be doable quickly.
No... do it right or just take out the scaling entirely. This half measure, "let's just slap the whole thing with a multiplier" is how we got into this mess in the first place.
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.
starkerealm wrote: »timidobserver wrote: »starkerealm wrote: »timidobserver wrote: »I don't have an issue with the difficulty, but here is a solution.
Add a Casual mode in, so we will have Casual Normal, Regular Normal, Casual Veteran, and Regular Veteran. In casual mode reduce the difficulty by about 30-40%. This means bosses and mobs do 40% less damage and have 40% less health.
As far as itemization goes, no new set items would drop in casual, but completing it will reward a bronze undaunted key.
EDIT: When causal is toggled, it might work to just give the group buffs to stats similar to the Cyrodil buff just for entering.
Honestly, scaling should probably work off flat stat modifiers, rather than a % modifier... at least, the impression I've gotten is that everything's getting it's stats modified by a %.
Yeh, but that is complicated. Just adding an easier mode with flat across the line lowered difficulty is easier and should be doable quickly.
No... do it right or just take out the scaling entirely. This half measure, "let's just slap the whole thing with a multiplier" is how we got into this mess in the first place.
I wouldn't dismiss the multiplier thing so hastily. I played earlier DDO (Dungeons and Dragons Online) and before entering a dungeon, the group could choose casual, normal, hard or elite. The choice was a sort of difficulty multiplier. It also scaled the loot and choosing harder level increased chance to get exceptionally good items. Overall it worked quite well, and allowed people to choose their comfort level. Elite players got the best loot with few runs while hard needed e.g. ten runs.
timidobserver wrote: »starkerealm wrote: »timidobserver wrote: »I don't have an issue with the difficulty, but here is a solution.
Add a Casual mode in, so we will have Casual Normal, Regular Normal, Casual Veteran, and Regular Veteran. In casual mode reduce the difficulty by about 30-40%. This means bosses and mobs do 40% less damage and have 40% less health.
As far as itemization goes, no new set items would drop in casual, but completing it will reward a bronze undaunted key.
EDIT: When causal is toggled, it might work to just give the group buffs to stats similar to the Cyrodil buff just for entering.
Honestly, scaling should probably work off flat stat modifiers, rather than a % modifier... at least, the impression I've gotten is that everything's getting it's stats modified by a %.
Yeh, but that is complicated. Just adding an easier mode with flat across the line lowered difficulty is easier and should be doable quickly.