Lord Xanhorn wrote: »This game's Vet dungeons are perfect. They are easy for great players, average for good players, tough for mediocre players, and impossible for bad players. If they are anything but easy for you, then you need to work on getting better as a player, not sit around wishing they were nerfed.
I think they might be somewhat "overtuned". Now, I've just started getting back into dungeons again after coming back, so I'm a bit rusty at it and my build definitely needs some work, (the undaunted passives would certainly help if I could ever get them. ) but even so the vet versions do seem a whole lot more difficult to me than they aught to be.
For example, yesterday I was in one supposedly scaled to v3 with two v14s and myself around v6. One might expect with those levels that it should go relatively smoothly, but we never finished. Replaced people twice, with some commenting that they'd already made several attempts that day without success.
Today's experience was even worse.
Yes vet dungeons should be difficult. I get that. I'm not saying they need to be loot vending machines that you can complete by rolling your face on the keyboard. But something still seems off about the difficulty here. If I were forced to make a guess at it, I'd say it's as if they aren't actually scaling down at all outside of the loot tables. That's what it feels like anyway.
I think they might be somewhat "overtuned". Now, I've just started getting back into dungeons again after coming back, so I'm a bit rusty at it and my build definitely needs some work, (the undaunted passives would certainly help if I could ever get them. ) but even so the vet versions do seem a whole lot more difficult to me than they aught to be.
For example, yesterday I was in one supposedly scaled to v3 with two v14s and myself around v6. One might expect with those levels that it should go relatively smoothly, but we never finished. Replaced people twice, with some commenting that they'd already made several attempts that day without success.
Today's experience was even worse.
Yes vet dungeons should be difficult. I get that. I'm not saying they need to be loot vending machines that you can complete by rolling your face on the keyboard. But something still seems off about the difficulty here. If I were forced to make a guess at it, I'd say it's as if they aren't actually scaling down at all outside of the loot tables. That's what it feels like anyway.
So I notice all the people here waving their e-peen saying vet dungeons are easy and even some saying they should be harder. Not uncommon. See it all the time on other forums as well. But the thing I want to make note of is that generally these people, especially the ones saying make them harder, have already gone through the dungeons many times and have most of the drops and and other top quality gear that you have to run the dungeons to get.
See, the overall point of running the dungeons is to get the kind of gear that makes running the dungeons easier. Thus balancing the dungeons around characters that already have the gear just makes it impossibly difficult to get the gear in the first place. Not to mention the experience from running said dungeons enough times to get the gear. It reminds me of all the times I've seen people spamming the chat looking for group or raid members and requiring that they have a full, perfect set of the drops/gear and a min/maxed FotM build with perfect rotation just to get an invite. Usually they come with some shady external loot roll system as well, but that at least isn't an issue here.
Anyway, this is just a general observation spanning many titles. Not just ESO. People don't seem to take into account that things like dungeons need to be balanced for progression. Not just challenging the min/maxers who have already acquired the best gear and mastered what the math geeks say is the best build and rotation (that week).
@Glurin , if it was Mephala that was kickin' the crap out of your group, don't feel bad for one minute!*Looks at today's patch notes for Spawn of Mephala*
Well, that explains a lot.
I think this thread speaks volumes about the state of the game.
With no ability to inspect or "evaluate" other players, it is very difficult to trust a pug, or to hey your friends to trust one either. Therfore, the "skilled" players (i.e. people who have run the dungeon a lot) tend to gravitate towards one another, blocking out any "play how you want" players which further segregate's them.
It is true that the vet pledges are pretty easy if you mix/max and know what your ate doing, but once you find a good group, people stick with it and don't want to take the risk of bringing someone along and assume that level of risk.
I don't understand all these threads about the dungeon difficulty.if you are doing it right and have some training you can do the veteran dungeons with 3 ppl. Some are even able to finish with two ppl or solo (e.g. Elden hollow). If you are not able to do it watch some videos, test new gear, skills and rotations. Improving your medium attack weaving will increase your DPS pretty easy.
Lord Xanhorn wrote: »This game's Vet dungeons are perfect. They are easy for great players, average for good players, tough for mediocre players, and impossible for bad players. If they are anything but easy for you, then you need to work on getting better as a player, not sit around wishing they were nerfed.
So I notice all the people here waving their e-peen saying vet dungeons are easy and even some saying they should be harder. Not uncommon. See it all the time on other forums as well. But the thing I want to make note of is that generally these people, especially the ones saying make them harder, have already gone through the dungeons many times and have most of the drops and and other top quality gear that you have to run the dungeons to get.
See, the overall point of running the dungeons is to get the kind of gear that makes running the dungeons easier. Thus balancing the dungeons around characters that already have the gear just makes it impossibly difficult to get the gear in the first place. Not to mention the experience from running said dungeons enough times to get the gear. It reminds me of all the times I've seen people spamming the chat looking for group or raid members and requiring that they have a full, perfect set of the drops/gear and a min/maxed FotM build with perfect rotation just to get an invite. Usually they come with some shady external loot roll system as well, but that at least isn't an issue here.
Anyway, this is just a general observation spanning many titles. Not just ESO. People don't seem to take into account that things like dungeons need to be balanced for progression. Not just challenging the min/maxers who have already acquired the best gear and mastered what the math geeks say is the best build and rotation (that week).
Merlin13KAGL wrote: »I'm actually still a little stunned on how much they've nerfed many of the boss fights.
Whether I'm healing or on DPS, there are several boss fights that end so quickly I don't even realize we were ever in an execute phase.