timidobserver wrote: »I am all for nerfing the rewards and difficulty and calling it explorer mode or something cheesy like that and giving casuals a mode that they can enjoy. I like the hard content, but at the end of the day, casuals make up a large portion of the player base and the game needs them.
I can understand the bad feeling about first having something and then it is taken away. But we are talking about _Group_ dungeons after all and they were never meant to be soloed. One can still over level public dungeon and run it through blasting pulsar for the feeling of power.
Next thing is to be able to solo trials when the group dungeons get old?
timidobserver wrote: »I am all for nerfing the rewards and difficulty and calling it explorer mode or something cheesy like that and giving casuals a mode that they can enjoy. I like the hard content, but at the end of the day, casuals make up a large portion of the player base and the game needs them.
Though I agree that they need to fine tune their scaling, you are talking about trying to duo 4-man content, it should be really hard to do so, if not impossible. I don't think them allowing an optional switch to turn off scaling is a bad thing (though they should disable boss head drops when someone turns off scaling IMO).
It has absolutely nothing to do with "the feeling of power". Absolutely nothing. Its about being able to do the content that they've given us, it doesn't matter that they were "made" for a group of four if it was possible to actually do them with less than. Which is FUN. They took our fun. That's my point.
I don't think the sarcasm about trails was necessary, I don't ever expect to be able to do those nor do I care, b/c I know a duo could never possibly do something made for 12.
Issue seems to be that they were not scaled from the beginning and people got the goodies of doing those alone before scaling, now that was taken away. None of this would be even under debate if they would have been group only content from the beginning. People would just think well this is MMO and grouped people should have their content too.
Though I agree that they need to fine tune their scaling, you are talking about trying to duo 4-man content, it should be really hard to do so, if not impossible. I don't think them allowing an optional switch to turn off scaling is a bad thing (though they should disable boss head drops when someone turns off scaling IMO).
Also, there is plenty of group content. Plenty. All of Crag, pretty much group only. And just b/c its an MMO doesn't constitute the forced grouping. Just means there are a mass of players online together. Its an MMO not a MGO. Just sayin.
Mandatory group dungeon scaling messes over me and my friends who happily pay for this otherwise excellent game. Why? Because we roll with small groups of real-life friends who don't like to optimize but who do want to have a great time playing a co-op game. We do not want a game that punishes us for having a chill time in our own instance where we aren't bothering anyone or taking away from their experience.
I mostly play with my wife. Duo is the perfect power level for us: roaming the overland areas with a backup means world bosses are tough-but-survivable, trash mobs are trash, and Dark Anchors are a legit challenge. Delves are just about right, with a partner who can back you up when the bosses get in those lucky hits. But group dungeons are now completely impossible with the mandatory scaling. That awesome time we had going back to Fungal Grotto every 5 levels, again and again, gaining in confidence and skill each time, just to see when we could finally get high enough level to make it through to the end with just two players? We can say goodbye to that and I can say goodbye to getting a chance to level up my Undaunted so that I can get some of those sweet group skills I've been looking forward to.
We played DDO for years because they did dungeon scaling right: giving you a choice of how hard you wanted it to be, and you traded ease for worse loot and less XP. Give us a choice, ZOS. You know, like we were adults.
Moreover devs present in the guild meeting stated they didn't want people being able to 2man dungeons anymore, so if you can't do it, I guess they did their job well.
adriant1978 wrote: »Moreover devs present in the guild meeting stated they didn't want people being able to 2man dungeons anymore, so if you can't do it, I guess they did their job well.
If this is true, I think it's pretty mean-spirited. I don't see how me and my friend over-levelling and duo'ing these things was hurting the experience for hardcore raiders who want to do them on or below level with the "correct" number of people. We got no XP or loot from the mobs and a final quest reward tens of levels too low to be useful; we just did them for fun and the story.