coryevans_3b14_ESO wrote: »I sure hope not as well. Of all the decisions that one was the worst imo.
I've never bothered doing the quests there. Mostly out of spite. It makes me angry that they put a "solo wall" in some of the quests where it doesn't matter if you're powerful enough to finish them, you need other people to stand on stuff. I love group content. I can't stand forced group content in open world quests.
If you are there a year after release, you can finish most of the content solo. Quests are still hard (and some force grouping, ack), but delve difficulty is just right.seriously if you aren't there for the first 4 weeks of its release. you can forget ever doing most of the content in the zone.
to this date. i myself have never finished 1/4 of craglorn, and may never get to since most will have done it.
If you are there a year after release, you can finish most of the content solo. Quests are still hard (and some force grouping, ack), but delve difficulty is just right.seriously if you aren't there for the first 4 weeks of its release. you can forget ever doing most of the content in the zone.
to this date. i myself have never finished 1/4 of craglorn, and may never get to since most will have done it.
It may take a few hours to build a group with random other players over zone chat..... (they are mostly just for achievements and fun; not efficient for XP nor loot)
I haven't been there but it can't be that bad.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
I can't believe people still defend Craglorn. I'm not against group content, on the contrary, but for a long time it was the only endgame PvE zone - with forced grouping, but asinine grouping mechanics when everyone had to be on the exact same step, so finding a group was a nightmare. Not only that, but it raised the level cap to v14 with no solo PvE method of reaching the cap. And now when grouping is fixed, it is still a waste of time because XP was nerfed to the ground and quest rewards are useless.
How can anyone think Craglorn was well-designed, honestly.
lolo_01b16_ESO wrote: »I disagree. In my opinion Craglorn is (or was) one of the best zones in this game. The dungeons there used to be a lot of fun before they decreased the difficulty. Especially Shadas Tear was a great dungeon, I wish some daily dungeons would be similar to it.
Btw. They learned from their mistake in lower Craglorn so you can do all dungeons in upper Craglorn multiple times to help friends.
Elijah_Crow wrote: »I can't believe people still defend Craglorn. I'm not against group content, on the contrary, but for a long time it was the only endgame PvE zone - with forced grouping, but asinine grouping mechanics when everyone had to be on the exact same step, so finding a group was a nightmare. Not only that, but it raised the level cap to v14 with no solo PvE method of reaching the cap. And now when grouping is fixed, it is still a waste of time because XP was nerfed to the ground and quest rewards are useless.
How can anyone think Craglorn was well-designed, honestly.
Lol. You must be kidding. No solo content to level to VR14? I hit VR14 with 3 1/2 zones of Cadwell's Gold still to do. Your problem is that you only look at a zone for what it does for you in terms of progression. How much xp? How fast to VR14?
Let me tell you why Craglorn was and still is a great design. Craglorn wasn't designed to be a group grind zone. It was designed to be a zone with a good story and content challenging enough to require a group so players had to band together and work together to complete it. It's a success.
It's not about the xp or leveling. That's where you are mistaken. Go find your grind spots elsewhere as you obviously miss the point of the game entirely. I would still play Craglorn with friends even if they turned off the xp entirely.