For them it's too hard to be fun, for others it's too easy to be fun. But the first one can choose easier content...the second one doesn't have harder content available
Joy_Division wrote: »I'm sorry, WGT is not "too hard to be fun." .../...
There should be a gear/power incentive to do difficult content. Just because you might think it's fun to run the same content 100s of times just for the sake of running it and never looting anything does not mean your perspective invalidates the one that I and others hold: namely the hero gets the sword of awesomeness only after beating the Big Bad Evil Guy.
Joy_Division wrote: »Most of the stuff should be BoE to give the non-hardcore players the opportunity to get very good gear that allows them to be competitive in any content. But there should be reward stuff for actually overcoming a challenge.
A few thoughts now that we've had more time on the PTS.
I am in disagreement about increasing the difficulty of the trial when it comes live. Spending months on end in SO until the Serpent finally died was daunting and honestly a big eye roll. We were all anxious to start farming the gear and seeing the fruits of our labor. It didn't make that big of a difference that it took so long because it took over a year for new content to come out. There was literally nothing else to do except bang out the old trials on repeat. With the hope that another trial will come out in at least half the time.. what's the point of spending 2-3 times longer for a single complete? We think the second boss is monumentally harder than the first, but I can imagine the final boss is even more of a time and coordination sync. Buffing the first boss so it takes even MORE time for us to get to and complete the final boss is a good idea? No thanks.
I think this trial is a thing of beauty. But it is lacking in it's time commitment and some of its trash encounters. Call me old fashioned or just plain tired of the hunt, but running 1 or 2 successful runs a night in the coming months to garner a couple pieces of gear is just depressing. What is considered 'on farm'? Having the time to get 1-2 completes a raid.. or 4-5? Are we good enough to eventually complete the content? You bet we are. And.. I speak for myself.. but man, the sheer time commitment is frustrating. I hear the final boss fight is supposed to last around 15 minutes. Someone thinks that sounds like a blast? I guess it's still a far cry from 4 hour raids in Everquest with final boss encounters that lasted 45 minutes.
The trash in between the bosses seem like a big distraction. Ultimately the beauty, craftsmanship, and players appreciation for cool mechanics, balance, RP, etc fades. I want to focus solely on the bosses that give the loot so we can more quickly gear up and be ready for the next DLC. Right now the trash seems like a mini raid on its own. It's just too much. Leave all the cool trash mechanics, but cut the health in half so we can get to the bosses quicker. Was your intention to slow us down and make us smell the roses? If so you're nailing it on the head and I bow my head in submission. Again, this is not a 'nerf' request based on L2P or because we don't have what it takes. We are still one of the best guilds in the world, but in my opinion the time requirements make me want to stop running the trial.
Maybe it's just because I'm a raid leader that my mind is focused mostly on efficiency and getting to and through objectives quickly. If so, then my opinion is lop sided and I apologize. Maybe I'm an old man who's just tired of the grind. But I personally am looking for a trial that is difficult but CAN eventually be mastered on all levels. That means an eventual 'no death run'. I can see a no death on the first boss with extreme luck via the pad cleanses and/or timing of the pillars. But... the second boss is chalk full of cosmic accidental collision explosions among other disastrous craziness from the adds and the like. I'm not looking for another VMA where you can know every spawn and have every priority down to an art form but you still die to the most random stuff ever.
I'll end by saying I appreciate all you have done for the raiding community. I feel like you have taken in to account a lot of the thoughts and concerns we brought up in our first Council of Raiders meeting. It is obvious that we are on your priority list and for that I say thank you.
Both, boss nr 1 and boss nr 2 need a buff.
Boss nr 1 hits like a noodle and basically only the 30% burnphase is difficult.
Boss nr 2 is good difficulty but if we had our chars+nice ping that dude would be dead already.
so how to improve difficulty? And those difficulty improvements are not over the top, they would make the fights a lot more interesting.
Boss nr 1.
Decrease time to get behind pillars that kills everybody who is not behind a pillar. Now you basically have time to run over the whole room to get behind a pillar, so you need no reaction time or good positioning of the boss at all.
If you want us to have more fun on this boss give us more tigers, so we actually would need a 2nd tank on this boss because of more tigers spawning which would make the fight longer, and automatically more difficult because we can dps the boss less when we have to kill the tigers.
Atm from 30% to 0 we can just ignore the tigers and execute the boss, up the HP of the boss by 20-30% so we actually have to kill the tigers that spawn afterwards, atm we just ignore those.
Boss nr 2.
The mechanics on this boss are godlike, this is by far the most interesting fight so far in ESO, colorchanges are a real mindf***.
The only thing to improve here is that you should give the bosses like 30% more HP and limit addsspawn to 4 per side. Why? This is kind of an DPS race and the longer the fight lasts the more adds spawn. So the problem is...if you have super fast dps this bossfight will not get hard because you can nuke down the bosses pretty fast which means you have to deal with a lot less adds than ppl with low dps.
So up the HP of the bosses by 30% and limit the max spawnable adds per side to 4. 4 Adds on each side is a good number and makes the fight really interesting. Everything past 4 adds per side is Armageddon.
@Seiffer
Hand shout out to the devs, this trial is A-W-E-S-O-M-O. Just up the difficulty a bit more
Cant give feedback to other bosses as we have a really hard time with templates+250 ping to get past the 2nd boss. Tho if we had our real chars that boss would prolly be dead already. So buff bosses!
seitekisaki wrote: »
Our best run so far, prolly could have killed it but Healer disconnected at 4% and 15% of Boss HP.https://youtu.be/QB-v0kPP81o
again, my suggestions to improve and make the vet Maw of Lorkhaj more fun:Both, boss nr 1 and boss nr 2 need a buff.
Boss nr 1 hits like a noodle and basically only the 30% burnphase is difficult.
Boss nr 2 is good difficulty but if we had our chars+nice ping that dude would be dead already.
so how to improve difficulty? And those difficulty improvements are not over the top, they would make the fights a lot more interesting.
Boss nr 1.
Decrease time to get behind pillars that kills everybody who is not behind a pillar. Now you basically have time to run over the whole room to get behind a pillar, so you need no reaction time or good positioning of the boss at all.
If you want us to have more fun on this boss give us more tigers, so we actually would need a 2nd tank on this boss because of more tigers spawning which would make the fight longer, and automatically more difficult because we can dps the boss less when we have to kill the tigers.
Atm from 30% to 0 we can just ignore the tigers and execute the boss, up the HP of the boss by 20-30% so we actually have to kill the tigers that spawn afterwards, atm we just ignore those.
Boss nr 2.
The mechanics on this boss are godlike, this is by far the most interesting fight so far in ESO, colorchanges are a real mindf***.
The only thing to improve here is that you should give the bosses like 30% more HP and limit addsspawn to 4 per side. Why? This is kind of an DPS race and the longer the fight lasts the more adds spawn. So the problem is...if you have super fast dps this bossfight will not get hard because you can nuke down the bosses pretty fast which means you have to deal with a lot less adds than ppl with low dps.
So up the HP of the bosses by 30% and limit the max spawnable adds per side to 4. 4 Adds on each side is a good number and makes the fight really interesting. Everything past 4 adds per side is Armageddon.
@Seiffer
Hand shout out to the devs, this trial is A-W-E-S-O-M-O. Just up the difficulty a bit more
Cant give feedback to other bosses as we have a really hard time with templates+250 ping to get past the 2nd boss. Tho if we had our real chars that boss would prolly be dead already. So buff bosses!
Paulington wrote: »
As far as I know the scoring hasn't changed beyond the additional vitality bonus, which means a clean run in AA/HRC will give old max + 12,000 and SO will give old max + 18,000. It won't be that clear cut due to time bonuses.
If that is true, Hodor's best of 119,068 in AA if perfectly replicated would be a score of 131,712 with zero deaths. Scores will just increase a little bit due to vitality bonus.
Would actually be cool if they added deaths and time to the boads.
Would actually be cool if they added deaths and time to the boads.
2nd boss vet dead,
way too easy
That said, we are making some changes to Maw in the next PTS patch in order to facilitate more testing within the Veteran difficulty and in response to some feedback regarding the Normal difficulty. We figured it was a good time to give you insight into what is coming up. Note: This does not necessarily represent the final balance we will have when the Trial goes live.
again, my suggestions to improve and make the vet Maw of Lorkhaj more fun:Both, boss nr 1 and boss nr 2 need a buff.
Boss nr 1 hits like a noodle and basically only the 30% burnphase is difficult.
Boss nr 2 is good difficulty but if we had our chars+nice ping that dude would be dead already.
so how to improve difficulty? And those difficulty improvements are not over the top, they would make the fights a lot more interesting.
Boss nr 1.
Decrease time to get behind pillars that kills everybody who is not behind a pillar. Now you basically have time to run over the whole room to get behind a pillar, so you need no reaction time or good positioning of the boss at all.
If you want us to have more fun on this boss give us more tigers, so we actually would need a 2nd tank on this boss because of more tigers spawning which would make the fight longer, and automatically more difficult because we can dps the boss less when we have to kill the tigers.
Atm from 30% to 0 we can just ignore the tigers and execute the boss, up the HP of the boss by 20-30% so we actually have to kill the tigers that spawn afterwards, atm we just ignore those.
Boss nr 2.
The mechanics on this boss are godlike, this is by far the most interesting fight so far in ESO, colorchanges are a real mindf***.
The only thing to improve here is that you should give the bosses like 30% more HP and limit addsspawn to 4 per side. Why? This is kind of an DPS race and the longer the fight lasts the more adds spawn. So the problem is...if you have super fast dps this bossfight will not get hard because you can nuke down the bosses pretty fast which means you have to deal with a lot less adds than ppl with low dps.
So up the HP of the bosses by 30% and limit the max spawnable adds per side to 4. 4 Adds on each side is a good number and makes the fight really interesting. Everything past 4 adds per side is Armageddon.
@Seiffer
Hand shout out to the devs, this trial is A-W-E-S-O-M-O. Just up the difficulty a bit more
Cant give feedback to other bosses as we have a really hard time with templates+250 ping to get past the 2nd boss. Tho if we had our real chars that boss would prolly be dead already. So buff bosses!
again, my suggestions to improve and make the vet Maw of Lorkhaj more fun:Both, boss nr 1 and boss nr 2 need a buff.
Boss nr 1 hits like a noodle and basically only the 30% burnphase is difficult.
Boss nr 2 is good difficulty but if we had our chars+nice ping that dude would be dead already.
so how to improve difficulty? And those difficulty improvements are not over the top, they would make the fights a lot more interesting.
Boss nr 1.
Decrease time to get behind pillars that kills everybody who is not behind a pillar. Now you basically have time to run over the whole room to get behind a pillar, so you need no reaction time or good positioning of the boss at all.
If you want us to have more fun on this boss give us more tigers, so we actually would need a 2nd tank on this boss because of more tigers spawning which would make the fight longer, and automatically more difficult because we can dps the boss less when we have to kill the tigers.
Atm from 30% to 0 we can just ignore the tigers and execute the boss, up the HP of the boss by 20-30% so we actually have to kill the tigers that spawn afterwards, atm we just ignore those.
Boss nr 2.
The mechanics on this boss are godlike, this is by far the most interesting fight so far in ESO, colorchanges are a real mindf***.
The only thing to improve here is that you should give the bosses like 30% more HP and limit addsspawn to 4 per side. Why? This is kind of an DPS race and the longer the fight lasts the more adds spawn. So the problem is...if you have super fast dps this bossfight will not get hard because you can nuke down the bosses pretty fast which means you have to deal with a lot less adds than ppl with low dps.
So up the HP of the bosses by 30% and limit the max spawnable adds per side to 4. 4 Adds on each side is a good number and makes the fight really interesting. Everything past 4 adds per side is Armageddon.
@Seiffer
Hand shout out to the devs, this trial is A-W-E-S-O-M-O. Just up the difficulty a bit more
Cant give feedback to other bosses as we have a really hard time with templates+250 ping to get past the 2nd boss. Tho if we had our real chars that boss would prolly be dead already. So buff bosses!
Beware the QQ:
I actually think a compromise between the 2nd boss now and the 2nd boss then would be best seeing how this is going at the moment.
Will there be a difference in the enchantment strength from hard mode gear drops? Like with Sanctum Ophidia? That tiny extra boost will keep me happy as a min/maxer without being something worth seeking for more casual players (I bet not many people even realise the enchantment strength is stronger from hard mode Sanctum drops).