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Alternatives to nerfing vWGT, vICP and vCOA

Magdalina
Magdalina
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As all/most of you know, Zenimax is apparently planning to nerf the 3 remaining (somewhat) challenging dungeons in the DB update.
ZOS_Finn wrote: »
Hey Folks,

Regarding White Gold Tower, Imperial City Prison and Veteran City of Ash: We have adjusted their balance down a bit. We hear the feedback and appreciate the passion for this content but, we were not happy with the difficulty to complete these and wanted to ease that burden. Those three dungeons are still not a walk in the park but they shouldn't be quite the roadblock they are now.

I've already bit...stated my unhappiness with that fact in several threads here but I would like to actually try to be constructive here. I understand this will probably get ignored but perhaps there's an off chance someone might actually take notice. @ZOS_Finn, @ZOS_GinaBruno , @ZOS?

I'm assuming in that decision you're coming from the stats you have regarding the completion of those dungeons; you must've found the stats too low, deeming those dungeons too challenging for an average player. I can understand that. It makes sense you'd want to change that somehow - after all, it's your job to cater to the majority, not the tiny hardcore club you have here.

But I don't think that's enough reason for more nerfs. Sure nerfing it is the easiest copout. Reduce the damage, reduce the health, increase the times between mechanics and you'll have less people crying about the difficulty. But do you really think it's the best solution? There will always be people struggling with some content unless you nerf it to Wayrest Sewers level(...actually I think there're still some people struggling with Wayrest. Does it mean it needs a nerf too?). You want all of your playerbase to be able to complete the content and feel accomplished for that, that's a great goal but if you go down the nerf road, only way you can achieve it if you nerf it to where it's possible to complete solo, naked and using fists for weapons. That way you'll make sure absolutely anyone can make it without having to worry about build, set armor, grouping or figuring out skills. ...question is, is anyone actually going to feel accomplished after that?

You have already nerfed IC dungeons at least twice and it hasn't been enough. How many more times til it is? Maybe it's time to consider other solutions. Let's talk about what else can be done to improve playerbase experience with those dungeons and dungeons in general.

(Warning:this is gonna be a lot of text lol)

For starters, as someone else mentioned in another thread, the game does a very poor job of introducing people to the dungeons. It's their first MMO for a great lot of people and the Undaunted introduction quest could do so much better at explaining to them what it is all about. A lot of people don't even have any idea about what a tank/healer/dps is. A great lot of people don't know what a taunt is(I sure didn't back then lol). Why isn't there an NPC explaining that in some lore-friendly way? Conversation options would be something like "Tank/healer/dps sounds interesting to me. *choose tank* - Tank's role is to minimize the damage taken by their group, keeping the attention of the enemy on himself. Using shield&sword lets you do that most efficiently. It's also helpful if the tank can immobilize or otherwise take out of combat large groups of mobs to prevent them from damaging the team(see CC)" etc.
Next up, group finder. How many more threads do we need on forums about "why did my level 25 character just have to do vet 16 dungeon?" until we can have an actual explanation of how it works inside the group finder? I don't mind answering those threads, but why isn't that explained in the game? Why do we have to empirically find out that grouping via groupfinder scales everyone to v16, grouping via zchat scales dungeon to groupleader, inviting someone right after starting groupfinder used to still scale everyone but now it doesn't anymore?

While on that note, why is there so much hidden secret knowledge in the game? It's pretty easy on the whole but so many things never get explained. Like there's physical and spell resistance hardcaps which a large number of people don't even know about - and how would they if the game tells you exactly nothing even when you hit them? Why do your spells scale with max magicka and spelldamage but shields and pets(for sorc) only with max magicka, and the only way to find this is to ask an experienced friend or test it yourself?
...while on that note, did you guys(meaning players, not @ZOS XD) know that your spells' synergies scale with synergizer's highest stat and therefore their damage has in fact absolutely nothing to do with the value listed in the tooltip?

...ahm, I'm going a bit off topic now...

Back to the actual dungeon experience...you frequently hear everyone only wants experienced players and there's no room for newer people to learn. It's only partially true. Yes a lot of (experienced) players would rather run with their own crowd to get their stuff done asap. That's okay, it makes sense. But a lot of us actually enjoy showing newer people the ropes - at least as long as they're willing to listen. If I have the time I don't mind wiping with a random pug for hours, we all start somewhere. I'll try my best to not sound like an elitist ass, explain stuff and give useful tips.

If you feel the dungeon's successful completion rate is unsatisfactory, how about make use of those people instead? You used to publish articles on your site about player builds. Why not make something similar about dungeon mechanics perhaps? There can be different strategies to the bosses and most of us don't mind sharing them. Or perhaps dungeon groups' setups? For instance something like 3 dps+templar tank can work fairly well due to offheals. Or NB tank. Or several NB dps because those offheals. People can share their preferred/special group setups and how they work in dungeons, perhaps giving others some insight as for how it should work. (Not sure that's the best idea, just thinking.)

You could start official threads on the topic where people could ask questions and get helpful answers.
You could show support to dungeon videos/streams.
You could perhaps introduce some kind of system in game where players could optionally mark themselves as "dungeon newbie" and "dungeon guide" or something. "Dungeon guides" would get paired up with "dungeon newbies" and perhaps get some kind of reward if they get the team through the dungeon successfully. I'm very wary of suggesting such a system as anything with "reward" in it is probably open to abuse but it COULD work. Just off the top of my mind, such "extra roles" could be completely optional. If you preferred to be neither you could avoid choosing anything. But if you were a new player looking for some experienced help or an experienced player enjoying helping a new person you could profit from such a system.

Players aside, introduce the damn practice dummies already. They're for more casual folks as much as the l33t ones. L33t ones usually have a friendly tank ready to go practice their rotation on Bloodspawn, newer players don't do that so much and those who do want to better themselves need to practice rotations somehow. Perhaps have some NPCs(Undaunted ones? That would make sense) that'd explain some simple things to players in need, the basics like rolldodging/breaking free in time/doing some rotation etc. Perhaps have some kind of test fight near those dummies that'd actually be challenging, do no damage to your armor(No repairs), yield no loot nor xp and serve purely for practice purposes. An Undaunted NPC you can spar with and see how long you last perhaps? Once you die(perhaps give him a slow enrage mechanic so that everyone dies eventually but it's a question of how long you can last), he could give you some tips such as "you did great but your damage could've been a tad bit higher" or "hey man, I think you forgot to break free there!". That way you could improve without even having to interact with other players. Perhaps separate NPCs for tank/dps/heals practice as well? There are many ways to learn already in the game but seems it's not enough and a lot of players seem to feel shy approaching other players for advice, perhaps an NPC would help them more?

You cannot endlessly nerf the content. At some point you'll have to start educating people about how to complete it without nerfs, unless you're actually content with being purely story-driven and having most mobs die from 1-2 light attacks(because this sure is where this is going). Perhaps do it now before it's too late...if it already isn't.

To anyone who actually bothered to read that far congratulations, you win a :cookie: ...what are your (constructive) ideas about what could be done besides the nerfs to make dungeon experience overall easier for less experienced players?
  • susmitds
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    I totally agree with you. If I can't complete something, it is my fault and not that of the game. As it is, even those dungeons are laughably easy, once you get the right gear and passives. They should leave some skill requirements in the game.
  • daemonios
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    My $.02:

    - Better tutorials to explain certain mechanics (stay out of the red, block heavy attacks, interrupt charged attacks, etc.);
    - Better death recaps (e.g. "It seems you've died to the Planar's DoT. Try to close the pinion faster next time");
    - Have annoying bystander NPCs shouting tips at the players (e.g. "Throw some bombs at those flesh atronachs!");
    - Introduce in-game voice communication for PC/Mac (some people still refuse to get TS, plus you need them to connect to your server, etc. With in-game comms, everyone can at least listen to other players).
  • lathbury
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    looking again at the quote he only states veteran for coa maybe its icp and nwgt which would make more sense
  • WolfingHour
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    Grade A post. Thank you @Magdalina.

    For the purpose of the dungeons on the title dungeon newbie/dungeon helper alone might not be enough, especially in PC, due to the absence of voice communication.

    I personally don't mind showing the ropes but TS needs to be on. It's just too much of a benefit to pass on. So native voice comms client is my suggestion on top of yours. :smile:

    The battle leveling via LFG helped queue times A LOT, but I do think we are seeing the down side here. Start LFG, get group people that know what they are doing and be carried in every other vet dungeon without learning anything and naturally you expect vWGT, vICP and vcoa to be the same type of deal.

    There has to be a way to seperate vets grinding alts from new players and the game should strongly emphasize (and possibly reward) joining non trading guilds, making the further point that that is the best way to clear ALL content.

    Finally, remove these three dungeons from the gold pledge rotation. Why "force" players to do it if they are clearly not ready?

    I reckon the latter point sevearly skews whatever metric is being used to categorize vICP, vcoa and vwgt as a roadblock btw.

    (Where is my cookie?)
  • code65536
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    1) Better combat tutorial. The Wailing Prison tutorial is a joke.

    2) Create a group-play tutorial. Don't hide this stuff in help or in a website article. Make it interactive and in-game. Revamp the introductory undaunted quest, where there is actual dialog explaining things like the tank role. See how much detail the siege weapon tutorial in Cyrodiil goes into? Something like that.

    3) Put stats into context. Introduce something like a "Spell Effectiveness Rating" stat (and one for Physical, too) that takes into account your max magicka, spell damage, crit chance, and crit damage modifier. Right now, there's no in-game indicator (unless people look at before-and-after ability tooltips) that tell people, even if indirectly, "Hey, if you want to be a caster, you will do more damage with more max magicka and spell damage." Lots of players have no idea that stacking stats into health means that they do less damage, and something as simple as a "bottom line" number will give people a much clearer idea of what the various stats actually do and how they interact. Let's say you looted two sets of gear, with varying numbers for spell damage, max magicka, and crit chance. Which set is better? Would you rather dig up a spreadsheet and do the math, or just try on two different sets of gear and let the game's UI tell you?

    People talk a lot about how the "casuals" need to L2P. But a huge part of the problem is also ZOS making it hard for people to do that, through a lack of transparency and guidance. SCT is a good first step, and I applaud them for that, but there are still many pieces missing--e.g., ESO was my first MMO, when I started playing, I had to find out what a tank is by asking in zone chat.
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  • DRXHarbinger
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    Who isn't ready for 2 of these? Coa is *** easy I'm sorry. The fire maw you can burn down in seconds before any adds spawn, ash titan same fry him kite the 1st atronarch around and around and Skoria my usual group has rekd him on the 1st platform hard mode v16.

    WGT and ICP not many people know this but WGT is designed for magika builds and Prison stamina, evident by thier immense resistances to weapon damage and magika and vice versa.

    Issue with this I assume on pc is not having voip. Too many pledges have I wasted with pugs just on the overfiend when people want to try and fry it in seconds only to be rekd by mobs, no voip means they cannot be told the mech properly and to go sloooooow and burn the ads and sloooooow again and repeat. Just an small portion of issues.

    But OT do not nerf these two zos. Coa I couldn't care less it's stupidly easy, but prison is the one proper fun dungeon, despite the shite drop rates that we all enjoy and other are actually still struggling with, given everyone has a Kena helmet these days do as you wish with WGT but please leave prison alone, it's an epic tank training ground too.
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  • Bigevilpeter
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    No they need to be nerfed a bit, I shouldnt have to grind 500 cp and get full perfect yellow gear in order to be able to play the DLC I payed for!!!

    @ZOS_Finn, @ZOS_GinaBruno , @ZOS Please don't just listen to elitists, I already almost have full yellow gear and 300 cp, but can't finish VWGT and VICP and barely able to finish CoA.

    This will discourage many players from even trying the DLC and the normal mode of them is completely pointless no reason or reward to play them at all!!

  • lathbury
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    No they need to be nerfed a bit, I shouldnt have to grind 500 cp and get full perfect yellow gear in order to be able to play the DLC I payed for!!!

    @ZOS_Finn, @ZOS_GinaBruno , @ZOS Please don't just listen to elitists, I already almost have full yellow gear and 300 cp, but can't finish VWGT and VICP and barely able to finish CoA.

    This will discourage many players from even trying the DLC and the normal mode of them is completely pointless no reason or reward to play them at all!!

    your either in a bad group or dont know the tactics as we ran it with no healer in purple gear got speed run and hm and darklight dancer. so sounds like a classic case of all the gear no idea. thats no problem everyone was there at some stage watch a video or stream. join a guild or ask if anyone will show you the ropes.
  • Magdalina
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    No they need to be nerfed a bit, I shouldnt have to grind 500 cp and get full perfect yellow gear in order to be able to play the DLC I payed for!!!

    @ZOS_Finn, @ZOS_GinaBruno , @ZOS Please don't just listen to elitists, I already almost have full yellow gear and 300 cp, but can't finish VWGT and VICP and barely able to finish CoA.

    This will discourage many players from even trying the DLC and the normal mode of them is completely pointless no reason or reward to play them at all!!

    Um. You are joking yes?

    I don't have full gold gear because I'm cheap lol. And I have nearly 2 manned CoA a few months ago back when I was at like what...300 CP?(nothing to boast of since my friends have since then successfully finished 2 manning it and some others have even soloed it)

    Normal mode gives you same sets as vet except in v15. The helmet cannot be acquired there but can be bought at Cyrodiil vendor.

    Perhaps the issue lies not with the gear or CP but with the way you play and in stead of crying for yet another nerf you need to adjust your playstyle a bit? Let's try to be constructive for a second. You cannot finish WGT. Okay. Why? Which boss do you wipe on? How does it happen? What class/role/build are you and what skills are you using?
  • DRXHarbinger
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    ^ man knows it.

    Most people finished these in September last year with what.... 200 cp max and back then no Julianos no Kena sets, I think my first run was with martial knowledge v14 purple gear lol.

    If you cannot do them with gold decent gear and over 300cp then you are the problem not the game.
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    Tamriel Hero
    Grand Overlord
    Every Skyshard
    Down With BOP!
  • Kathrein
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    What is left to nerf there? Really guys, explain it to me, icp and wgt have been already nerfed when they came out and they're not difficult to do, the main problem in groups is communication not the dungeon per se.
    VCOA what do you want to nerf there? The end is a dps race, is that why they can't complete it?
  • SienneYviete
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    12uy3t.jpg
    Delta
    Valheru's
  • Sardath
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    Man, I really hope ZOS won't go on this slippery slope of nerfs, it can ruin a game.

    The same thing happened to GW2, every new content they released to the base game got nerfed in one way or another. 3 years of faceroll content, because they caved in to the whines - everything from open world content to dungeons. Fast forward to the recent expansion - they advertised it as challenging, to hopefully give the skilled players something to do and clear some of the casual stigma that the game has.

    Guess what happened next. After years of faceroll content, the playerbase dumbed down to an unbelievable level. Even though the content wasn't much harder, people immediately got overwhelmed. A significant portion of players stopped trying to understand class mechanics, rotations and builds, because there was no need for them, until now.

    You don't want this to happen here.
  • Khamira
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    Undaunted Certificates:

    You need to complete a challenge on few difficulty levels (from newbie to Epic-hardcore-oneshot mode), and after you do it you get an achievement/memento that you can show to those elitist jerks out there that you actually CAN heal/taunt/deal damage.

    There are 3 types of challenges:
    • DPS: kill boss in less than X seconds, do that without dying, standing in stupid etc.
    • Healer: Heal an NPC that is under constant attack from mobs, boss, or stands in stupid, don't let him die.
    • Tank: Taunt things and don't let an NPC get oneshotted until NPC-DPS kills everything.

    You get the point. Of course those certificates are totally optional, but you can check yourself how good you are, what parts of your gameplay needs to be polished etc etc. And when someone complains about you being on your VR3 5th alt, you can show him your Epic-hardcore-oneshot mode certificate.

    Those challenges could be also valuable to test someone's new build or rotation. You post your build on forums and add "You can beat 14th level of difficulty with that".

    Of course my idea is the most time consuming (new locations/arenas, NPC, voiceovers) but the most rewarding for newbies AND elite players both.

    Kha'jira's Scribbles - Such Blog, Many Thingies, Very Wow!
  • LadyNalcarya
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    Magdalina, thanks for the constructive thread. :)
    No they need to be nerfed a bit, I shouldnt have to grind 500 cp and get full perfect yellow gear in order to be able to play the DLC I payed for!!!

    @ZOS_Finn, @ZOS_GinaBruno , @ZOS Please don't just listen to elitists, I already almost have full yellow gear and 300 cp, but can't finish VWGT and VICP and barely able to finish CoA.

    This will discourage many players from even trying the DLC and the normal mode of them is completely pointless no reason or reward to play them at all!!

    Why there's no lol button when its needed.
    I got my ICP/WT achievements before the nerf on a wood elf magicka nightblade in Martial Knowledge set. At the release mobs hp and damage was much higher, but still it was doable.
    And of course, I didnt have 500 cps at that time... 300 maybe?
    Also I did vCoA in 1.5 just fine. There werent any cps these days, as well as vr16 gear.
    So stop spreading false information.
    Edited by LadyNalcarya on April 21, 2016 10:41AM
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • Mush55
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    Why ???? These places are supposed to be a challenge, I remember when I first did vet CoH and we were in there for 3 hours and still couldn't kill the last boss for over an hour. Now we can do it with 2dps and a healer..

    Sure some grps still struggle if I use grp finder , but go with the guild and it a breeze,any more nerfs and they might as well just be delves.

    There is no challenge left apart from trials and they are just a race against the clock and not really my thing. Way to go ZOS this game is turning into just an online RPG as quite a few can solo these so called vet dungeons now.
  • Function
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    They need to keep challenging content in this game, struggling makes you think about your skills, your gear, your positioning, everything.. it makes a player better. Sure, with this change more players will be able to faceroll through these dungeons (and probably have fun).. but they wont learn anything.
  • Apherius
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    STUPID COMPLAINERS . why did they always Cry for a nerf !!! i d'ont want do all dungeon naked !!! zenimax d'ont add new dungon ... and want Nerf the only challenge than PVE player's have , NO !!!!!!!! . @ZOS . stop nerf or you would be expulsed of the " Best of MMO liste " !! id'ont want play to a Roleplay game ! ah ! they can nerf the VMA to ! why did they not nerf the banished cells ! to hard ! please zenimax ... nerf all dungeon because i like so much do all dungeon naked !!!

    hey guys , if you want REAL GAME with difficulty , back to " darksoul III"
    Edited by ZOS_CoriJ on April 21, 2016 3:29PM
  • MidnightBlue
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    Mush55 wrote: »
    Why ???? These places are supposed to be a challenge, I remember when I first did vet CoH and we were in there for 3 hours and still couldn't kill the last boss for over an hour. Now we can do it with 2dps and a healer..

    Sure some grps still struggle if I use grp finder , but go with the guild and it a breeze,any more nerfs and they might as well just be delves.

    There is no challenge left apart from trials and they are just a race against the clock and not really my thing. Way to go ZOS this game is turning into just an online RPG as quite a few can solo these so called vet dungeons now.

    Damn you guys have it good only four hours lol. Most of the times when I did these dungeons we would be in there for hours on end and then not end up beating it because people leave. I remember getting stuck in vDSA for 7 hours, pre-Thieves Guild. The dungeons are not that hard now and non-elite players can complete them myself included. I think a lot of the problems are that people who aren't good at this game are not willing to change their bad set up to a better one to get stuff done. They are so set in stone with their current setup and that when they can't complete content, they call for a nerf. I really hate playing with those types of players. It'll also be nice if elitist players would play with their guild mates even if their DPS time was a few seconds above a minute.
  • Destruent
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    Mush55 wrote: »
    Why ???? These places are supposed to be a challenge, I remember when I first did vet CoH and we were in there for 3 hours and still couldn't kill the last boss for over an hour. Now we can do it with 2dps and a healer..

    Sure some grps still struggle if I use grp finder , but go with the guild and it a breeze,any more nerfs and they might as well just be delves.

    There is no challenge left apart from trials and they are just a race against the clock and not really my thing. Way to go ZOS this game is turning into just an online RPG as quite a few can solo these so called vet dungeons now.

    Damn you guys have it good only four hours lol. Most of the times when I did these dungeons we would be in there for hours on end and then not end up beating it because people leave. I remember getting stuck in vDSA for 7 hours, pre-Thieves Guild. The dungeons are not that hard now and non-elite players can complete them myself included. I think a lot of the problems are that people who aren't good at this game are not willing to change their bad set up to a better one to get stuff done. They are so set in stone with their current setup and that when they can't complete content, they call for a nerf. I really hate playing with those types of players. It'll also be nice if elitist players would play with their guild mates even if their DPS time was a few seconds above a minute.

    @MidnightBlue I really start to like you :)
    Noobplar
  • lolo_01b16_ESO
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    daemonios wrote: »
    My $.02:

    - Better tutorials to explain certain mechanics (stay out of the red, block heavy attacks, interrupt charged attacks, etc.);
    - Better death recaps (e.g. "It seems you've died to the Planar's DoT. Try to close the pinion faster next time");
    - Have annoying bystander NPCs shouting tips at the players (e.g. "Throw some bombs at those flesh atronachs!");
    - Introduce in-game voice communication for PC/Mac (some people still refuse to get TS, plus you need them to connect to your server, etc. With in-game comms, everyone can at least listen to other players).

    Yeah, I totally agree with that. When I die as healer and in my death recap it tells me, that heavy attacks do more damage than light attacks, how will that information help me?
    But I can see some progress. In mol the death recap is usually helpfull and the npc tells you what's happening at some points. If you now follow that line and add some good "basic combat" and "group play" tutorials, there is no need to nerf any dungeon.
    Another usefull addition would be having an ascending difficulty within the dungeons and make it obvious for players, which dungeons are easier and which ones are harder. Then people could start with dungeons that have easy mechanics like banished cells or elden hollow and then progress further and further till they finally get to wgt and icp.
  • TequilaFire
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    Geez, why not just give in and put in difficulty sliders of some sort with an achievement for completeing each level.
    Everybody is happy
  • RedRoomGaming
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    White gold tower is probably the easiest of them all lol. vICP we cannot get past first boss because we do not know the mechanics yet. If people actually got used to the mechanics instead of crying nerf all the damn time it would be easier.
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  • Destruent
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    Geez, why not just give in and put in difficulty sliders of some sort with an achievement for completeing each level.
    Everybody is happy

    This is already included: Normal mode-->easy, veteran mode-->harder
    In the new trial/dungeons/arena the story, dungeon and bossmechanics aren't even different between normal and vet mode.
    Noobplar
  • helediron
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    I am copying (and a bit modifying) a post from vMA thread. These ideas are pretty straight copy from Dungeons & Dragons Online MMO. What i propose is already tested there and working well.

    TL;DR: I am willing to trade exclusive BiS rewards to avoid constant nerfing of content..

    vWGT and vICP are getting nerfed. This is because we have only two difficulty levels and how gear rewards work. All players want to get meaningful rewards. If they can't get them from veteran difficulty, they demand nerfs until they can pass the content to get the gear rewards. In fact there is only one valid difficulty, veteran, because people despise rewards from normal mode.

    I am suggesting to have four difficulty levels and change to gear rewards. The difference should not be level of gear but how fast we get them. A hardcore player could grind one vMA weapon in a week with multiple runs per day in hardest difficulty, while a casual gets it in half year running few times per week.

    I think these changes should happen to instanced PvE content:
    - Every player should have a way to play content at level they believe they can pass it.
    - Every player should have a way to play content at level that is challenging.
    - We need more difficulty levels because now we have very easy and very difficult, and people can't find the level they can pass but still challenges them.
    - We should not end up nerfing every trial/dungeon because most people can't pass them.
    - Easier difficulty should give also BiS gear but significantly slower than harder difficulties. Keep easier difficulty still relevant path for rewards to avoid nerfing.
    - We should have more predictable path to acquiring gear and real, visible progress. RNG is sometimes too easy, sometimes too unfair.

    The solutions could be
    - All instanced content should have four difficulty levels: casual, normal, veteran, elite.
    - Keep rare RNG drops as they are, but add tokens to get rewards like vMA weapon e.g. every 20th to 80th run in MA, depending on difficulty. Set items require less tokens.
    - Use the tokens in crafting tables to produce the special item. We have there all selections we need to create it.
    - This would need jewelry crafting tables too. But even without it, jewelry could be purchasable from a vendor with tokens.

    I am not yet sure about the token scaling, but it should be such that if good player selects easier difficulty their farming rate gets slower. This gives us two good things:
    - No one can argue easier difficulties give away BiS gear because easier difficulty require more effort than harder difficulties. Players want to select the highest difficulty they still can run trough without too many deaths.
    - At the same time not-so-good players can see there is a path for them for the BIS gear, and therefore do not demand nerfs.

    Each instance would have their own tokens. Running CoA gives Valkyn token and MA gives Maelström token. If elite CoA drops four tokens, then require 4*20=80 tokens in e.g. clothing table to make one Valkyn item. You can only select head or shoulder and style is locked, but can freely choose level and traits. With 80 WGT tokens i can make Kena or with 20 WGT tokens i can make one Imperium or Spellcure set item.

    What we get from these changes?
    - No need to nerf elite difficulty.
    - Elite players lose exclusive rewards. Instead they earn them faster than others.
    - Regular players gain access to best rewards, but don't have to struggle with elite difficulty. They still have to put more effort to get that gear.
    - Normal difficulty becomes a valid choice.
    - Everybody can pass every content. That's why there is casual difficulty. I have played with stoned or anxious players, who can barely use light attack, or quit from fear of death.
    - Token system handles the balancing between difficulty levels. It also mitigates current RNG unfairness. I've witnessed people getting Valkyn head on their very first vCoA run, and NOT getting even one full set in vWGT after 200 runs. This is NOT making gear rewards easier. It makes them predictable.
    - it is hard to make dungeon difficulty balanced correctly. In DDO people can compensate it by selecting different difficulty. There some trials are usually run at hard (=veteran) and others at normal difficulty. So instread ZOS tweaking the one difficulty people adapt.

    Smaller changes:
    - Integrate the veteran hard mode into the elite mode.
    - Move weekly rewards to token system to keep overall drop rate same as now.
    - Group leader chooses difficulty level.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • TequilaFire
    TequilaFire
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    Well then just nerf normal and leave vet mode alone and possibly add a harder mode as well.
    Same idea.

  • profundidob16_ESO
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    Khamira wrote: »
    Undaunted Certificates:

    You need to complete a challenge on few difficulty levels (from newbie to Epic-hardcore-oneshot mode), and after you do it you get an achievement/memento that you can show to those elitist jerks out there that you actually CAN heal/taunt/deal damage.

    There are 3 types of challenges:
    • DPS: kill boss in less than X seconds, do that without dying, standing in stupid etc.
    • Healer: Heal an NPC that is under constant attack from mobs, boss, or stands in stupid, don't let him die.
    • Tank: Taunt things and don't let an NPC get oneshotted until NPC-DPS kills everything.

    You get the point. Of course those certificates are totally optional, but you can check yourself how good you are, what parts of your gameplay needs to be polished etc etc. And when someone complains about you being on your VR3 5th alt, you can show him your Epic-hardcore-oneshot mode certificate.

    Those challenges could be also valuable to test someone's new build or rotation. You post your build on forums and add "You can beat 14th level of difficulty with that".

    Of course my idea is the most time consuming (new locations/arenas, NPC, voiceovers) but the most rewarding for newbies AND elite players both.


    This is an amazing idea. And one should only be allowed to queue in the corresponding random group finder levels based on his highest score per role or at least the group finder should match the people of the same score levels together as much as possible, rather than their player levels. People with only the "normal" certificate should really not be allowed to queue for that role in the "veteran" queue

    Edited by profundidob16_ESO on April 21, 2016 11:53AM
  • lathbury
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    White gold tower is probably the easiest of them all lol. vICP we cannot get past first boss because we do not know the mechanics yet. If people actually got used to the mechanics instead of crying nerf all the damn time it would be easier.
    you are probably over dpsing the boss tank him in front of the portal do steady dps as soon as adds spawn focus them then back to the boss at 50% use ultimates as a harvester spawns then repeat.
    the adds spawn at boss health %'s so to much dps results in getting overwhelmed


    Edited by lathbury on April 21, 2016 11:52AM
  • Nifty2g
    Nifty2g
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    I'm just going to post something I posted awhile ago

    This thread and idea is for the players that like a challenge, that want difficult content and player separation from what it is now, because I believe the competitive PvE competition is a dying age hard to revive what it once was due to all of the nerfing content to suit the more casual player. Which is understandable but also HIGHLY discouraging for new players to progress in an MMO with a bright future looking to progress. I believe this concept is an extremely healthy idea for Zenimax to look into, yes I know your team is limited but this would be an amazing thing to provide

    The Concept
    Currently as it stands Normal and Veteran are too far of a gap between each other, Normal Mode is designed for a new player looking to progress his or her build and start to get into raiding and group content, as it is right now Normal Mode is far too easy for every single player, the damage output of enemies is far too weak against the damage output by you, you are easily able to outdamage them and kill them, and you can do it in pretty much any build. This type of design I believe discourages a new player and gives them false hope so in turn they decide "hey guys lets try Veteran out" after jumping into Veteran Mode straight from Normal Mode, the difference is massive, and I mean really massive, new players struggle and it causes a bad benchmark from that sort of play style jump. Normal Mode should be harder, and Veteran Mode should be a little easier in comparison.

    Veteran Mode is designed for the players who have been around for awhile, this has been said many times before. However, this becomes a huge problem because of Zenimax's Philosophy to match content to the larger audience, being and always will be the less *hardcore* type of player. I believe this is where the main problem starts, having content from one Party be nerfed for the other Party to complete, this causes many gameplay clashes and also prevents character and build progression for new players who try to pursue it.

    Thus because of this I believe we should introduce a new mode called Nightmare Mode to keep the two parties split and to have an even and productive character progression model. Having the difficultly jump from Normal > Veteran > Nightmare should be manageable yet challenging, for all parties and those trying to better themselves at the game.

    What Nightmare Mode Is
    The basic construction of Nightmare Mode will be a considerable increase of Veteran Mode, there will be no new mechanics, no new boss fights, nothing extra to do, it will simply increase the Damage Output on Enemies and their Maximum Health, Damage Shields, Elemental Resistance, Critical Resistance and Critical Chance. This would challenge players to learn to move around, to block attacks, and to rethink their build as a whole learning how to sustain their damage, how to sustain their stat resource pools and their reaction times. This mode should not have nerfed damage it should not be touched and modified to fit the casual playerbase it should remain as a benchmark and an achievement to complete this mode for all dungeons and trials.

    Not only have we seen many changes to Dungeons and Trials we have also seen changes to how Death Penalties work, this is one of the most discouraging thing Zenimax has ever changed in terms of competitive gameplay, removing death penalties promotes such an unhealthy playstyle and unhealthy competition, promoting how it is okay to die and there is no punishment for it, no life lost, just 1,000 repair bill when your gear decides to break.

    Nightmare Mode For Dungeons
    There isn't much challenge in dungeons at this current time it's mainly going in for a daily and destroying all of the bosses for a unique item set which ends up being deconstructed for the Style Materials. So to make things interesting for Dungeon Nightmare Mode I would suggest adding in a life counter similar to how Trials Works, or a Dungeon Timer which would be a unique way of having players maximizing their damage to try to complete the dungeon in a certain amount of time to be rewarded with a chance of getting a Legendary Item to drop on the Last Boss if you complete it within that time limit.

    Nightmare Mode For Trials
    Over the time since Craglorn has been out we have seen a lot of changes to Trials from how they orginially were, for example the decreased Life Counter used to be 32, that was exetremly hard to complete content with, especially Sanctum Ophidia, and the challenge was so great it took a few months to be able to beat the Trial, at least for me and the people I had played with at the time and all the other Top Guilds. I would also propose that Nightmare Mode would include a Death Penalty similar to how it used to be, adding 5 minutes to your overall score but maybe reducing your overall score by 500 points per death.

    Nightmare Mode For Dragonstar Arena
    Dragonstar Arena would have possibly been the most successful and most unique PvE content ESO will have, the idea is great it causes a lot of teamwork and class balancing to get the best results, the one thing I would suggest for Dragonstar Arena Nightmare Mode would be to give a Timer similar to Dungeons, and to decrease the overall lives that you had, possibly setting a benchmark for each round to be completed in a certain amount of time to recieve a special reward at the end of each round that would be a Legendary Item from Footman, Healer or Master Weapon.

    Risk and Reward
    Much like many games it becomes a problem when one party is able to complete content and get far superior gear being geared out and flying through content, so since Nightmare Mode has a lot of risk to it, it would need healthy rewards and because the content is the same as what a Veteran Mode would be my suggestion would be to make all of the gear within Trials drop Legendary, this would also be unique because we don't see this in ESO, we have never seen Legendary Items drop, only from weekly rewards it is also a great incentive to keep running content to try and get Legendary Materials.

    Another idea being suggested is to add in vanity items such as Skins and Mounts to reduce the need to feel Overpowered compare to the players unable to complete, thanks @Aerieth @PBpsy for the idea
    #MOREORBS
  • Destruent
    Destruent
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    Khamira wrote: »
    Undaunted Certificates:

    You need to complete a challenge on few difficulty levels (from newbie to Epic-hardcore-oneshot mode), and after you do it you get an achievement/memento that you can show to those elitist jerks out there that you actually CAN heal/taunt/deal damage.

    There are 3 types of challenges:
    • DPS: kill boss in less than X seconds, do that without dying, standing in stupid etc.
    • Healer: Heal an NPC that is under constant attack from mobs, boss, or stands in stupid, don't let him die.
    • Tank: Taunt things and don't let an NPC get oneshotted until NPC-DPS kills everything.

    You get the point. Of course those certificates are totally optional, but you can check yourself how good you are, what parts of your gameplay needs to be polished etc etc. And when someone complains about you being on your VR3 5th alt, you can show him your Epic-hardcore-oneshot mode certificate.

    Those challenges could be also valuable to test someone's new build or rotation. You post your build on forums and add "You can beat 14th level of difficulty with that".

    Of course my idea is the most time consuming (new locations/arenas, NPC, voiceovers) but the most rewarding for newbies AND elite players both.


    This is an amazing idea. And one should be able to queue in the random group finder based on his highest score per role or at least the group finder should match the people of the same score levels together as much as possible, rather than their player levels

    Why? Sometimes it's really nice to play with more/less experienced people. They can learn from you and you can learn from them. Don't take this away :)
    Noobplar
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