anitajoneb17_ESO wrote: »Khaos_Bane wrote: »I agree with @Elloa on this subject. There is no need to nerf these dungeons, but I am sick of the DPS race. The focus on DPS is starting to make this game very very boring. It sure would be nice to have events in Dungeons that had more focus on tanking, healing, and sustain.
The problem is the following:
1. Mechanics/Bosses are so hard, they need a real tank and healer
2. People can't complete it and want it to be nerfed
3. ZOS nerfs content
4. Good groups outdps every mechanic
5. people complain, that you don't need a tank/heal
do you see the problem?
Good groups outdps every mechanics, regardless of nerfs, I think.
I'm no game / combat designer so I don't know really... but is it that difficult to set up intelligent mechanics that cannot be bypassed by high DPS ?
Khaos_Bane wrote: »I agree with @Elloa on this subject. There is no need to nerf these dungeons, but I am sick of the DPS race. The focus on DPS is starting to make this game very very boring. It sure would be nice to have events in Dungeons that had more focus on tanking, healing, and sustain.
anitajoneb17_ESO wrote: »Khaos_Bane wrote: »I agree with @Elloa on this subject. There is no need to nerf these dungeons, but I am sick of the DPS race. The focus on DPS is starting to make this game very very boring. It sure would be nice to have events in Dungeons that had more focus on tanking, healing, and sustain.
The problem is the following:
1. Mechanics/Bosses are so hard, they need a real tank and healer
2. People can't complete it and want it to be nerfed
3. ZOS nerfs content
4. Good groups outdps every mechanic
5. people complain, that you don't need a tank/heal
do you see the problem?
Good groups outdps every mechanics, regardless of nerfs, I think.
I'm no game / combat designer so I don't know really... but is it that difficult to set up intelligent mechanics that cannot be bypassed by high DPS ?
Khaos_Bane wrote: »I agree with @Elloa on this subject. There is no need to nerf these dungeons, but I am sick of the DPS race. The focus on DPS is starting to make this game very very boring. It sure would be nice to have events in Dungeons that had more focus on tanking, healing, and sustain.
anitajoneb17_ESO wrote: »Khaos_Bane wrote: »I agree with @Elloa on this subject. There is no need to nerf these dungeons, but I am sick of the DPS race. The focus on DPS is starting to make this game very very boring. It sure would be nice to have events in Dungeons that had more focus on tanking, healing, and sustain.
The problem is the following:
1. Mechanics/Bosses are so hard, they need a real tank and healer
2. People can't complete it and want it to be nerfed
3. ZOS nerfs content
4. Good groups outdps every mechanic
5. people complain, that you don't need a tank/heal
do you see the problem?
Good groups outdps every mechanics, regardless of nerfs, I think.
I'm no game / combat designer so I don't know really... but is it that difficult to set up intelligent mechanics that cannot be bypassed by high DPS ?Khaos_Bane wrote: »I agree with @Elloa on this subject. There is no need to nerf these dungeons, but I am sick of the DPS race. The focus on DPS is starting to make this game very very boring. It sure would be nice to have events in Dungeons that had more focus on tanking, healing, and sustain.
I seem to very distinctly remember needing one heck of a tank in 1.5 Spindle and BC. Heck I remember when you actually wondered about your healer when you were doing vet DC because Kwama lord boss did so much damage and had such strong shields you needed one heck of healer for it. I remember asking my healers if they needed help to heal through last FG boss, and most of them did(and those were good healers. If you could solo heal vet FG last boss, you were, like, godmode healer). But now? ...yeah. I can 2 man those dungeons faster than I used to be able to 4 man it.
As @Destruent said, it's exactly the problem - they nerf any challenging mechanics because people don't want to learn to do them, then people complain everything in the game is SUDDENLY just about dps. ...and now they're nerfing the last dungeons which have something more to them than dps races.
Heck part of the problem with IC dungeons is they are already too easy and allow good players to outdps most mechanics. Then weaker/less experienced players see this and they're like "omg these dungeons are all about dps races, they need nerfed so I can outdps them too"...while in fact what we actually need is to have the content buffed so it stops being a dps race and starts being mechanics. And to start educating people about how to actually play - look at just this thread, so many people posting here saying they're no "l33t players", that they learnt/are learning/are looking forward to learning IC dungeons and they do appreciate the challenge and sense of achievement you get from it...
ZOS fails utterly at educating players about the way game mechanics work, yet they give players a wide variety of choices in their builds, not all of which are effective.
Stacking all your attributes in either stamina or magicka makes you very powerful, but you cannot find that tip anywhere in the game.
Spells and abilities gain power (mostly) from the resource that players use to cast them, but how would they know that?
ZOS fails utterly at educating players about the way game mechanics work, yet they give players a wide variety of choices in their builds, not all of which are effective.
Stacking all your attributes in either stamina or magicka makes you very powerful, but you cannot find that tip anywhere in the game.
Spells and abilities gain power (mostly) from the resource that players use to cast them, but how would they know that?
Why is it ZOS' task to educate players? When I type in the dungeon name in Google and press search I get a ton of information on that specific dungeon. How much handholding does this game need? I guess for some people it is never enough, but if people do not want to improve their game then it's their own fault for failing to do certain content. No amount of tutorials or tips in game is going to change that. This in my opinion is where the real arrogance lies; not with so called elitist players, but with players who refuse to go that extra mile to get the best out of their character.
eserras7b16_ESO wrote: »Don't make all 4man content pugable just because LFG tool doesn't workHow about getting those dungeons out of the tool, put them to another tier.
TequilaFire wrote: »Well then just nerf normal and leave vet mode alone and possibly add a harder mode as well.
Same idea.
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 ConceptCurrently 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 IsThe 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 DungeonsThere 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 TrialsOver 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 ArenaDragonstar 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 RewardMuch 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
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 ConceptCurrently 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 IsThe 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 DungeonsThere 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 TrialsOver 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 ArenaDragonstar 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 RewardMuch 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
But that guy was cearly using BiS gear and capped CP(at least he wasn't using addons)! It's a group vet dungeon that cannot be soloed by a naked player with 10 CP! Unacceptable!
>.<
But that guy was cearly using BiS gear and capped CP(at least he wasn't using addons)! It's a group vet dungeon that cannot be soloed by a naked player with 10 CP! Unacceptable!
>.<
Don't forget, the guy is a rude elitist who won't share his tactics/builds or even show a video how he did this.
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!!
Kippesnikke wrote: »so u want everything to be a walk in the park? maybe u should choose a different hobby instead of gaming.
anitajoneb17_ESO wrote: »Kippesnikke wrote: »so u want everything to be a walk in the park? maybe u should choose a different hobby instead of gaming.
It's OK that you express your wishes and opinions @Kippesnikke , but don't tell people how to choose their games. After all, YOU could go play Dark souls instead of complaining how too easy ESO is / has become for you.
sickboy2808 wrote: »So its COA V for gold today and im going to run it 1 last time before it gets nerfed. Shame as i loved that dung but now i dont need to worry bout running it again. Im seriously running out of things i like to do in this game but hey i hardly spend much time on the game nowadays anyway. Bye Titan it was fun
anitajoneb17_ESO wrote: »anitajoneb17_ESO wrote: »Regarding the two IC dungeons, it's not all a L2P issue. Look at me : I've learned the mechanics, I don't do the basic mistakes you're mentioning, I've completed them both, on normal as well as on "gold key" mode, but I don't run them anymore because they're for my taste a little bit too hard to be fun. I personally don't mind not running them and I would agree if they stayed at their current dificulty level, BUT if there are many players like me, that's a quite big part of repeatable endgame content that's basically not used at all for its ultimate purpose : provide ingame playtime for players. That's what ZOS is ultimately selling and needs to sell.
I guess you know those "vet-dungeons" spindleclutch, banished cells and so on. Lots of good players don't run them bc they are too easy to be fun. Where ist that anywhere different from your statement?
I know you say: ZOS is making the decissions and so on. But they also read the forum and will use constructive feedback/reasonable complaints.
Yes, I don't do vet dungeons anymore unless it is with guild mates. they are too easy. At least with guild mates I can have fun.
^^ This.
Most good to excellent players that I know still run those dungeons for various reasons, even though they're boringly easy for them. Helm farming, XP farming for CP, fun with guildies, helping lowbies, rerolling, whatever. Or simply habit : dailies must be done, full stop.
They complain it's boring, but they still run this content. Besides, it's obviously easier to spend 10 minutes running boringly easy content than 2 hours of frustratingly difficult content. Also, there are plenty of ways to make easy runs fun - run naked, solo, duo, 4dps, 4tanks, beat the clock, whatever. Whereas there's no way to make difficult content easier.
And last but not least, there are more average/bad players than excellent/good players so it's more important that the former get what they need rather than the latter. Else all this wouldn't even be an issue.
Only for leveling undaunted. My last 3 toons are about to get undaunted 9. After this there is no reason for me to do them again. Running with 4 DPS, you can do this since 1.6 hits live, we now run with 2 DPS, but thats not as much fun as doing a hard dungeon with tank/dps/heal. It's only frustrating bc even then those dungeons are easy.
You said: "Whereas there's no way to make difficult content easier." That's false, you can scale content down without that much impact on your gear. Helmets can be bought at the vendor, Shoulders scale to your level. Setitems from old dungeons are useless and the sets from vICP/vWGT can be obtained by opening the trophy vaults.
There needs o be content where you have to improve and get better. Only one or two dungeons....
All Content will get easier over time, you get more CP, more gear and so on. They will be easy, even if ZOS won't nerf them.
BTW: XP farming in dungeons???? WTF? XP is horrible in there