Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

My biggest concern with IC and VR16.

  • Alphashado
    Alphashado
    ✭✭✭✭✭
    ✭✭
    Elebeth wrote: »
    MissBizz wrote: »
    EQBallzz wrote: »

    That's only the beginning of the pain. Imagine how hard it will be to earn CP once you hit V16. You will no longer have the V10 zone grinding option. No more quests to do. Your *only* option to get CP is group Craglorn content at a reduced rate due to it being lower level, group dungeons (which suck for XP) or doing PvP-centric content in IC with as yet unknown (and probably terrible) XP rewards and constant ganking. All the people who have earned massive CP in the current system and are way ahead will be cementing their CP advantage for good with this update.

    Wow, that's a pretty good point. I never even thought of that.

    ...

    I remember seeing somewhere that you gain regular XP from mobs that are 5 levels above or below your level; XP penalty starts after that +-5 level difference.
    Please correct me if I'm wrong; but that would mean that you still gain regular XP from Craglorn mobs (vr13) when you are (will be) vr16.

    Perhaps that +-5 levels are only calculated for regular levels and not VR...

    Craglorn mobs don't give nearly as much xp as gold/silver zone mobs because Craglorn mobs were nerfed into the ground. Even with the +20% Xp to craglorn mobs, they will still be lower than the V10 zone mobs. So at V15/V16, there is a very distinct drop off outside of group content. If Craglorn mobs offered the same xp as silver/gold mobs, then there really wouldn't be an issue. At least we would have a reasonable way to farm XP when we were in the mood to play solo. As it stands right now, a V14 can get WAY more XP farming V10 mobs then V13 craglorn mobs.

    Spell Scare used to be a good spot, then it and the rest of the normal mobs were nerfed into oblivion to the point where V14s get better XP in a V10 zone. So now quest XP is getting raised, bublic dungeon xp etc, but that doesn't help us any when all of that stuff is STILL in V10 zones OR LOWER unless you find a group.

    How does raising quest XP help a solo player get from V14-V16? It doesn't. Because there are no new solo quests to go along with the raise in level cap and the highest solo quests available are still V10. Outside of Cyrodiil of course. Plus at V14, you have likely already done most of, if not all of the solo quests available.
    Edited by Alphashado on July 16, 2015 4:31PM
  • Merlin13KAGL
    Merlin13KAGL
    ✭✭✭✭✭
    ✭✭✭✭
    MissBizz wrote: »
    EQBallzz wrote: »
    Alphashado wrote: »
    phairdon wrote: »
    Elebeth wrote: »
    @Alphashado

    Actually, Craglorn is not getting 20% XP gain buff. It's getting 70% buff (regular 50% buff + 20% Craglorn buff)
    The XP you receive from quests in Craglorn will actually be closer to an 80% increase since it's multiplicative (1.5 [from Veteran quests] * 1.2 [Craglorn] = 1.8, or an 80% increase).

    This is a very positive step.

    That is good to hear. However it doesn't change the fact that there is now a full 6 Veteran Ranks with nothing but group content to level up with. Since IC won't be going live until late August, then a month addressing bugs that remain even after the PTS puts Orsinium on the PTS in September and live in November. And that is absolute best-case scenario. Realistically, we will be lucky to see Orsinium this year.

    That's only the beginning of the pain. Imagine how hard it will be to earn CP once you hit V16. You will no longer have the V10 zone grinding option. No more quests to do. Your *only* option to get CP is group Craglorn content at a reduced rate due to it being lower level, group dungeons (which suck for XP) or doing PvP-centric content in IC with as yet unknown (and probably terrible) XP rewards and constant ganking. All the people who have earned massive CP in the current system and are way ahead will be cementing their CP advantage for good with this update.

    Wow, that's a pretty good point. I never even thought of that.

    As for the OP. I would think that if someone really enjoyed the solo content, they would do most/all of it.. Which would get you past VR10 before gold.

    I don't even PvP and I think it needed some love. I'm positive solo content will come with the next DLC.
    How else to promote XP scrolls/Ambrosia?

    If your primary spot suddenly gives less XP (due to overlevel), you make up for it by going elsewhere (Crag = slower gains, though better than now), using boosters, or pursuing other content.

    I suspect the VR10 public's will be the new occupied spots, and group dungeons (as if they aren't repeated enough) may get some new stale air breathed back into them.

    PvP delves will become even more occupied than they are now, and IC is going to be situationally beneficial, at best.

    I think ZoS is counting on the content in IC lasting for a while due to difficulty holding onto access. I cannot imagine how many people are going to get pissed when they can't access because they didn't pick the 'right' campaign or aren't in the right time zone.

    If you buy the content, the only thing that should preclude your access are the mobs/PvPers literally in front of you.

    Edited by Merlin13KAGL on July 16, 2015 4:44PM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Alphashado
    Alphashado
    ✭✭✭✭✭
    ✭✭
    Yeah. Raising the level cap then supplying only group content in order to reach the level cap is strange behavior for an MMO. I've played a lot of them, and there has always been both solo and group content with each increase in level cap.
    Edited by Alphashado on July 16, 2015 4:46PM
  • amasuriel
    amasuriel
    ✭✭✭✭
    I agree. I have been in a few social guilds for a long time and man people start alts when they get to high VR and then leave when they get bored of that. I play less than I used to as well since I only log on to check hireling mail unless I have time to do DSA/vDSA/Vet Pledge or Trials including finding a group...so I went from playing every day to mostly being a weekend warrior.

    Oh I could grind for CP solo if I wanted....Yay?
  • Elebeth
    Elebeth
    ✭✭✭
    EQBallzz wrote: »
    Elebeth wrote: »
    VR16s may have to farm upper craglorn to specifcally hit the VR13 enemies. That makes IC the best game in town as the enemies will be V16. Player "scaling" is pushed via Cyrodiil Battle Leveling. However, lower level player loot will be scaled down to them like the rest of the game rendering it quickly obsolete.

    The difference between VR10 zones and Craglorn is that in the VR10 zones, when you strike an enemy, tops of 2 other enemies will be aware and attack you (typically stops at groups of 3). In craglorn, hit an enemy and you typically have a group of 5-9 additional based on their increased hive mind.

    That hive mind was put in place to push group play.

    It is a good thing the group finder is set up for negotiating grinding parties... oh wait...

    If you can't solo Craglorn mobs, you are not playing this game right.
    I'm not being snarky here; seriously, even when doing it half-a**ed you can solo mobs in Craglorn and when doing it "for real" you are as efficient as a group.

    I only wish that Craglorn (and few other things, such as dolmens) is as hard as it was supposed to be.

    Uhhh..those types of generalizations are not that helpful..it really depends on your class/build and what group of mobs you are talking about (and your skill). Not everyone plays the same or has the same skills so while you may not have issues that doesn't mean it holds true for all and nobody cares about how awesome you think you are (which is the implied subtext of your comment).

    Maybe with enough CP that becomes less of an issue but I know that with my Templar I can solo those groups fairly easy but on my stamina/bow NB I have issues with some of the groups. I can usually kill them but with much more trouble and certain groups it's difficult/inefficient enough that it's not something I would want to "farm" for XP without a group. Oh and solo is never "as efficient as a group". That's ridiculous on it's face.

    Hard not to generalize when you just need to hold block, spam aoe and drop ultimate here and there.

    And of course it depends on the "build". You won't go far with 5 resto staff skills on hotbar. But it definitively doesn't require skill. Spam pulsar, hold block and drink a potion; what'll kill you? Wasps? Welvas? Scorpios? Atronachs? Orcs? Only if you taunt dozens.

    Also, I don't think I'm awesome; lack of difficulty is well know issue around here.
    "I don't recall using teleportation, and yet there I was. Alone. Naked." Morrowind
  • EQBallzz
    EQBallzz
    ✭✭✭✭✭
    Elebeth wrote: »
    EQBallzz wrote: »
    Elebeth wrote: »
    VR16s may have to farm upper craglorn to specifcally hit the VR13 enemies. That makes IC the best game in town as the enemies will be V16. Player "scaling" is pushed via Cyrodiil Battle Leveling. However, lower level player loot will be scaled down to them like the rest of the game rendering it quickly obsolete.

    The difference between VR10 zones and Craglorn is that in the VR10 zones, when you strike an enemy, tops of 2 other enemies will be aware and attack you (typically stops at groups of 3). In craglorn, hit an enemy and you typically have a group of 5-9 additional based on their increased hive mind.

    That hive mind was put in place to push group play.

    It is a good thing the group finder is set up for negotiating grinding parties... oh wait...

    If you can't solo Craglorn mobs, you are not playing this game right.
    I'm not being snarky here; seriously, even when doing it half-a**ed you can solo mobs in Craglorn and when doing it "for real" you are as efficient as a group.

    I only wish that Craglorn (and few other things, such as dolmens) is as hard as it was supposed to be.

    Uhhh..those types of generalizations are not that helpful..it really depends on your class/build and what group of mobs you are talking about (and your skill). Not everyone plays the same or has the same skills so while you may not have issues that doesn't mean it holds true for all and nobody cares about how awesome you think you are (which is the implied subtext of your comment).

    Maybe with enough CP that becomes less of an issue but I know that with my Templar I can solo those groups fairly easy but on my stamina/bow NB I have issues with some of the groups. I can usually kill them but with much more trouble and certain groups it's difficult/inefficient enough that it's not something I would want to "farm" for XP without a group. Oh and solo is never "as efficient as a group". That's ridiculous on it's face.

    Hard not to generalize when you just need to hold block, spam aoe and drop ultimate here and there.

    And of course it depends on the "build". You won't go far with 5 resto staff skills on hotbar. But it definitively doesn't require skill. Spam pulsar, hold block and drink a potion; what'll kill you? Wasps? Welvas? Scorpios? Atronachs? Orcs? Only if you taunt dozens.

    Also, I don't think I'm awesome; lack of difficulty is well know issue around here.

    That's about what I expected. "spam pulsar". So you think everyone uses destro staff I guess? All builds are not the same and all classes do not have the same survivability. One thing I would agree with you on is the content before Craglorn. It's been so massively nerfed since launch that I think pretty much any class or build can handle almost any encounter with a small amount of effort because none of those groups are larger than 3 mobs iirc.
  • Elebeth
    Elebeth
    ✭✭✭
    EQBallzz wrote: »
    Elebeth wrote: »
    EQBallzz wrote: »
    Elebeth wrote: »
    VR16s may have to farm upper craglorn to specifcally hit the VR13 enemies. That makes IC the best game in town as the enemies will be V16. Player "scaling" is pushed via Cyrodiil Battle Leveling. However, lower level player loot will be scaled down to them like the rest of the game rendering it quickly obsolete.

    The difference between VR10 zones and Craglorn is that in the VR10 zones, when you strike an enemy, tops of 2 other enemies will be aware and attack you (typically stops at groups of 3). In craglorn, hit an enemy and you typically have a group of 5-9 additional based on their increased hive mind.

    That hive mind was put in place to push group play.

    It is a good thing the group finder is set up for negotiating grinding parties... oh wait...

    If you can't solo Craglorn mobs, you are not playing this game right.
    I'm not being snarky here; seriously, even when doing it half-a**ed you can solo mobs in Craglorn and when doing it "for real" you are as efficient as a group.

    I only wish that Craglorn (and few other things, such as dolmens) is as hard as it was supposed to be.

    Uhhh..those types of generalizations are not that helpful..it really depends on your class/build and what group of mobs you are talking about (and your skill). Not everyone plays the same or has the same skills so while you may not have issues that doesn't mean it holds true for all and nobody cares about how awesome you think you are (which is the implied subtext of your comment).

    Maybe with enough CP that becomes less of an issue but I know that with my Templar I can solo those groups fairly easy but on my stamina/bow NB I have issues with some of the groups. I can usually kill them but with much more trouble and certain groups it's difficult/inefficient enough that it's not something I would want to "farm" for XP without a group. Oh and solo is never "as efficient as a group". That's ridiculous on it's face.

    Hard not to generalize when you just need to hold block, spam aoe and drop ultimate here and there.

    And of course it depends on the "build". You won't go far with 5 resto staff skills on hotbar. But it definitively doesn't require skill. Spam pulsar, hold block and drink a potion; what'll kill you? Wasps? Welvas? Scorpios? Atronachs? Orcs? Only if you taunt dozens.

    Also, I don't think I'm awesome; lack of difficulty is well know issue around here.

    That's about what I expected. "spam pulsar". So you think everyone uses destro staff I guess? All builds are not the same and all classes do not have the same survivability. One thing I would agree with you on is the content before Craglorn. It's been so massively nerfed since launch that I think pretty much any class or build can handle almost any encounter with a small amount of effort because none of those groups are larger than 3 mobs iirc.

    Well, yes. But point was, everyone can use destro staff. If someone says something is hard but refuses to take a minute to adapt to the situation he/she is not playing the right way.
    This is not a jab at you. I met too many "snowflake" players so I get a bit irky when I shouldn't. Sorry.

    I fully agree with you, I'm just looking the same thing from different corner.
    "I don't recall using teleportation, and yet there I was. Alone. Naked." Morrowind
  • asteldian
    asteldian
    ✭✭✭✭
    Alphashado wrote: »
    phairdon wrote: »
    Elebeth wrote: »
    @Alphashado

    Actually, Craglorn is not getting 20% XP gain buff. It's getting 70% buff (regular 50% buff + 20% Craglorn buff)
    The XP you receive from quests in Craglorn will actually be closer to an 80% increase since it's multiplicative (1.5 [from Veteran quests] * 1.2 [Craglorn] = 1.8, or an 80% increase).

    This is a very positive step.

    That is good to hear. However it doesn't change the fact that there is now a full 6 Veteran Ranks with nothing but group content to level up with. Since IC won't be going live until late August, then a month addressing bugs that remain even after the PTS puts Orsinium on the PTS in September and live in November. And that is absolute best-case scenario. Realistically, we will be lucky to see Orsinium this year.

    Keep in mind that is only an issue for current high vr players (most of pc players, likely minority of console players).
    With the reduced xp requirement alone, doing Cadwells would get you to around VR13, take into account the increased xp gains too and very few would not be at least VR15 by the time they finish Gold. So actually, with the next update hey have given 5 more VR lvls of content - without actually giving you content. But the result is the important part as solo players won't find themselves stuck in limbo far from max level.
  • EQBallzz
    EQBallzz
    ✭✭✭✭✭
    Elebeth wrote: »
    EQBallzz wrote: »
    Elebeth wrote: »
    EQBallzz wrote: »
    Elebeth wrote: »
    VR16s may have to farm upper craglorn to specifcally hit the VR13 enemies. That makes IC the best game in town as the enemies will be V16. Player "scaling" is pushed via Cyrodiil Battle Leveling. However, lower level player loot will be scaled down to them like the rest of the game rendering it quickly obsolete.

    The difference between VR10 zones and Craglorn is that in the VR10 zones, when you strike an enemy, tops of 2 other enemies will be aware and attack you (typically stops at groups of 3). In craglorn, hit an enemy and you typically have a group of 5-9 additional based on their increased hive mind.

    That hive mind was put in place to push group play.

    It is a good thing the group finder is set up for negotiating grinding parties... oh wait...

    If you can't solo Craglorn mobs, you are not playing this game right.
    I'm not being snarky here; seriously, even when doing it half-a**ed you can solo mobs in Craglorn and when doing it "for real" you are as efficient as a group.

    I only wish that Craglorn (and few other things, such as dolmens) is as hard as it was supposed to be.

    Uhhh..those types of generalizations are not that helpful..it really depends on your class/build and what group of mobs you are talking about (and your skill). Not everyone plays the same or has the same skills so while you may not have issues that doesn't mean it holds true for all and nobody cares about how awesome you think you are (which is the implied subtext of your comment).

    Maybe with enough CP that becomes less of an issue but I know that with my Templar I can solo those groups fairly easy but on my stamina/bow NB I have issues with some of the groups. I can usually kill them but with much more trouble and certain groups it's difficult/inefficient enough that it's not something I would want to "farm" for XP without a group. Oh and solo is never "as efficient as a group". That's ridiculous on it's face.

    Hard not to generalize when you just need to hold block, spam aoe and drop ultimate here and there.

    And of course it depends on the "build". You won't go far with 5 resto staff skills on hotbar. But it definitively doesn't require skill. Spam pulsar, hold block and drink a potion; what'll kill you? Wasps? Welvas? Scorpios? Atronachs? Orcs? Only if you taunt dozens.

    Also, I don't think I'm awesome; lack of difficulty is well know issue around here.

    That's about what I expected. "spam pulsar". So you think everyone uses destro staff I guess? All builds are not the same and all classes do not have the same survivability. One thing I would agree with you on is the content before Craglorn. It's been so massively nerfed since launch that I think pretty much any class or build can handle almost any encounter with a small amount of effort because none of those groups are larger than 3 mobs iirc.

    Well, yes. But point was, everyone can use destro staff. If someone says something is hard but refuses to take a minute to adapt to the situation he/she is not playing the right way.
    This is not a jab at you. I met too many "snowflake" players so I get a bit irky when I shouldn't. Sorry.

    I fully agree with you, I'm just looking the same thing from different corner.

    Well if you mean that "the right way" to play is that everyone should use standard FOM builds/strategies to overcome obstacles then I would argue that's bunk or the game is broken. If someone builds a bow type character but is having issues with groups of mobs and is expected to use a destro staff to overcome that...well that's poor game design (not saying this is the case..just posing it as an argument).

    I agree that people have to be somewhat flexible in their thinking though because there are only 5 skill slots and you can use two weapons which gives you 5 more skill slots so you have to be willing to utilize both weapon slots if need be whether it's adding a destro staff or in my case I use a bow + dw or 2h (or even using two of the same weapon). I do use a destro staff on my sorc and templar but only because it fits in with the build I wanted not because I felt I had to use it to make the build work.
    Edited by EQBallzz on July 17, 2015 5:32PM
  • reften
    reften
    ✭✭✭✭✭
    Just put 3/4 of a vet level out there of new solo content, not asking for too much...agree with OP100%
    Reften
    Bosmer (Wood Elf)
    Moonlight Crew (RIP), Misfitz (RIP), Victorem Guild

    VR16 NB, Stam build, Max all crafts.

    Azuras & Trueflame. Mostly PvP, No alts.

    Semi-retired till the lag is fixed.

    Love the Packers, Bourbon, and ESO...one of those will eventually kill me.
  • Elebeth
    Elebeth
    ✭✭✭
    EQBallzz wrote: »
    Elebeth wrote: »
    EQBallzz wrote: »
    Elebeth wrote: »
    EQBallzz wrote: »
    Elebeth wrote: »
    VR16s may have to farm upper craglorn to specifcally hit the VR13 enemies. That makes IC the best game in town as the enemies will be V16. Player "scaling" is pushed via Cyrodiil Battle Leveling. However, lower level player loot will be scaled down to them like the rest of the game rendering it quickly obsolete.

    The difference between VR10 zones and Craglorn is that in the VR10 zones, when you strike an enemy, tops of 2 other enemies will be aware and attack you (typically stops at groups of 3). In craglorn, hit an enemy and you typically have a group of 5-9 additional based on their increased hive mind.

    That hive mind was put in place to push group play.

    It is a good thing the group finder is set up for negotiating grinding parties... oh wait...

    If you can't solo Craglorn mobs, you are not playing this game right.
    I'm not being snarky here; seriously, even when doing it half-a**ed you can solo mobs in Craglorn and when doing it "for real" you are as efficient as a group.

    I only wish that Craglorn (and few other things, such as dolmens) is as hard as it was supposed to be.

    Uhhh..those types of generalizations are not that helpful..it really depends on your class/build and what group of mobs you are talking about (and your skill). Not everyone plays the same or has the same skills so while you may not have issues that doesn't mean it holds true for all and nobody cares about how awesome you think you are (which is the implied subtext of your comment).

    Maybe with enough CP that becomes less of an issue but I know that with my Templar I can solo those groups fairly easy but on my stamina/bow NB I have issues with some of the groups. I can usually kill them but with much more trouble and certain groups it's difficult/inefficient enough that it's not something I would want to "farm" for XP without a group. Oh and solo is never "as efficient as a group". That's ridiculous on it's face.

    Hard not to generalize when you just need to hold block, spam aoe and drop ultimate here and there.

    And of course it depends on the "build". You won't go far with 5 resto staff skills on hotbar. But it definitively doesn't require skill. Spam pulsar, hold block and drink a potion; what'll kill you? Wasps? Welvas? Scorpios? Atronachs? Orcs? Only if you taunt dozens.

    Also, I don't think I'm awesome; lack of difficulty is well know issue around here.

    That's about what I expected. "spam pulsar". So you think everyone uses destro staff I guess? All builds are not the same and all classes do not have the same survivability. One thing I would agree with you on is the content before Craglorn. It's been so massively nerfed since launch that I think pretty much any class or build can handle almost any encounter with a small amount of effort because none of those groups are larger than 3 mobs iirc.

    Well, yes. But point was, everyone can use destro staff. If someone says something is hard but refuses to take a minute to adapt to the situation he/she is not playing the right way.
    This is not a jab at you. I met too many "snowflake" players so I get a bit irky when I shouldn't. Sorry.

    I fully agree with you, I'm just looking the same thing from different corner.

    Well if you mean that "the right way" to play is that everyone should use standard FOM builds/strategies to overcome obstacles then I would argue that's bunk or the game is broken. If someone builds a bow type character but is having issues with groups of mobs and is expected to use a destro staff to overcome that...well that's poor game design (not saying this is the case..just posing it as an argument).

    I agree that people have to be somewhat flexible in their thinking though because there are only 5 skill slots and you can use two weapons which gives you 5 more skill slots so you have to be willing to utilize both weapon slots if need be whether it's adding a destro staff or in my case I use a bow + dw or 2h (or even using two of the same weapon). I do use a destro staff on my sorc and templar but only because it fits in with the build I wanted not because I felt I had to use it to make the build work.

    Yeah, I phrased that poorly.

    This game was advertised as (and to great extent is) a play as you want experience.

    It is my personal opinion that this is a great thing, to a certain degree. On occasion the game should put in front of a player situations (as a part of quests, or in form of a dungeon, maybe entire zone, etc.) where the player will have to get out of a "play as you want" bubble and overcome the problem in a set way/ways.

    It is my personal preference that the game should be challenging. As much as I like the "play as you want" situation, it can lead (and it did lead) to a creation of "snowflake" players which in turn has a negative impact on general community (via qq'ing and a false sense of entitlement on one side and "l2p" and raging comments on the other).

    The game actually does present certain "think outside of the box" situations (some deliberately and some by accident). Those "accidental" situations are the problem. Because they appear on worst possible places, such as in Craglorn mobs, which in this situation present a "crucial" part of a game, leveling. Which in turn led to our discussion which is digressing from the main topic.

    All ways should be the right ways; but everyone should learn that in this game there are ways not a way.
    "I don't recall using teleportation, and yet there I was. Alone. Naked." Morrowind
  • AlnilamE
    AlnilamE
    ✭✭✭✭✭
    ✭✭✭✭✭
    OK, I'm going to look at this from two perspectives:

    1. A player with a V1 toon when 1.7 hits: With the amount of XP being lowered per Vet Rank, if XP in Silver/Gold is enough to get you to V10 now, without any changes to quest XP one would be close to V12 (V11.7) when one finished the two alliances. With the quest XP being increased by 50%, I think that will more than cover the difference and a player is likely going to be V16 or pretty close if they complete everything.

    2. A player who is already V14: What is that V14 doing in game now? Does that activity generate XP at a decent rate? Will it get better with 1.7. It really depends on that, doesn't it? I personally don't care much because my toon will get to V16 at her own pace. Who knows, at the rate my sorc is leveling I may have 2 V14s by the time 1.7 hits.
    Alphashado wrote: »
    Yeah. Raising the level cap then supplying only group content in order to reach the level cap is strange behavior for an MMO. I've played a lot of them, and there has always been both solo and group content with each increase in level cap.

    They did say that skilled players could solo IC, so it's not really group-only content.

    The Moot Councillor
  • SeptimusDova
    SeptimusDova
    ✭✭✭✭✭
    Upper Craglorn wasp VR13 158XP no Ambrosia or PVP buff just the ESO+
    Upper Craglorn Welwa VR13 317XP Same as above. 850K per level will be 2681 Welwas no ambrosia or 1789.47 welwas with Ambrosia..

    add the 20 percent buff to the above numbers we get

    No Ambrosia
    your 317Xp Welwa becomes a 380.4 welwa
    with Ambrosia
    it is a 570XP welwa 850K/570.6= 1489.66 welwas. per level

    Make room for the Shadowhide scraps.

    If someone wants to level on just wasps that will be a challenge of epic proportions, balanced by a litany of boredom and frustration.

  • Arato
    Arato
    ✭✭✭✭✭
    MissBizz wrote: »
    EQBallzz wrote: »
    Alphashado wrote: »
    phairdon wrote: »
    Elebeth wrote: »
    @Alphashado

    Actually, Craglorn is not getting 20% XP gain buff. It's getting 70% buff (regular 50% buff + 20% Craglorn buff)
    The XP you receive from quests in Craglorn will actually be closer to an 80% increase since it's multiplicative (1.5 [from Veteran quests] * 1.2 [Craglorn] = 1.8, or an 80% increase).

    This is a very positive step.

    That is good to hear. However it doesn't change the fact that there is now a full 6 Veteran Ranks with nothing but group content to level up with. Since IC won't be going live until late August, then a month addressing bugs that remain even after the PTS puts Orsinium on the PTS in September and live in November. And that is absolute best-case scenario. Realistically, we will be lucky to see Orsinium this year.

    That's only the beginning of the pain. Imagine how hard it will be to earn CP once you hit V16. You will no longer have the V10 zone grinding option. No more quests to do. Your *only* option to get CP is group Craglorn content at a reduced rate due to it being lower level, group dungeons (which suck for XP) or doing PvP-centric content in IC with as yet unknown (and probably terrible) XP rewards and constant ganking. All the people who have earned massive CP in the current system and are way ahead will be cementing their CP advantage for good with this update.

    Wow, that's a pretty good point. I never even thought of that.

    As for the OP. I would think that if someone really enjoyed the solo content, they would do most/all of it.. Which would get you past VR10 before gold.

    I don't even PvP and I think it needed some love. I'm positive solo content will come with the next DLC.

    I've brought this up with you before, but my main character got to just shy of VR6 having completed every delve, every public dungeon, every quest, every poi every explorable area in every zone of Cadwell's silver prior to the change from VP to XP, and then picked up VR6 doing stros m'kai and betnikh to get about 1/3 of the way into VR6. Then it was changed to XP rather than VP and I picked that character up again. When CP went live I was VR9 and finishing Al'Akir. I finished Bankorai about 200k xp short of VR11. That last rank or so I even had ESO plus bonus working for me. My sorc was about VR2 and a half and about halfway through Deshaan before the VR16 announcement came and I stopped playing it to preserve the quests since the xp changes won't be retroactive. He started from VR1 and about 1/4 of the way through after finishing Coldharbor.. so it still seems that each zone (not counting the 1-2 starter zones that you can skip) are tuned to give about 1 mill xp each. Enough to get to VR10 by the time you finish Cadwell's silver and gold with some xp to spare. Not VR14.

    P2W shouldn't be calculated in.

    I really doubt that you can get to VR14 with just doing cadwell's silver and gold, no PVP, no grinding extra mobs, no pledge grinding no xp pots.
  • Arato
    Arato
    ✭✭✭✭✭
    Elebeth wrote: »
    VR16s may have to farm upper craglorn to specifcally hit the VR13 enemies. That makes IC the best game in town as the enemies will be V16. Player "scaling" is pushed via Cyrodiil Battle Leveling. However, lower level player loot will be scaled down to them like the rest of the game rendering it quickly obsolete.

    The difference between VR10 zones and Craglorn is that in the VR10 zones, when you strike an enemy, tops of 2 other enemies will be aware and attack you (typically stops at groups of 3). In craglorn, hit an enemy and you typically have a group of 5-9 additional based on their increased hive mind.

    That hive mind was put in place to push group play.

    It is a good thing the group finder is set up for negotiating grinding parties... oh wait...

    If you can't solo Craglorn mobs, you are not playing this game right.
    I'm not being snarky here; seriously, even when doing it half-a**ed you can solo mobs in Craglorn and when doing it "for real" you are as efficient as a group.

    I only wish that Craglorn (and few other things, such as dolmens) is as hard as it was supposed to be.

    The issue with Craglorn questing solo isn't really the fights, I mean they can be done solo even if a bit challenging (I soloed that one town in the far south east, wasn't too bad) but there are several quests that have like floorplate switches or some sort of mechanic that REQUIRES more than one person to do them. After running into a handful of these I stopped trying to solo craglorn.
  • SeptimusDova
    SeptimusDova
    ✭✭✭✭✭
    with the exception of doing crafting writs and raising ruckus. I have stopped all VR toons in their tracks. Including my 14's
    I will be spending some time looking at classes and races and the upcoming changes. I have 2 character slots open which I will use when the changes are live. I have a vr1 that will do my CP dailies. Right now I want to see how things are going to go with the new patches and such. Legendary mats are getting banked and stored. Today's hot gear may just as well be tomorrows Hot Mess.

    I will be on PTS more and more its fun to break stuff,



  • AlnilamE
    AlnilamE
    ✭✭✭✭✭
    ✭✭✭✭✭
    AFAIK, only three quests in Craglorn still require 4 players:

    From the main questline:
    - The last step in The Corrupted Stone
    - The first step in The Missing Warrior

    The daily quest Critical Mass (Spellscar).

    If there's anything else, let me know, but I haven't found it yet.
    The Moot Councillor
  • Audigy
    Audigy
    ✭✭✭✭✭
    ✭✭
    The OP has summarized my thoughts pretty well.

    This however isn't just a ESO based problem, many MMOs have them. You play all for yourself until max level or in our case VR 10 and then all of a sudden, you need to know 11 or 39 other people to progress further. Its like a trap and you are caught in it, right from the start of your chars career.

    To grind mobs should never be a "workaround", there should be challenging quest lines that put a player equal to someone who does dungeons or later raids / pvp.
    I always liked the story mode dungeons at ESO, also SWTOR had them. Why not expand these things, I am sure they can be made as hard or challenging & time consuming as a raid. Sure its a different way, but it should be a possible one.
  • Arato
    Arato
    ✭✭✭✭✭
    Audigy wrote: »
    The OP has summarized my thoughts pretty well.

    This however isn't just a ESO based problem, many MMOs have them. You play all for yourself until max level or in our case VR 10 and then all of a sudden, you need to know 11 or 39 other people to progress further. Its like a trap and you are caught in it, right from the start of your chars career.

    To grind mobs should never be a "workaround", there should be challenging quest lines that put a player equal to someone who does dungeons or later raids / pvp.
    I always liked the story mode dungeons at ESO, also SWTOR had them. Why not expand these things, I am sure they can be made as hard or challenging & time consuming as a raid. Sure its a different way, but it should be a possible one.

    Most MMO's at least let you reach the cap before that's an issue.
Sign In or Register to comment.