Praeficere wrote: »WGT, ICP and CoA, once the most challenging and rewarding pieces of content are now due for another nerf with Dark Brotherhood.
PvE zones are a joke. With no threat of death and no challenge at all, the storytelling of the game can only go so far. The 'World Bosses' of the new DLC zones, Orsinium and Thieves' Guild, can be dropped easily by very few people, let alone them dying before their first line of dialogue.
The other dungeons in the game, are nothing other than boring, zero-thought 1 button mashes. "roadblock" content as said by @ZOS_Finn, is done solo-able.
Delves are just copy and pasted spaces filled with the same easy trash mobs as everywhere else in the game.
Sustain no longer matters in PvP, and favours easy to play high burst builds. (Not to say off-meta, difficult but highly satisfying and effective builds don't exist.)
What fun is a game when you're rewarded with no need to progress yourself and learn?
With nerf after nerf, what 4-man group content is worth doing? Group dungeons require little skill, and ZOS still refuse to scale vDSA.
Updating Sanctum Ophidia is a start, and the normal and veteran modes of Maw of Lorkhaj are balanced well. However, this is not enough. It has been over a year since there has been any new 4-man group content. Yet what we have is made easier and less worthwhile.
ZOS dropped the plot by nerfing quest zones over the years, players do not learn and neither do they have reason to. Remember the horror stories of Doshia and other bosses in the game? They used to be difficult but satisfying fights. Now they're un-memorable and require zero experience.
@ZOS, don't bring down the game even more by making it a straight and easy path with no challenge or satisfaction. Give players a reason to learn and want to develop themselves. There's no purpose in making content easy to do for inexperienced players, and losing them with nothing to aspire to.
Meh, tends to happen in a lot of MMOs.
1. Hard content comes out.
2. Good players complete said content and get to enjoy all the shinies early.
3. A few months pass. Content is made easy so everyone can has shinies to play with for a while.
4. Level cap increases and makes all the shinies junk. Repeat.
So as long as they keep releasing hard content and keep it hard for a few months, it dosent matter. Being good = you get early access to shinies. If you are bad you only get shinies just before level cap/dlc is released and you only get to play with them for a bit before you need to replace gear with new sets or re-farm them at a higher level (or CP cap in the case of ESO).
KoshkaMurka wrote: »I agree.
Its already so stupidly easy.
And btw, this fact and people failing in dungeons are closely related - they dont l2p simply because they dont see any incentive to it and the game doesnt encourage any kind of skillful approach.
So imo it needs more balance outside dungeons so people wont just ignore interrupt telegraphs and red circles and use something except light attacks. This way, "hard" dungeons wont be that hard and become a more enjoyable experience.
I will be so happy when all whining elitists leave the game after new DLC release. You are going to leave, aren't you?
UltimaJoe777 wrote: »People find it easy because they are constantly trying to push dps builds beyond what the game intended. The solution: stop pushing so hard. Zenimax has to be fair to everyone you know, and not everyone min/maxes to such extremes nor are they expected to.
TX12001rwb17_ESO wrote: »Has it occurred to the player base that when VR are removed we will all we thrown back 16 levels? so enemies should also be made slightly weaker as the player base will be made weaker as well.
I will be so happy when all whining elitists leave the game after new DLC release. You are going to leave, aren't you?
The same elitists who take the time to type out the boss strategies for people who've never run a dungeon, passing on the experience they've collected over time?
People are still struggling with stupid easy fights like:
- Gamyne Bandu - people attacking different chainer mobs, or ignoring completely that their team mate is chained, not moving away when they have the hp drain link to another player;
- Ruzozuzalpamaz - people drawing the big AoE on top of other players, namely cocooned players whom they also don't bother to free;
- Malubeth - people ignoring the need to use the altars to free team mates before they die;
- Spawn of Mephala - people standing in place ignoring the boss' large AoE or the wandering Aoe;
- Praxin Douare - people running into the pink circle of death, or not moving with it when it's on them.
Thease are EASY mechanics. Yet people still struggle with them. Making stuff easier will just reward people who don't bother to learn and think that "play how you want" means you can play badly and still get the cake.
I can confirm that dungeons get way to easy with many CP and good equipment. But they were fairly hard with my first character with bad equipment and no CP. It was really a challenge. If 3 trash mobs focused me I was dead for sure. Now with 4xx CP and golden equipment I laugh about the dungeons. Only activity finder groups are the challenge.
Anyways I think ZoS should scale the dungeon depending on the CP and equipment. Is it so hard to scale the difficulty by a formular that includes the average CP and average equipment state? It should get easier if you get more CP and better equipment of course you are playing to get better, if the difficulty stays the same there is no progress but it needs to get harder if the group is better.
I think its not so hard, to calculate the avarage CP is easy and there is also already a forumlar about the equipment that a lvl 10 gold is worse than a lvl 14 blue. They just need to calculate a equipment rating for every dungeon participent and caluclate the average. This average numbers needs to be used to scale the difficulty. Afterwards it should not be super hard at the beggining and super easy at the end but a study difficulty which gets less if everybody improves.
Bigevilpeter wrote: »SWTOR is much easier!!
Enough elitist BS I seriously can't finish them (well i finished VCoA but get stuck in the other sometimes at he final boss) and i am a full yellow gear templar healer with around 300 CP.
It shouldn't be that only people with 500 CP could finish them or those who only have the rarest of items.
Those are included in dailies and should be able to be done by more people.
I will be so happy when all whining elitists leave the game after new DLC release. You are going to leave, aren't you?
The same elitists who take the time to type out the boss strategies for people who've never run a dungeon, passing on the experience they've collected over time?
People are still struggling with stupid easy fights like:
- Gamyne Bandu - people attacking different chainer mobs, or ignoring completely that their team mate is chained, not moving away when they have the hp drain link to another player;
- Ruzozuzalpamaz - people drawing the big AoE on top of other players, namely cocooned players whom they also don't bother to free;
- Malubeth - people ignoring the need to use the altars to free team mates before they die;
- Spawn of Mephala - people standing in place ignoring the boss' large AoE or the wandering Aoe;
- Praxin Douare - people running into the pink circle of death, or not moving with it when it's on them.
Thease are EASY mechanics. Yet people still struggle with them. Making stuff easier will just reward people who don't bother to learn and think that "play how you want" means you can play badly and still get the cake.
......did you just type the CoH spiderboss name off the memory?o_o
Bigevilpeter wrote: »SWTOR is much easier!!
Enough elitist BS I seriously can't finish them (well i finished VCoA but get stuck in the other sometimes at he final boss) and i am a full yellow gear templar healer with around 300 CP.
It shouldn't be that only people with 500 CP could finish them or those who only have the rarest of items.
Those are included in dailies and should be able to be done by more people.
Praeficere wrote: »WGT, ICP and CoA, once the most challenging and rewarding pieces of content are now due for another nerf with Dark Brotherhood.
PvE zones are a joke. With no threat of death and no challenge at all, the storytelling of the game can only go so far. The 'World Bosses' of the new DLC zones, Orsinium and Thieves' Guild, can be dropped easily by very few people, let alone them dying before their first line of dialogue.
.........
Yet, we have nothing in its place to do. This is the issue many of us long time players have. Newer content is being released catering to the baseline of their players, while at the same time older content is being brought down with it...