anitajoneb17_ESO wrote: »KoshkaMurka wrote: »anitajoneb17_ESO wrote: »
True... But:
1)You can scale it down to vr1, collect embers and get 2 random vr16 items from the chest;
2)You can farm vr15 versions that have marginally less stats, which wont make or break your char if youre not minmaxing
3)You're very naive if you think that ability to beat these dungeons on vr16 means that you can get the sets. It took me months to get 5 pieces of spell cure, and 3 of them are stll not divine. I farm since release. Dont you think that more reliable way to fram these would be more casual friendly than nerfing the dungeon?
Only your 1st option is a real option to get the gear.
to your 3rd point : You've done *exactly* what ZOS wanted (me too, by the way, I also have my 5pcs SPC...) : running the dungeons. ZOS wants the casual to do the same : run the dungeons. Not play less of hard content for more reliable loot, but play more of nerfed content for the same rare loot, forcing to more play.
I'm not saying that's good. All I'm saying is that's what ZOS wants and by those standards, your suggestion isn't a good one to them.
anitajoneb17_ESO wrote: »timidobserver wrote: »Like I said somewhere else, if you want to put forth the idea that the nerf is an arbitrary decision from ZOS and not based on any of the heated nerf ICP/WGT threads that have cropped up from time to time, I can't be bothered to argue that point.
It's not arbitrary. But I'm convinced that it isn't based on players' requests or complaints. It's based on ZOS' desire/strategic goal to have more players play more and longer.timidobserver wrote: »As far as it being my opinion goes, have you looked at the title of the thread you are posting in? It's filled with people who are completely open to compromise. I am completely open to almost any compromise that leaves some remotely challenging 4 man content in the game.
And that's very relevant to this thread's purpose. Because if your argumentation is "some players want hard content vs. most players want the dungeons nerfed", you're simply mistargeting. The issue is not that casual players want to run those dungeons, it's that ZOS want more players to run those dungeons.
In other words, if 100% of the players would actually express that they're absolutely fine with the current difficulty (and those who find it too hard are ok with not running them), ZOS would answer "we'll nerf them anyway because we want you to run them and play more".
The entity with whom you have to negotiate a compromise here is not "casual players", it's ZOS.
Then instead of nerfing, they should be incentivising.
anitajoneb17_ESO wrote: »timidobserver wrote: »Like I said somewhere else, if you want to put forth the idea that the nerf is an arbitrary decision from ZOS and not based on any of the heated nerf ICP/WGT threads that have cropped up from time to time, I can't be bothered to argue that point.
It's not arbitrary. But I'm convinced that it isn't based on players' requests or complaints. It's based on ZOS' desire/strategic goal to have more players play more and longer.timidobserver wrote: »As far as it being my opinion goes, have you looked at the title of the thread you are posting in? It's filled with people who are completely open to compromise. I am completely open to almost any compromise that leaves some remotely challenging 4 man content in the game.
And that's very relevant to this thread's purpose. Because if your argumentation is "some players want hard content vs. most players want the dungeons nerfed", you're simply mistargeting. The issue is not that casual players want to run those dungeons, it's that ZOS want more players to run those dungeons.
In other words, if 100% of the players would actually express that they're absolutely fine with the current difficulty (and those who find it too hard are ok with not running them), ZOS would answer "we'll nerf them anyway because we want you to run them and play more".
The entity with whom you have to negotiate a compromise here is not "casual players", it's ZOS.
KoshkaMurka wrote: »bad rng is much more discouraging than difficulty .../...Then instead of nerfing, they should be incentivising.
^Exactly!^
Bigevilpeter wrote: »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!!
timidobserver wrote: »My response was related to why difficulty sliders, alternative ideas, or pleas for a compromise will not budge the stance of those that want the dungeons nerfed.
Why are you acting as though we live in a totalitarian regime country and ZOS is the government? ZOS is a private company profitting from its customers enjoying their product and wanting to come back to it. Therefore ZOS must be basing their decisions on what they customers - the majority of them - want(or what ZOS thinks they want at least) in order to get profit. But people like me are also their customers, and we have the right to voice our opinions and concerns about the long-term success of their product(which ZOS should actually be interested in more than we are) due to their current decisions. And try to offer alternatives.anitajoneb17_ESO wrote: »timidobserver wrote: »Sure there is. That is the difference between the two sides of the argument. One side is A okay with 2 remotely challenging Vet Dungeons and the rest being easy. The solution is to leave them a few challenging vet dungeons. The other side wants every vet dungeon to be made easy. There is no solution or compromise for that.
No. They want access to the best gear.
But let's keep that aside.
You're actually derailing the discussion a bit by accusing the players to "want".
In this case, right now, it's not the players who "want" anything. It's ZOS who wants to increase the completion rate of those dungeons. Big difference.
anitajoneb17_ESO wrote: »KoshkaMurka wrote: »bad rng is much more discouraging than difficulty .../...Then instead of nerfing, they should be incentivising.
^Exactly!^
So say you.
I don't know and can't speak for anyone else but me, but in my case, they could put the all-times best-in-slot item-of-my-dreams as reward for vMA, I still wouldn't run it. And if they did the same for vICP I would probably run it just the few times needed to loot the so precious item, and never go back.
I play for fun, so it's really hard to make me run something that's not fun to me, no matter what.
Even if many people are probably less stubborn than me, obviously if the goal is to have more people play more, without creating new content, then nerfed dungeons + bad RNG is the correct recipe.
EDIT : to stay on the constructive side of things : I believe the whole concept of "learning" in this game needs to be deeply re-thought by ZOS. There are no tools, no information, no curve. The soloing zones teach you nearly nothing in terms of gameplay, when you reach group content you enter a whole new world where all the teaching had to be made by the guilds, and when you reach competitive endgame like SO, vMoL, IC dungeons or vMA, that's yet another completely different world.
Nothing in the game teaches you anything. There are no progression steps.
In my opinion that would be the way to go for hard content to be more affordable and less scary for more people.
Therefore ZOS must be basing their decisions on what they customers - the majority of them - want(or what ZOS thinks they want at least) in order to get profit. But people like me are also their customers, and we have the right to voice our opinions and concerns about the long-term success of their product(which ZOS should actually be interested in more than we are) due to their current decisions. And try to offer alternatives.
anitajoneb17_ESO wrote: »Therefore ZOS must be basing their decisions on what they customers - the majority of them - want(or what ZOS thinks they want at least) in order to get profit. But people like me are also their customers, and we have the right to voice our opinions and concerns about the long-term success of their product(which ZOS should actually be interested in more than we are) due to their current decisions. And try to offer alternatives.
ZOS has far more valuable information than "what we want" or "what a few forumers want".
They know what we do in the game. Each and every one of us.
Anf they also know what translates into money for them - and what doesn't.
anitajoneb17_ESO wrote: »Therefore ZOS must be basing their decisions on what they customers - the majority of them - want(or what ZOS thinks they want at least) in order to get profit. But people like me are also their customers, and we have the right to voice our opinions and concerns about the long-term success of their product(which ZOS should actually be interested in more than we are) due to their current decisions. And try to offer alternatives.
ZOS has far more valuable information than "what we want" or "what a few forumers want".
They know what we do in the game. Each and every one of us.
Anf they also know what translates into money for them - and what doesn't.
anitajoneb17_ESO wrote: »KoshkaMurka wrote: »anitajoneb17_ESO wrote: »
True... But:
1)You can scale it down to vr1, collect embers and get 2 random vr16 items from the chest;
2)You can farm vr15 versions that have marginally less stats, which wont make or break your char if youre not minmaxing
3)You're very naive if you think that ability to beat these dungeons on vr16 means that you can get the sets. It took me months to get 5 pieces of spell cure, and 3 of them are stll not divine. I farm since release. Dont you think that more reliable way to fram these would be more casual friendly than nerfing the dungeon?
Only your 1st option is a real option to get the gear.
to your 3rd point : You've done *exactly* what ZOS wanted (me too, by the way, I also have my 5pcs SPC...) : running the dungeons. ZOS wants the casual to do the same : run the dungeons. Not play less of hard content for more reliable loot, but play more of nerfed content for the same rare loot, forcing to more play.
I'm not saying that's good. All I'm saying is that's what ZOS wants and by those standards, your suggestion isn't a good one to them.
anitajoneb17_ESO wrote: »timidobserver wrote: »A difficulty slider won't change anything. The only point to a difficulty slider would be to increase the reward/incentive for doing the content at a more difficult level. The problem is that the people that do content with the slider set low will find it unacceptable that their reward is not the same as those that do it with it set on high. There is no solution to people with their point of view.
There is no solution either to people who think that a maximum level of difficulty is not worth doing if not tied to a max level reward exclusive to that level.
RedRoomGaming wrote: »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.RedRoomGaming wrote: »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.
the adds spawn at boss health %'s so to much dps results in getting overwhelmed
I got the bosses mixed up. I meant the ones with the elite atronach spawns. We just haven't got the rhythm of throwing the bombs at the correct time and dps if you get me.
ok with this one tank him near the pool and dps untill 60% then he will become immune then focus any atros and throw bombs designate 1 player for each doorway. when he returns you may have another atro spawn use ulti on this and boss basically repeat this pattern.
RedRoomGaming wrote: »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.RedRoomGaming wrote: »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.
the adds spawn at boss health %'s so to much dps results in getting overwhelmed
I got the bosses mixed up. I meant the ones with the elite atronach spawns. We just haven't got the rhythm of throwing the bombs at the correct time and dps if you get me.
ok with this one tank him near the pool and dps untill 60% then he will become immune then focus any atros and throw bombs designate 1 player for each doorway. when he returns you may have another atro spawn use ulti on this and boss basically repeat this pattern.
That was the correct tactic before the patch where Flesh Sculptor got changed.
Currently the best tactic is:
Focus Atronarchs AS SOON AS THEY SPAWN.
This will give you plenty of time for every member of the group to throw bombs once the boss goes to the pond.
When the boss leaves the pond, the tank should take aggro, but everyone else DON'T STOP THROWING BOMBS. Only when the zombies stop coming out, then you should resume killing the boss.
...what's up with this "they're the boss so they always know better" mentality? All MMOs owners should know what their players do in the game, so by your logic they should always make correct(in terms of long term success of the game) decisions and be immune to failure? ...this might be my first MMO but something(must be my amazing female intuition) tells me that's not how it works.
Clarkieson wrote: »I completely disagree with the content being too hard.
Helped a 60+ year old lady through VWGT this evening, she has bad thimbs too. Now she has a molag kena 2 piece set. There goes a happy lady, and why not? She was determined to learn and give the dungeon a real go.
Put some people to real shame.
anitajoneb17_ESO wrote: »Clarkieson wrote: »I completely disagree with the content being too hard.
Helped a 60+ year old lady through VWGT this evening, she has bad thimbs too. Now she has a molag kena 2 piece set. There goes a happy lady, and why not? She was determined to learn and give the dungeon a real go.
Put some people to real shame.
People should feel ashamed for failing (or not wanting to put effort in) a dungeon in a video game ?
Really ? I mean... REALLY ???
anitajoneb17_ESO wrote: »Clarkieson wrote: »I completely disagree with the content being too hard.
Helped a 60+ year old lady through VWGT this evening, she has bad thimbs too. Now she has a molag kena 2 piece set. There goes a happy lady, and why not? She was determined to learn and give the dungeon a real go.
Put some people to real shame.
People should feel ashamed for failing (or not wanting to put effort in) a dungeon in a video game ?
Really ? I mean... REALLY ???
anitajoneb17_ESO wrote: »Clarkieson wrote: »I completely disagree with the content being too hard.
Helped a 60+ year old lady through VWGT this evening, she has bad thimbs too. Now she has a molag kena 2 piece set. There goes a happy lady, and why not? She was determined to learn and give the dungeon a real go.
Put some people to real shame.
People should feel ashamed for failing (or not wanting to put effort in) a dungeon in a video game ?
Really ? I mean... REALLY ???
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »My 2 cents.
Here is the underlying problem. Right now, we have 2 difficulty modes. Normal which is a cakewalk, and Vet, which at least with ICP and even WGT, I will admit can be challenging. They certainly were back in the day. Normal provides absolutely no incentive to run it, but Vet drops some of the best gear in the game. This is not limited to these dungeons. Look at VMA, there are two modes: Laughably Easy (no viable end-game gear) and Nightmare (BIS weapons). People get upset, I believe, because they want access to the gear more than anything.
But that's(the bolded part) is just not true. Normal provides absolutely no incentive to run it, but Vet drops some of the best gear in the game.
I thank you for the kind words, but I have to disagree. Each of these dungeons provides something necessary. I guess i fall into the min/maxer category, no point in denying it. Right now, there are 3 places I NEED to run to min/max my build on my DK, and they are all the places we talked about. I need a better trait (divines) on a v16 heavy Skoria Helm (only available from VCOA), I need a second Maelstrom inferno staff (only available in VMSA), and I need better traits on 2 of my scathing pieces (only available in VICP). I still need better traits on some stuff from VWGT, but that grind is pretty much behind me.
Skoria is one of the 3 viable DPS monster sets available. I wont say its the undisputed BIS, but for many builds it is. You need VCOA to get it. VWGT, provides another one of these helms, that is again BIS for certain builds. It also gives Spell Power Cure, which is arguably BIS for healers, and Imperium, which a lot of tanks are after. VICP gives Scathing, which again is arguably best in slot for most magic DPS builds if you get the good traits. None of this stuff can be found in the normal version. Other than the skill point, there is no incentive to run them. As I think I have shown, BIS gear is lurking in the depths of the veteran versions only.
As for the difference between v15 and v16 gear, it is bigger than you think for a few reasons. One reason that is often overlooked is that v16 enchants are much more powerful than v15 enchants. It is also pretty silly IMO to make a v15 piece of gear gold. So really you end up comparing purple v15 to gold v16, and it absolutely makes a difference, especially on weapons. You can certainly clear all content (save VMOL) in purple v15 gear, but anyone going for time is going to notice a drop in their performance, especially on a DPS.
KoshkaMurka wrote: »anitajoneb17_ESO wrote: »Clarkieson wrote: »I completely disagree with the content being too hard.
Helped a 60+ year old lady through VWGT this evening, she has bad thimbs too. Now she has a molag kena 2 piece set. There goes a happy lady, and why not? She was determined to learn and give the dungeon a real go.
Put some people to real shame.
People should feel ashamed for failing (or not wanting to put effort in) a dungeon in a video game ?
Really ? I mean... REALLY ???
Its just a team effort. For example, lets imagine you joined a local soccer team, that just plays for fun and obviously not going for world cup. But still, when you play with them, you will be expected to follow the rules, and not just do random things, like throwing the ball with your hands, just cause you like that more, or dancing.
All I keep hearing is BiS.
1. you are a min/maxer and have no problems in those dungeons whatsoever
2. you are a casual and cannot complete
Who said that casuals NEED BiS gear? Or that they should have that gear more available to them?
Some of the best builds include craftable armor and weapons and purchasable jewlery.