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My First Experience with the Updated LFG Tool

  • starsands
    starsands
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    UrQuan wrote: »
    starsands wrote: »
    I was your tank, Runs-The-Abyss. Well, i just agree with everything you said, the new LFG tool is a great improvement and is good to see your report here! Cheers
    Hey, you did a great job! Was I right in assuming that you were already familiar with the dungeon mechanics? It definitely seemed like everyone knew what to do in each fight...

    Thanks! And yes, this is my alt, i did a couple of runs before with my main. Also, I've never received a notification asking to port to the dungeon.
  • Enodoc
    Enodoc
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    UrQuan wrote: »
    usmcjdking wrote: »
    Ressurecting also seems to be hit/miss with soul gems. Sometimes the lowbies can rez me, other times they can not. Some times they cannot even rez themselves. Whatever the case, it needs to be addressed.
    I didn't even think of that... And of course it didn't ever come up in my experience, as nobody died.
    With my experience of Wrothgar on PTS, it seems only Grand Soul Gems work while battle-levelled. That makes sense in as much as they are for 50+ players, but since all other consumables scale when you battle-level, the Soul Gems should too.

    Also, how did you end up in the Dev Tracker? ;)
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  • UrQuan
    UrQuan
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    Enodoc wrote: »
    UrQuan wrote: »
    usmcjdking wrote: »
    Ressurecting also seems to be hit/miss with soul gems. Sometimes the lowbies can rez me, other times they can not. Some times they cannot even rez themselves. Whatever the case, it needs to be addressed.
    I didn't even think of that... And of course it didn't ever come up in my experience, as nobody died.
    With my experience of Wrothgar on PTS, it seems only Grand Soul Gems work while battle-levelled. That makes sense in as much as they are for 50+ players, but since all other consumables scale when you battle-level, the Soul Gems should too.
    Agreed 100%. If you can't res anyone because you're a lowbie and you only have common soul gems, or whatever, then your group is at a significant disadvantage. In most PUG runs I'd expect at least a couple of deaths in boss fights - not being able to res those people is a huge handicap.
    Enodoc wrote: »
    Also, how did you end up in the Dev Tracker? ;)
    I have no clue, but my OP was showing that it was edited by Castle, and now it's showing that it was edited by Rich Lambert (even though I don't notice anything in it that has actually been edited), so that may somehow have something to do with it... :p
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  • temjiu
    temjiu
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    On the topic, it sounds like the LFG tool is looking better and better. I do think that sectioning off the lower levels (1-50) from Vet levels wouldn't be a bad idea. I also think that it's not a half bad idea to keep vet dungeons to vet levels. I can't see much reason to allow lower levels to play vet dungeons other then accelerated Undaunted leveling. Plus it evens out any possible discrepancies between the power levels of vet vs. lower level toons. I'd hate to see a lvl 15 in a mix of greens and whites pop into a vet dungeon which is known to be tough even for Vet's with good gear...

    On a more General note...

    My personal thoughts are that it would have been better (in hindsight) to scale DOWN rather then UP. this would favor lower level players more, as they would know and understand HP/damage comparisons easier. Their level/gear doesn't change at all, so it's easier for them to know if they're doing worse or better comparatively. AND...there's much less chance of the tougher dungeons giving lower level players grief.

    Of course, I wasn't involved in the discussions on the reasoning's behind scaling up, but it seems more logical to scale down. Or that could just be me...It just seems easier (and gives you a larger margin of error) to scale Vet's then lower tier toons.

    People that are vr16 as an example, should by that time know the game, their class, its capacities...It seems that it would be easier to find/see the more experienced players this way. And scaling down would put the Vet's in a better light, while the levelers wouldn't suffer, whereas when you scale up, there's a much greater chance that the levelers will suffer. though the numbers scale...many skills are balanced on the fact that they have morphs and tiers which greatly improve their abilities, and many lower level toons simply don't have the skill points to use those morphs to their fullest.

    Short and skinny...scaling down makes things a bit easier for both, and benefits both. Scaling up doesn't improve vet much, but can detrimentally impact leveling players.

    GW2 did this approach, and it worked quite well. They even apply it in lower level zones..you are automatically scaled to the max level for that zone and stats are based on that (and impacted a bit by gear as well). so you still felt powerful when scaled, but you didn't faceroll everything on the map. This helped lower tier players who had to fight the higher level players for quest/achievement marks as well as crafting nodes, etc.
  • jonb2011nub18_ESO
    jonb2011nub18_ESO
    Soul Shriven
    ^This
    Edited by jonb2011nub18_ESO on December 2, 2015 5:56PM
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