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.
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.
Yes, however this makes trash stronger, its easy to notice that the trash is far more dangerous than before. Bosses who spawn lots of trash is an serious problem. Scaling looks like work well with the bosses themselves.
Glad to see there's some hard-core players out there that actually "get it"... Excellent post.But a LOT of people do mind. I'd say majority of the people can't enjoy the dungeons now - not everyone is hardcore players. This need an off switch. Turn off 1.5 dungeon buff to make them go back to pre 1.5 level if that's what people want. Diminish the reward for doing it that way, but leave it still possible. Make everyone happy - leave the hardcore player their challenge, give casual players a choice.
I do really hope they don't just nerf it back to where it was though but add some kind of a switch instead.
Don't saying if the content is too easy or hard, just that the scaling is uneven, might be relevant to make bosses harder to compensate.timidobserver 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.
Yes, however this makes trash stronger, its easy to notice that the trash is far more dangerous than before. Bosses who spawn lots of trash is an serious problem. Scaling looks like work well with the bosses themselves.
I don't really care if trash is strong. I'd just like to add some easy modes and maybe even a solo mode just so that those players will stop complaining. They have coded in dungeon scaling, so what they need is there. All they have to do is create more modes and adjust the scaling for those modes.
A mode with Reduced Loot + Flat Reduced Difficulty = Quick easy solution that could be done on a incremental patch rather than taking up space on a major release.
I ran the pledges for a few days now, did all hardmodes and...okay, wow. It's definitely not facerolling anymore.
I'd like to think I'm above average. I'm not pulling the highest dps ever because I prefer sustainability to spamming equilibrium, but I rarely die stupid, can (off) heal really well etc. I've completed every single vet dungeon achievement prior to 1.5 except one of the slayer ones. I also have some really great people to run with, but I still cannot decide if I like this or not.
Additional challenge is good. A lot of those dungeons were ridiculously easy at vet 14 with good team. Plus, we get scaled loot now, yay. However, this just might be overdoing it. Most vet dungeons remind me of COH now - doable, possibly even easily, but with very good, very well coordinated group where everyone's concentrated on fights 100% from start to finish. If they aren't, it's a wipefest even with good group.
And I don't mind some wiping to get a challenging victory. Though with challenge like that, more reward than 0.000001% chance for something decent would be nice. But a LOT of people do mind. I'd say majority of the people can't enjoy the dungeons now - not everyone is hardcore players. This need an off switch. Turn off 1.5 dungeon buff to make them go back to pre 1.5 level if that's what people want. Diminish the reward for doing it that way, but leave it still possible. Make everyone happy - leave the hardcore player their challenge, give casual players a choice.
Also, adjust the scaling. It's been done the same way all across the board, as a result, say, Elden, Fungal and Wayrest are still pretty easy, but Imril in BC and Praxin in Spindle are a nightmare because of a ton of health and speed of cycling through phases. Grobul in DC is also no joke now - and he used to be like easiest boss of the dungeon. Plus, I'd say they all just have too much HP. For example, COH is a perfectly challenging dungeon where I've wiped many times, but I never felt like "omg just when are you gonna die already, how many times do we have to repeat that". It's only challenging in a fun way like first half of the fight with health pools like that, the second half you start getting tired of it - which also means the attention is that much more likely to slip and you'll make a deadly mistake(and have to start all over against those 200k health again).
Overall...mixed feelings here. Sometimes I like it, sometimes it makes me want to throw the laptop out of the window. I do really hope they don't just nerf it back to where it was though but add some kind of a switch instead.
First, I didn't say *I* needed a switch. I'd still like my challenge and fancy loot...most of the time at least. Second, yes, it's possible, but do you really think it's an acceptable way around? So if 4 casual vet 14 friends want to run a relatively easy dungeon, they have to find a low level vet friend/alt, make him glead, then upon entering the dungeon have him pass glead to someone else, kick him and invite the vet 14 friend #4?I ran the pledges for a few days now, did all hardmodes and...okay, wow. It's definitely not facerolling anymore.
I'd like to think I'm above average. I'm not pulling the highest dps ever because I prefer sustainability to spamming equilibrium, but I rarely die stupid, can (off) heal really well etc. I've completed every single vet dungeon achievement prior to 1.5 except one of the slayer ones. I also have some really great people to run with, but I still cannot decide if I like this or not.
Additional challenge is good. A lot of those dungeons were ridiculously easy at vet 14 with good team. Plus, we get scaled loot now, yay. However, this just might be overdoing it. Most vet dungeons remind me of COH now - doable, possibly even easily, but with very good, very well coordinated group where everyone's concentrated on fights 100% from start to finish. If they aren't, it's a wipefest even with good group.
And I don't mind some wiping to get a challenging victory. Though with challenge like that, more reward than 0.000001% chance for something decent would be nice. But a LOT of people do mind. I'd say majority of the people can't enjoy the dungeons now - not everyone is hardcore players. This need an off switch. Turn off 1.5 dungeon buff to make them go back to pre 1.5 level if that's what people want. Diminish the reward for doing it that way, but leave it still possible. Make everyone happy - leave the hardcore player their challenge, give casual players a choice.
Also, adjust the scaling. It's been done the same way all across the board, as a result, say, Elden, Fungal and Wayrest are still pretty easy, but Imril in BC and Praxin in Spindle are a nightmare because of a ton of health and speed of cycling through phases. Grobul in DC is also no joke now - and he used to be like easiest boss of the dungeon. Plus, I'd say they all just have too much HP. For example, COH is a perfectly challenging dungeon where I've wiped many times, but I never felt like "omg just when are you gonna die already, how many times do we have to repeat that". It's only challenging in a fun way like first half of the fight with health pools like that, the second half you start getting tired of it - which also means the attention is that much more likely to slip and you'll make a deadly mistake(and have to start all over against those 200k health again).
Overall...mixed feelings here. Sometimes I like it, sometimes it makes me want to throw the laptop out of the window. I do really hope they don't just nerf it back to where it was though but add some kind of a switch instead.
Why don't you just make group leader a lower Vet lvl? So, then the bosses are easier and you just created worthless gear.
MasterSpatula wrote: »deepseamk20b14_ESO wrote: »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.
First, I didn't say *I* needed a switch. I'd still like my challenge and fancy loot...most of the time at least. Second, yes, it's possible, but do you really think it's an acceptable way around? So if 4 casual vet 14 friends want to run a relatively easy dungeon, they have to find a low level vet friend/alt, make him glead, then upon entering the dungeon have him pass glead to someone else, kick him and invite the vet 14 friend #4?I ran the pledges for a few days now, did all hardmodes and...okay, wow. It's definitely not facerolling anymore.
I'd like to think I'm above average. I'm not pulling the highest dps ever because I prefer sustainability to spamming equilibrium, but I rarely die stupid, can (off) heal really well etc. I've completed every single vet dungeon achievement prior to 1.5 except one of the slayer ones. I also have some really great people to run with, but I still cannot decide if I like this or not.
Additional challenge is good. A lot of those dungeons were ridiculously easy at vet 14 with good team. Plus, we get scaled loot now, yay. However, this just might be overdoing it. Most vet dungeons remind me of COH now - doable, possibly even easily, but with very good, very well coordinated group where everyone's concentrated on fights 100% from start to finish. If they aren't, it's a wipefest even with good group.
And I don't mind some wiping to get a challenging victory. Though with challenge like that, more reward than 0.000001% chance for something decent would be nice. But a LOT of people do mind. I'd say majority of the people can't enjoy the dungeons now - not everyone is hardcore players. This need an off switch. Turn off 1.5 dungeon buff to make them go back to pre 1.5 level if that's what people want. Diminish the reward for doing it that way, but leave it still possible. Make everyone happy - leave the hardcore player their challenge, give casual players a choice.
Also, adjust the scaling. It's been done the same way all across the board, as a result, say, Elden, Fungal and Wayrest are still pretty easy, but Imril in BC and Praxin in Spindle are a nightmare because of a ton of health and speed of cycling through phases. Grobul in DC is also no joke now - and he used to be like easiest boss of the dungeon. Plus, I'd say they all just have too much HP. For example, COH is a perfectly challenging dungeon where I've wiped many times, but I never felt like "omg just when are you gonna die already, how many times do we have to repeat that". It's only challenging in a fun way like first half of the fight with health pools like that, the second half you start getting tired of it - which also means the attention is that much more likely to slip and you'll make a deadly mistake(and have to start all over against those 200k health again).
Overall...mixed feelings here. Sometimes I like it, sometimes it makes me want to throw the laptop out of the window. I do really hope they don't just nerf it back to where it was though but add some kind of a switch instead.
Why don't you just make group leader a lower Vet lvl? So, then the bosses are easier and you just created worthless gear.
I don't really see what there is AGAINST having an off switch. For those that don't want it, they absolutely don't have to use it. For those that want it, they'll have a choice. Providing wider choices to cater to a wider range of customers is always a good thing.
Besides, I'm not entirely sure because I haven't run any non-vet 14-scaled dungeons since 1.5 but people say it's not the scaling but overall buff. That vet 5 versions of old vet 5 dungeons are still much harder than they used to be. That cannot be reversed by a vet 1 groupleader, and while a lot of people were complaining dungeons were facerolling, there're casual players who found them perfectly challenging and fun the way they were.
vladimilianoub17_ESO1 wrote: »took us like 2 1/2 hrs to clear vet Darkshade Caverns.We wiped a lot in the netch(here I have to say,I was the tank and there was sometyhing very weird,I was spamming my taunts like crazy and the freaking netch just ignored me,that happens like 5 times)Then we wiped a lot in last boss trying to do hardmode.
With that say and a bit out of topic,does anyone knows if there is something wrong with taunts not working?What happened to me with the netch was very annoying.Got his attention,then suddenly it goes after a player and i use all my resources spamming both taunts and he just ignored me.If anyone knows if there is an issue with taunts,let me know please.
ghengis_dhan wrote: »Let's be realistic. ESO needs to cater to all kinds of gamers in order to thrive. I'd like to see three difficulty setting with rewards that are appropriate to the challenge.
Bronze - easy, kiddie setting for the casual
Silver - normal setting with normal loot
Gold - difficult setting with rare legendary drops; only top 0.1% will find this fun
First, I didn't say *I* needed a switch. I'd still like my challenge and fancy loot...most of the time at least. Second, yes, it's possible, but do you really think it's an acceptable way around? So if 4 casual vet 14 friends want to run a relatively easy dungeon, they have to find a low level vet friend/alt, make him glead, then upon entering the dungeon have him pass glead to someone else, kick him and invite the vet 14 friend #4?I ran the pledges for a few days now, did all hardmodes and...okay, wow. It's definitely not facerolling anymore.
I'd like to think I'm above average. I'm not pulling the highest dps ever because I prefer sustainability to spamming equilibrium, but I rarely die stupid, can (off) heal really well etc. I've completed every single vet dungeon achievement prior to 1.5 except one of the slayer ones. I also have some really great people to run with, but I still cannot decide if I like this or not.
Additional challenge is good. A lot of those dungeons were ridiculously easy at vet 14 with good team. Plus, we get scaled loot now, yay. However, this just might be overdoing it. Most vet dungeons remind me of COH now - doable, possibly even easily, but with very good, very well coordinated group where everyone's concentrated on fights 100% from start to finish. If they aren't, it's a wipefest even with good group.
And I don't mind some wiping to get a challenging victory. Though with challenge like that, more reward than 0.000001% chance for something decent would be nice. But a LOT of people do mind. I'd say majority of the people can't enjoy the dungeons now - not everyone is hardcore players. This need an off switch. Turn off 1.5 dungeon buff to make them go back to pre 1.5 level if that's what people want. Diminish the reward for doing it that way, but leave it still possible. Make everyone happy - leave the hardcore player their challenge, give casual players a choice.
Also, adjust the scaling. It's been done the same way all across the board, as a result, say, Elden, Fungal and Wayrest are still pretty easy, but Imril in BC and Praxin in Spindle are a nightmare because of a ton of health and speed of cycling through phases. Grobul in DC is also no joke now - and he used to be like easiest boss of the dungeon. Plus, I'd say they all just have too much HP. For example, COH is a perfectly challenging dungeon where I've wiped many times, but I never felt like "omg just when are you gonna die already, how many times do we have to repeat that". It's only challenging in a fun way like first half of the fight with health pools like that, the second half you start getting tired of it - which also means the attention is that much more likely to slip and you'll make a deadly mistake(and have to start all over against those 200k health again).
Overall...mixed feelings here. Sometimes I like it, sometimes it makes me want to throw the laptop out of the window. I do really hope they don't just nerf it back to where it was though but add some kind of a switch instead.
Why don't you just make group leader a lower Vet lvl? So, then the bosses are easier and you just created worthless gear.
I don't really see what there is AGAINST having an off switch. For those that don't want it, they absolutely don't have to use it. For those that want it, they'll have a choice. Providing wider choices to cater to a wider range of customers is always a good thing.
Besides, I'm not entirely sure because I haven't run any non-vet 14-scaled dungeons since 1.5 but people say it's not the scaling but overall buff. That vet 5 versions of old vet 5 dungeons are still much harder than they used to be. That cannot be reversed by a vet 1 groupleader, and while a lot of people were complaining dungeons were facerolling, there're casual players who found them perfectly challenging and fun the way they were.
Additional challenge is good. A lot of those dungeons were ridiculously easy at vet 14 with good team.

"Scaling" is basically a misnomer, and is a misleading description. The dungeons' difficulty was increased regardless of the scaled level, and the mechanics were made harder. Any vet dungeon scaled to v1 is much harder than what it used to be before patch 1.5.The scaling does seem to be off. Banished Cells at V2 felt way harder than it was before. I ran a V1 instance of Spindleclutch (which I'd never run) with a V1, V8 and 2 V14 and we couldn't get past the boss with the nightmare army. This was after being in there for a couple of hours.
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.
"Scaling" is basically a misnomer, and is a misleading description. The dungeons' difficulty was increased regardless of the scaled level, and the mechanics were made harder. Any vet dungeon scaled to v1 is much harder than what it used to be before patch 1.5.The scaling does seem to be off. Banished Cells at V2 felt way harder than it was before. I ran a V1 instance of Spindleclutch (which I'd never run) with a V1, V8 and 2 V14 and we couldn't get past the boss with the nightmare army. This was after being in there for a couple of hours.
cote-bmsb16_ESO wrote: »I'm going to change my stance from - "Its too hard!" to, "certain dungeons need a second look over". My guild pulled me in on a the dungeon with Imirill, and that turned me off from the 1.5 update and undaunted dungeons. Since then, I've been running undaunted dungeons all week, and getting the golden keys. We're v14. We have a dedicated healer and tank, and two dps. The two dps can also flip their bars and start tanking or healing, if one of the main healer/tank went down. It is tough, and it takes much longer to complete a dungeon now. I like to do other things, so hopefully they can adjust bosses total hp so it doesn't take all night to run a dungeon. We burn through soul gems, repair kits, food, and potions all weekend. Some dungeons like Tempest Island, City of Ash, Selenes Web, Fungal are spot on with the difficulty, but others are just stupid like Imirill's fight.
timidobserver wrote: »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.
Yes, we should take scaling out and go back to when nobody was doing dungeons because they were pointless and basically dead content.
This is the issue with players with your mentality. They are completely unwilling to compromise. You can come up with a solution that may make things work better for them, but nope. If they don't like it or it is to hard for them, it has to go or be nerfed across the board.
This isn't a problem, because bringing in your own heals is how the game is designed, and is part of the factor of adapting to the situation. Any magicka dps and a templar of any role will be capable of offhealing, so you can generally get everything covered.3. Engine guardian in one of the vet dungeons almost you have to have 2 to 3 healers to down him. Meaning tank off heal/dps, dps/off heal, and healer would heal.
Veteran dungeons was hard, I did BC then I pretty much gave up dungeons after having epic wipes.Dungeon scaling like this is really a terrible idea for all the non-hardcore players, and there are a lot of us out there. How am I supposed to come back and try again after I've failed, and then taken the time to level up and learn new tricks, when the dungeon will only get HARDER each time? The added pressure for so-called "normal" group dungeons is frankly depressing as hell. I CAN HAZ FREE RESPEC FOR UNDAUNTED SKILL POINTS?