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...
How else to promote XP scrolls/Ambrosia?Alphashado wrote: »@Alphashado
Actually, Craglorn is not getting 20% XP gain buff. It's getting 70% buff (regular 50% buff + 20% Craglorn buff)ZOS_GinaBruno wrote: »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.
CaptainObvious 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.
CaptainObvious 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.
CaptainObvious 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.
Alphashado wrote: »@Alphashado
Actually, Craglorn is not getting 20% XP gain buff. It's getting 70% buff (regular 50% buff + 20% Craglorn buff)ZOS_GinaBruno wrote: »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.
CaptainObvious 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.
CaptainObvious 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.
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.
Alphashado wrote: »@Alphashado
Actually, Craglorn is not getting 20% XP gain buff. It's getting 70% buff (regular 50% buff + 20% Craglorn buff)ZOS_GinaBruno wrote: »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.
CaptainObvious 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 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.