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Don't nerf scaled dungeons.

mousekime111rwb17_ESO
Or at the very least do not nerf scaled VETERAN dungeons. They are fine, they pose a challenge, they are easily completable, even by scrubs. Only the gold keys are difficult to get. BUT GUESS WHAT! It shouldn't be easy to facetank the final boss of Fungal's lasers. It shouldn't be an easy DPS race to kill a vampire siphoning health off of five people. It shouldn't be easy to kill a high kinlord with several deadroth running around, it shouldn't be easy to kill the engine guardian while choking on poison. It shouldn't be easy to kill a legendary titan while he spawns his favored healers and it shouldn't be easy to kill a lich lord with four wraiths running around.

Hell none of these things should be easy WITH OR WITHOUT their special conditions.
  • KenjiJU
    KenjiJU
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    I don't hear complaints about those as much as Imiril or Praxin, which aren't end bosses. Getting gold on the vampire boss is also pretty easy.
  • Goresnort
    Goresnort
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    To avoid confusion. All of the comments below refer to the Dungeons that had a seperate veteran version before the scaling system was implemented.

    A blanket nerf would in my humble opinion be too much.

    The scaling of veteran dungeons does not seem to be entirely perfect tho, so some individual tweaking of a few bosses could possibly merrited.

    Some bosses seem to have been scaled too easy in vet Dungeons.
    A few vet non-end bosses seem to be scaled over the roof compared to the rest of the content.

    I get the suspicion that many players get fooled by certain sub or pre-bosses in BC/Spindle/Fungal, and think that the vet scaling is way to harsh across the Board, and thus do not investigate further.

    Instead of turning the big red dial that alters the entire system, I hope that a individual boss review/tweak is done.

    Why are some sub or pre-bosses seemingly significantly harder then the end boss in the same Dungeon?

    Why are some end bosses seemingly significantly easier then the sub or pre-bosses in the same Dungeon?

    Why are sub or pre-bosses in what previously was teri1 vet Dungeons, seemingly harder then end bosses in what previously was tier 2 and 3 vet Dungeons?

    Why are end-bosses in what previously was tier 2 and 3 vet Dungeons, now seemingly massivly easier then what prieviously was sub or pre-bosses in tier 1 Dungeons?

    Also have some other questions.

    Should all scaled veteran Dungeons be equally challenging?

    Should some vet Dungeons be 'starter' vet Dungeons, some be 'mid range', some be 'hard' and some be 'nightmare on earth'?

    How are new players, when the champion system gets fully implemented with removal of veteran ranks, supposed to recognize what vet Dungeons in which they should start their 'vet Dungeon Learning curve' and what vet Dungeons they should go for when their vet teeth are honed to pirhana sharpness?

    Edited by Goresnort on November 23, 2014 6:44AM
  • mazrimtaimxpreub18_ESO
    Agreed 100% - Please do not nerf Veteran Dungeons. Imiril and Praxin are just fine as well imo.
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    Some nice thoughts @Goresnort . In my oppinion all the veteran dungeons should have different difficulty. So it is fine as it is at the moment. Some are easy, some are a little harder and some require an organized group. Just the "nightmare on earth" dungeons are missing.
    Labeling the difficulty of the dungeons might be difficult, as everyone feels different things to be difficult.
  • Qyrk
    Qyrk
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    If this was a petition, I will be behind this 100%! Do not need to nerf the scaled dungeons, they are amazingly challenging in some instances, which is fantastic!
    Edited by Qyrk on November 23, 2014 7:15AM
  • Alphashado
    Alphashado
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    Leave the VR dungeons the way they are. With the exception of Imril.

    Tone down the scaled normal versions.

    Ditch the RNG for all of the above and give us tokens.

    That is my vote.
  • chipputer
    chipputer
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    I never see anyone complain about the "hardmode" end bosses. Most of the time that's just a minor inconvenience more than a challenge.

    The issue is the wacky scaling of mid-bosses.

    There's a difference between challenging and what this game has turned vr12 scaling into. After trying two different parties and spending about 4 hours attempting (let alone the fact that they change the hue in the dungeon and make it hard for some people to see what's going on well), my group gave up on doing vet spindle due to Praxin taking forever with each attempt and if one little thing went wrong we'd end up wiping because the damage, even with mitigations up, was through the roof if it wasn't down to just Praxin himself.

    All they did was up the stats and then say, "yep, good to go." There's another game I used to play that did this same thing with their hardest mode. They call it Vindictus and their hardest mode was literally just a percentage scaling of stats, including boss attacking speed. This was fine for the earlier dungeons, but later dungeons literally became places that only the utmost of skilled players, or the highest geared players, were even able to attempt without running the 1-hour limit out. This is almost exactly what some of the Vet dungeons feel like in ESO.

    I'm in favor of letting us pick the scale of the dungeon (between a minimum and vr12) that also lowers our rewards and is made clear that it does so.

    If not that, then they need to go and tweak each individual encounter because their current method is not proper and has done nothing but cause people who want to run some casual pledges not be able to without having a low VR rank friend to lower the difficulty for them.
  • kongkim
    kongkim
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    Keep the VR as they are and make the normal ones "easy (not to easy)" to do for all.

    And keep tokens aways and to other games. really really don't like to see that. its boring to grind end even more boring to grind fore tokens.
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