That's the fastest way to open vaults just farm the first boss to get the gear you need.If they see a lot of people just fight the first boss and leave then that explains why a lot of people haven't completed it.The Uninvited wrote: »The Uninvited wrote: »He was was quite honest when he said, they have internal data that does not meet there target goals for attempts and completes.
This says nothing. Some people run them until they have the gear they want and go back to pvp, some people don't run them anymore since the previous nerf, some people only farmed for the helmet and don't run them anymore because they got it (or bought the helmet from the Cyrodill vendor).
I missed one: Many players farm the first boss in dungeons for gear. Does that count as a not completed attempt?
Because that would seriously skew the data...
@ZOS_Finn can you answer this for us?
profundidob16_ESO wrote: »And so with between 5-10 minutes on each trash pack (that feels like an eternity btw) we eventually reach the end boss of spindleclutch after many many wipes (around 50 soul gems gone from my stack alone) and when they realize the last pack at the end boss is too much they just decide to give up and leave group. So after they all left I just switch to second bar and finish the dungeon solo asking myself why I even joined this random group experience in the first place...
anitajoneb17_ESO wrote: »profundidob16_ESO wrote: »And so with between 5-10 minutes on each trash pack (that feels like an eternity btw) we eventually reach the end boss of spindleclutch after many many wipes (around 50 soul gems gone from my stack alone) and when they realize the last pack at the end boss is too much they just decide to give up and leave group. So after they all left I just switch to second bar and finish the dungeon solo asking myself why I even joined this random group experience in the first place...
Lol you have a true narrative talent ;-)
But seriously, thanks for sharing that experience here. Most good players have NO CLUE when they repeat over and over how everything is a walk in the park. There's everything in this game, from the absolutely clueless players to the excellent 35k+ DPS ones.
Again, maybe some learning tools should be implemented by ZOS. But the "play how you want" is also a vrey real feature of this game, so people should not be expecting everyone to "learn" in a way that they're all "FOTM/min-max-copy-pasted". Still we need tools to be able to learn to "play efficiently how we want".
anitajoneb17_ESO wrote: »profundidob16_ESO wrote: »And so with between 5-10 minutes on each trash pack (that feels like an eternity btw) we eventually reach the end boss of spindleclutch after many many wipes (around 50 soul gems gone from my stack alone) and when they realize the last pack at the end boss is too much they just decide to give up and leave group. So after they all left I just switch to second bar and finish the dungeon solo asking myself why I even joined this random group experience in the first place...
Lol you have a true narrative talent ;-)
But seriously, thanks for sharing that experience here. Most good players have NO CLUE when they repeat over and over how everything is a walk in the park. There's everything in this game, from the absolutely clueless players to the excellent 35k+ DPS ones.
Again, maybe some learning tools should be implemented by ZOS. But the "play how you want" is also a vrey real feature of this game, so people should not be expecting everyone to "learn" in a way that they're all "FOTM/min-max-copy-pasted". Still we need tools to be able to learn to "play efficiently how we want".
anitajoneb17_ESO wrote: »profundidob16_ESO wrote: »And so with between 5-10 minutes on each trash pack (that feels like an eternity btw) we eventually reach the end boss of spindleclutch after many many wipes (around 50 soul gems gone from my stack alone) and when they realize the last pack at the end boss is too much they just decide to give up and leave group. So after they all left I just switch to second bar and finish the dungeon solo asking myself why I even joined this random group experience in the first place...
Lol you have a true narrative talent ;-)
But seriously, thanks for sharing that experience here. Most good players have NO CLUE when they repeat over and over how everything is a walk in the park. There's everything in this game, from the absolutely clueless players to the excellent 35k+ DPS ones.
Again, maybe some learning tools should be implemented by ZOS. But the "play how you want" is also a vrey real feature of this game, so people should not be expecting everyone to "learn" in a way that they're all "FOTM/min-max-copy-pasted". Still we need tools to be able to learn to "play efficiently how we want".
profundidob16_ESO wrote: »@ZOS_GinaBruno @ZOS_Finn @Wrobel
very well. So here's my practical suggestion for ZOS to fix this for both communities which are obviously incompatible:
1. Implement a new solo scaled dungeon in DB called: "Elite test of the Undaunted" pretty much like veteran maelstrom arena but only 1 room . The starting NPC let's you choose which of 3 tests you want to take in direct correspondence to the classic roles that you queue for with random group finder. E.g as healer you have to keep 3 npc's alive that are sometimes together and sometimes apart and under continuous damager. None can die until you reach the end. Difficulty rating vMaesltrom arena !! When you succeed (which will not work without gearing up, using potions and/or being effective at whatever playstyle you choose) you get an achievement "Undaunted Elite healer" and with this new achievement the healer role on the "elite random dungeon" queue opens up for you. Without it, that specific role is locked for you until you unlock it. Elite level becomes a new third level of the existing dungeons (=vMOL level for existing 4-man dungeons) which you can introduce as a new feature. For vWGT and vICP e.g that would simply be a small tune-up of the existing version pre-nerf and require little effort from your side as developers
Note that you can perfectly play whatever style you like. If you think CC'ing or dps'ing all mobs down instead of using healing skills on the npc's is the best way to prevent those 3 npc's from dying, perfect ! Be my guest
Same story for the DPS role test and Tanking role test
i pugged a lot during the last days to level undaunted on my V1...V3-toons and the runs went really smooth. Maybe i had luck...maybe someone else had badluck, but the players are not that bad in general.
If y'all didn't want it to be nerfed, you should have been more inclusive and open to newer players by teaching them the mechanics, rather than just dropping from group or booting them when group wipes once or twice.
I say it is a fault of the elitists in the game why things like this get nerfed.
zerosingularity wrote: »So anyone try 2manning or soloing vICP on PTS yet?
anitajoneb17_ESO wrote: »Again, maybe some learning tools should be implemented by ZOS. But the "play how you want" is also a vrey real feature of this game, so people should not be expecting everyone to "learn" in a way that they're all "FOTM/min-max-copy-pasted". Still we need tools to be able to learn to "play efficiently how we want".
Joy_Division wrote: »If y'all didn't want it to be nerfed, you should have been more inclusive and open to newer players by teaching them the mechanics, rather than just dropping from group or booting them when group wipes once or twice.
I say it is a fault of the elitists in the game why things like this get nerfed.
I never kick or drop anyone.
It's the V3 "tank" standing in red who rage-quits after 2 wipes telling me my healing sucks that makes PUG groups fall apart.
btw. is the equipment on PTS that bad? i didn't test that much tbh, but it did not look that bad imo. You have tons of crafting materials and most important sets are available in the boxes...
UnBelievaBill wrote: »eserras7b16_ESO wrote: »I truly dislike the nerf. I bet it is because people in grouping tools weren't able to complete it, but it's okay if some 4mans remain unpugable, there should be unpugable content. Don't put them on the random dungeon and mark them as specialy difficult to keep casual players from them, but don't nerf them.
My own personal experience, some of my fastest vwgt runs have been done with the activity finder. It all comes down to being able to find the other masochists (albeit end game stat / geared, WGT veteran masochist) that randomly cue for WGT voluntarily.
anitajoneb17_ESO wrote: »That's a general problem with the "strategies".
Most people think they know the dungeons because they simply do what they're told or what they've seen in videos, but they have NO CLUE why they have to do it that way.
And in raids or in groups, most of the time when I ask "why", the only answer I get is "just do as I tell you".
That's also the reason why some people think very high DPS is a must-have even if it's not. It's because without really high DPS, you have to actually play with the dungeons' mechanics, and most people don't know them at all, even if they have breezed through the dungeon a 100 times already.
Who knows why we have to stand apart from each other in the Mage's fight in AA, or in Gamyne Bandu's fight in FG ?
Who remembers or knows there are circles of life that can save your life in case AA's first boss doesn't die quickly enough ?
How many groups are organized with a 2nd tank that goes "downstairs" with three other players in Mantikora fight ?
Who cares about interrupting the white shadows around Bodgan in EH gold key mode ?
Who remembers the good old proven tactics with Hyatt the Battlemeister (last stage VDSA ?)
and so on...
The sad thing is, dungeons are much more fun to play WITH the mechanics than without. But burning is so much easier ! (then people will complain that the dungeons are too easy and boring...)
Also, many groups are convinced that they are too weak to do some of the "difficult" content. In fact they're perfectly fine, it's just that noone teaches them the non-burning strats, adequate for "normal, not-super-high DPS"
smh....
I found a great quote that details exactly why I am vehemently and viciously opposed to any nerfs to dungeons (or any content) and support any and all buffs.
Stop nerfing dungeons so they are easier to burn.
And fix your power creep..../...
NO NERFS PLEASE!
buff instead so that actually using the mechanics trumps stack and burn. You have great dungeons and fun mechanics. Please keep them fun rather than just a dps fest.
anitajoneb17_ESO wrote: »I found a great quote that details exactly why I am vehemently and viciously opposed to any nerfs to dungeons (or any content) and support any and all buffs.
Stop nerfing dungeons so they are easier to burn.
And fix your power creep..../...
NO NERFS PLEASE!
buff instead so that actually using the mechanics trumps stack and burn. You have great dungeons and fun mechanics. Please keep them fun rather than just a dps fest.
Funny you quote me in your argumentation since I personally I'm not opposed to nerfs, but glad you liked my post :-)
So I'm quite happy about nerfs, you're totally unhappy about nerfs, but we agree 1000% on one thing :
FIX THE POWER CREEP
Because yes, that's ultimately the issue. Not the actual difficulty of the dungeons, but the power creep. Unlimited power creep is what brings players apart, making instances too difficult for some and too easy for others, regardless of anything else.
When 1.6 came out I was quite positive about caps being removed, obviously I was wrong. Unlimited power creep IS bad.
Shadesofkin wrote: »Well, the difficulty is significantly lower.
Please remove the double gold key reward, no one is going to not be able to do that.
Joy_Division wrote: »If y'all didn't want it to be nerfed, you should have been more inclusive and open to newer players by teaching them the mechanics, rather than just dropping from group or booting them when group wipes once or twice.
I say it is a fault of the elitists in the game why things like this get nerfed.
I never kick or drop anyone.
It's the V3 "tank" standing in red who rage-quits after 2 wipes telling me my healing sucks that makes PUG groups fall apart.
profundidob16_ESO wrote: »kylewwefan wrote: »However you look at it, something has got to be done with those two dungeons. I spent an hour and half in WGT last nite and couldn't get it done. I play couple hours a day, read forums, work on rotation, gold gear.....more than casual but not elite play. This not the first time I failed WGT. It's been many many times. It's not fun. In fact it's quite discouraging from wanting to run that dungeon.
I feel for both sides. As a player since beta in this game, with normal MOL on farm within the first week of release and steady progresson on vMOL I feel pretty much just like all the people that are being called out for being "elitists" in this thread, even when they are not and their arguments make perfect sense.
BUT after running random dungeons through the group finder for the past 2 weeks must revise my opinion: vMOL is NOT the hardest content. RANDOM GROUPS ARE ! My healing resources and potential has never been stretched as much or as far as when some random party of leroy's jumps in the dungeon consisting nothing other than 3 random leroy persons, completely unaware of the existence of classic healing-tank-dps roles or other typical mmo mechanics.
So I stand there and witness nothing other than a healer's pure nightmare torture test with 3 persons running in totally different directions away from eachother in big pack of normal adds, doing as good as no dps at all (as healer I could do more being naked with my bare fists...) and completely ignoring all red on the floor with no taunts and zero mitigation on their character because everytime a normal add hits them more than half their health bar is gone forcing me to use BOL heals way to often until I eventually run out of resources. So we wipe on normal thrash regurlary but each time we do, 1 or 2 adds have died along with it
And so with between 5-10 minutes on each trash pack (that feels like an eternity btw) we eventually reach the end boss of spindleclutch after many many wipes (around 50 soul gems gone from my stack alone) and when they realize the last pack at the end boss is too much they just decide to give up and leave group. So after they all left I just switch to second bar and finish the dungeon solo asking myself why I even joined this random group experience in the first place...
Random group finder dungeons is for me the first time in the game I experience content so hard that often I didn't have time to get 1 heavy attack in between my healing casts without seeing someone die because of it. I should record this stuff, it's like health bars on steriods jumping down and up nonstop as they grow more confident with each pull and their invincibility tanking all mobs in double red circles and me spamming heals like a madman
too keep perspective, right after coming out of such a whole-evening-in-1-dungeon experience I get asked by a few guildies if I want to run a random with my new lowbie alt (which is also a healer btw) and within 10 minutes we completed it breezing through the exact same content with our lowbies with little to no healing needed so I could dps half the time in fact and meanwhile we're chatting about the weather and the future of ESO and how all content has been dumbed down to a level where it's become too easy...
so ZOS if you nerf down all content to make it accessible for these sort of random groups which is I guess "the masses" that's fine, but please keep a locked higher level of the same dungeon available for the people that want a challenge and please ZOS do LOCK that queue for people that don't have what it takes. Do checks, require heavy achievements, do whatever it takes but make it impossible for the above mentioned people to queue in what is for them obviously an impossible version of the dungeon. Let them have their struggles in the easy version which is often still too hard for them.
ps: I tried on several of these occasions to very politely ask "dear mr tank/dps, would you be interested in a few tips to become a better player ?" 1 person so far said: "yes, sure please do tell me". The other 9 out of 10 I can remember came up with the most insulting or defensive answers right away: "Are you suggesting there's something wrong with my playing ?" To which I can only eventually shut up and suffer the ride or simply leave group...
FearlessOne_2014 wrote: »profundidob16_ESO wrote: »kylewwefan wrote: »However you look at it, something has got to be done with those two dungeons. I spent an hour and half in WGT last nite and couldn't get it done. I play couple hours a day, read forums, work on rotation, gold gear.....more than casual but not elite play. This not the first time I failed WGT. It's been many many times. It's not fun. In fact it's quite discouraging from wanting to run that dungeon.
I feel for both sides. As a player since beta in this game, with normal MOL on farm within the first week of release and steady progresson on vMOL I feel pretty much just like all the people that are being called out for being "elitists" in this thread, even when they are not and their arguments make perfect sense.
BUT after running random dungeons through the group finder for the past 2 weeks must revise my opinion: vMOL is NOT the hardest content. RANDOM GROUPS ARE ! My healing resources and potential has never been stretched as much or as far as when some random party of leroy's jumps in the dungeon consisting nothing other than 3 random leroy persons, completely unaware of the existence of classic healing-tank-dps roles or other typical mmo mechanics.
So I stand there and witness nothing other than a healer's pure nightmare torture test with 3 persons running in totally different directions away from eachother in big pack of normal adds, doing as good as no dps at all (as healer I could do more being naked with my bare fists...) and completely ignoring all red on the floor with no taunts and zero mitigation on their character because everytime a normal add hits them more than half their health bar is gone forcing me to use BOL heals way to often until I eventually run out of resources. So we wipe on normal thrash regurlary but each time we do, 1 or 2 adds have died along with it
And so with between 5-10 minutes on each trash pack (that feels like an eternity btw) we eventually reach the end boss of spindleclutch after many many wipes (around 50 soul gems gone from my stack alone) and when they realize the last pack at the end boss is too much they just decide to give up and leave group. So after they all left I just switch to second bar and finish the dungeon solo asking myself why I even joined this random group experience in the first place...
Random group finder dungeons is for me the first time in the game I experience content so hard that often I didn't have time to get 1 heavy attack in between my healing casts without seeing someone die because of it. I should record this stuff, it's like health bars on steriods jumping down and up nonstop as they grow more confident with each pull and their invincibility tanking all mobs in double red circles and me spamming heals like a madman
too keep perspective, right after coming out of such a whole-evening-in-1-dungeon experience I get asked by a few guildies if I want to run a random with my new lowbie alt (which is also a healer btw) and within 10 minutes we completed it breezing through the exact same content with our lowbies with little to no healing needed so I could dps half the time in fact and meanwhile we're chatting about the weather and the future of ESO and how all content has been dumbed down to a level where it's become too easy...
so ZOS if you nerf down all content to make it accessible for these sort of random groups which is I guess "the masses" that's fine, but please keep a locked higher level of the same dungeon available for the people that want a challenge and please ZOS do LOCK that queue for people that don't have what it takes. Do checks, require heavy achievements, do whatever it takes but make it impossible for the above mentioned people to queue in what is for them obviously an impossible version of the dungeon. Let them have their struggles in the easy version which is often still too hard for them.
ps: I tried on several of these occasions to very politely ask "dear mr tank/dps, would you be interested in a few tips to become a better player ?" 1 person so far said: "yes, sure please do tell me". The other 9 out of 10 I can remember came up with the most insulting or defensive answers right away: "Are you suggesting there's something wrong with my playing ?" To which I can only eventually shut up and suffer the ride or simply leave group...
Nope I used to be the same way but now when I encounter such a group I just simply leave because no matter what you say you are at that point a elitist jerk. In a highly politically correct society you can no longer give helpful advice or risk being labeled a cyber bully/elitist. Can't wait for people's CPs to show, I will be getting my popcorn out for the DB DLC.
Ghost-Shot wrote: »Joy_Division wrote: »If y'all didn't want it to be nerfed, you should have been more inclusive and open to newer players by teaching them the mechanics, rather than just dropping from group or booting them when group wipes once or twice.
I say it is a fault of the elitists in the game why things like this get nerfed.
I never kick or drop anyone.
It's the V3 "tank" standing in red who rage-quits after 2 wipes telling me my healing sucks that makes PUG groups fall apart.
Joy don't be so mean to Bulby, I mean I still have nightmares over the tanking but we shouldn't be mean...
Contraptions wrote: »I've been around since beta, and this is my two cents. Wall of text below.
I think as many have mentioned here one issue is power creep. I remember doing vCOH the week it first came out, and yes, it was quite difficult initially. Of course as we familiarized ourselves with the mechanics things got smoother but the real reduction in difficulty came when VR14 was released. Suddenly our numbers were big enough that we could burn bosses much faster. Mezeluth previously had time to do 5-6 rounds of her mechanic (due to screwups and deaths etc.), and now she dies in less than 3 rounds, and now with v16 and 501 CPs she dies before she can do her mechanic. Nerien'eth's sword grab could be broken much sooner, and other examples. Yes, there was a general difficulty nerf for the vet dungeons a few updates back but looking back now was the reduction in difficulty due more to nerfs or more due to power creep plus experience? I really can't say, but both factors must be considered.
The other main issue is lack of challenging mechanics. I see how many (rather experienced) players come here and spout tall stories about people soloing or two-manning various vet dungeons, and using that as evidence that vet dungeons have all been nerfed into the ground, and that we must conserve this endangered species known as "challenging dungeons". I'm not saying they're liars, but they miss the point with that. Notice how no one has ever soloed vet Wayrest, the so-called "easiest vet dungeon"? The reason is because the boss mechanics prevent you from doing so. When I see people suggesting things like increase boss health, increase boss damage, increase various numbers I don't agree because that will never work. Look at vMA and the number of Flawless Conquerors we have running around. Even if you throw overwhelming numbers at players people will find a way to min/max even harder, to shield stack, to do whatever it takes to survive. But throw just one unavoidable, unbreakable mechanic and you can kiss goodbye to that solo run. There needs to be more of these types of burn-proof mechanics. Like the damage shield you added for Ibomez, and the fact he needs to be bashed. Even such a simple thing like a bash forces players to work together, to communicate, to focus on being aware of their surroundings instead of just focusing on their "awsum deeps" rotation. ZOS, if you want to buff dungeons, make them mechanics buffs, not stat buffs. Look at the whole furor regarding normal vs vet MA and you will know that people despise pure stat buffs because it's just cheap.
HOWEVER
As long as they keep using their rubbish RNG loot system I will continue to support any stat based nerf to any dungeon/trial. It doesn't matter if I pull off a speed run no-death HM Molag Kena or a two hour training run wiping and teaching mechanics along the way. In the end, I will have one spin at the wheel that decides whether I get the helm I want or not. When I see the upcoming nerfs I am happy since this allows me more tries at the RNG within the same amount of time. Everything before the last boss is just a health bar blocking my way to my final rewards. From a business point of view the nerf makes perfect sense, more inclusive content sells more since more people will want to run these dungeons as success is less stat-based now, especially when they were advertised to be doable at even level 10 (and veteran 1 of course). I have seen pug groups fall apart at the Overfiend, and not necessarily because they were incompetent. The tank was taunting and blocking, interrupting his purple circle attack when possible while the heals and the dps (me) handled the adds. Everything goes well until the Overfiend does his Flurry and then the tank just melts, and everyone goes down sooner or later. Is this a case of poor skill? Or poor stats? I'm inclined to think the latter. Either way, I think ZOS is right in reducing the stats-requirements.
The only valid argument I have seen so far is "I find challenge fun, and ZOS is taking away my challenge so I want them to stop." Fair enough. However, what you find fun is just your opinion, and no amount of posturing can change that. While I rail against RNG rewards I have to mention that there is nothing inherently bad about RNG, and conversely nothing inherently good about "challenge". Slot machines are pure RNG and yet are so popular because they are easy to play. IMO the most important principle when it comes to designing content, and I cannot stress this enough, is that the challenge must match the reward. No one complains when a normal dungeon miniboss drops a white decon item, but when the same item comes from a boss in vMOL suddenly everyone starts screaming. AND THEY SHOULD. I think everyone has some inbuilt notion of what is a fair compensation for their efforts and from the various threads complaining about monster helm and shoulder drop rates, Maelstrom weapon drop rates, hell even craft mat and motif drop rates there is something very wrong with the reward system in this game, possibly born of the RNG based loot system. As long the rewards are poor, the difficulty should be low. This is my stance on all content, from questing to trials. As such, I feel the nerf is justified.
Alternatively, increase the rewards instead. Who knows? Your call ZOS.