anitajoneb17_ESO 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.
Lord_Dexter wrote: »More often loot should be dropped, I sometime run around10 times and got single willpower or endurance instead it should be more frequent and more jewelry sets should be introduced. Rare sets should also be drop from normal dungeons as some of veteran dungeons are very difficult especially in imperial city prison, white gold tower thus requires very very strong team to beat.
And less than vr10 guys can not even dream to do these...
More normal dungeons specific drops should be added..
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...
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.
byrom101b16_ESO 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.
Yes - those with great experiene who are also elitists shoot themselves in the foot repeatedly and then complain about it endlessly.
You can be a great player and not be an exclusivist jerk - that, ironically is how your keep the game healthy and not nerfed off a cliff.
Contraptions wrote: »The mobs on PTS have approx 90% of the health they have on live. I can't test the damage or mechanics changes if any since I couldn't get a group together.
90% guys. Not much of a nerf if you ask me, might make the fights slightly shorter, and helps with certain sustain issues but not too short that people can just straight burn the bosses.
Contraptions wrote: »The mobs on PTS have approx 90% of the health they have on live. I can't test the damage or mechanics changes if any since I couldn't get a group together.
90% guys. Not much of a nerf if you ask me, might make the fights slightly shorter, and helps with certain sustain issues but not too short that people can just straight burn the bosses.
Wtf? All those bosses can be burnt on live and you say with 90% HP they cannot?? i don't get this logic...
Contraptions wrote: »Contraptions wrote: »The mobs on PTS have approx 90% of the health they have on live. I can't test the damage or mechanics changes if any since I couldn't get a group together.
90% guys. Not much of a nerf if you ask me, might make the fights slightly shorter, and helps with certain sustain issues but not too short that people can just straight burn the bosses.
Wtf? All those bosses can be burnt on live and you say with 90% HP they cannot?? i don't get this logic...
Then perhaps they need to add more burn-proof boss mechanics. I don't have the luxury of running with elite DPS groups all the time so for me this is a welcome change since I actually find it easier to do the boss mechanics instead of straight burning them.
Contraptions wrote: »Contraptions wrote: »The mobs on PTS have approx 90% of the health they have on live. I can't test the damage or mechanics changes if any since I couldn't get a group together.
90% guys. Not much of a nerf if you ask me, might make the fights slightly shorter, and helps with certain sustain issues but not too short that people can just straight burn the bosses.
Wtf? All those bosses can be burnt on live and you say with 90% HP they cannot?? i don't get this logic...
Then perhaps they need to add more burn-proof boss mechanics. I don't have the luxury of running with elite DPS groups all the time so for me this is a welcome change since I actually find it easier to do the boss mechanics instead of straight burning them.
They had burn-proof mechanics....when they were actually punishing. But things like fast enrageing flesh attronachs, hard hitting bossabilities and so have been toned down. This made it posible to straight burn the boss without worrying about getting killed.
Contraptions wrote: »Contraptions wrote: »Contraptions wrote: »The mobs on PTS have approx 90% of the health they have on live. I can't test the damage or mechanics changes if any since I couldn't get a group together.
90% guys. Not much of a nerf if you ask me, might make the fights slightly shorter, and helps with certain sustain issues but not too short that people can just straight burn the bosses.
Wtf? All those bosses can be burnt on live and you say with 90% HP they cannot?? i don't get this logic...
Then perhaps they need to add more burn-proof boss mechanics. I don't have the luxury of running with elite DPS groups all the time so for me this is a welcome change since I actually find it easier to do the boss mechanics instead of straight burning them.
They had burn-proof mechanics....when they were actually punishing. But things like fast enrageing flesh attronachs, hard hitting bossabilities and so have been toned down. This made it posible to straight burn the boss without worrying about getting killed.
I would say the enraging flesh atronachs were what pushed people to burn the boss even faster in the first place IMO (rmb vids released last year saying the best thing to do was to just stack and AOE everything) , so that's not a good example. I think the damage shield they added for him when he's at the pool is a good example of what they need to do for more bosses. Again, this is for the dev team to decide, I'm sure @ZOS_Finn and team can come up with more ways of engaging players to prevent them from straight burning the bosses.
Again, the nerf in stats reduces the amount of DPS race/stat checks so is a good change in my book.
Joy_Division wrote: »byrom101b16_ESO 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.
Yes - those with great experiene who are also elitists shoot themselves in the foot repeatedly and then complain about it endlessly.
You can be a great player and not be an exclusivist jerk - that, ironically is how your keep the game healthy and not nerfed off a cliff.
And you can be an inexperienced player and not be an self-centered, impatient vulgarian who rage-quits saying "You suck" rather than listen to advice.
See, I can stereotype too.
We ran Veteran White-Gold Tower last night on Live, followed by PTS. We were the same group of 4 players, and tried to keep as many variables as possible constant: same characters, same gear, similar CP.
I found Vet WGT harder on PTS than on Live.
Why? Because my main is a Sorcerer, and all of my Veterans are Magic users. I am used to running with Hardened Ward and/or Harness Magicka throughout that dungeon.
I don't doubt that the enemies had less health, and that there were fewer adds. I found the Planar Inhibitor and Molag Kena much harder. I have learned to survive both of them by keeping shields up constantly, so that I stay alive to heal everyone else. Without shields, I will have to learn new tactics, and I am not sure what those are yet.
I am sure that "elite" players who have enough DPS to "burn" the bosses will find the dungeons a lot easier now. I personally, as a not-elite player, think that the difficulty nerf was absolutely essential considering the massive nerf to shields. I am dreading Lord Warden on Hard Mode.
So I am really quite unimpressed with the "rebalancing". If the changes to Vet WGT are similar to the changes in Vet ICP and Vet CoA, I do not believe that more players will be able to complete them now than could complete them before. Either the dungeons have to be nerfed into the ground so that they become utterly boring, or the changes to shields need to be reverted in PvE. Given that my group has been happily running these dungeons for the past few months, you can guess which of these ideas I am more in favour of.
Regarding itemization, it seemed very hit and miss. I obtained five shiny purple items:
Jolting Sabatons - Sturdy - Bind on Equip
Shock Master's Guards - Infused - Bound
Overwhelming Shoes - Prosperous - Bind on Equip
Shock Master's Helmet - Reinforced - Bound
Cuirass of the Imperium - Prosperous - Bind on Equip
Some of these were obtained from bosses and others from trash mobs.
Also, it wasn't even a case that some sets were Bind on Pickup and others were Bind on Equip, because two people got Essence Thief items from The Adjudicator. The Essence Thief Belt was Bound whereas the Essence Thief Guards were Bind on Equip?!
LegendaryArcher wrote: »I solo'd vWGT on a Magicka Nightblade, v16. I feel like the damage bosses deal is significantly lower. Maybe if you introduce some rewards for solo vWGT runs (pick any item with any trait? maybe some new Maelstrom-like weapons?), that might make things interesting, since soloing it is tough. It's a little bit like "the next vMA". Not much harder, but the mobs hit harder and have more health. If you can down a Crematorial Guard in vMA, you can down him easily in vWGT with the same approach.
Unlike on Live, the blue phase on the 3rd boss can be healed through now with Healing Ward. Maybe add some alternative for stamina builds or remove the slow down on solo runs, so that it's not mandatory to stand in the fire.
Many attacks of Molag Kena are undodgeable, which means death without Healing Ward or/and Harness Magicka. Maybe show stamina some love?
I see potential there.
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.
With CP's visible after DB launches, elitism isn't going anywhere. There absolutely will be groups that vote to kick a low CP player becasue there lacking in CP bound gear, and passives.
That being said, two people I play with regularly, (deathbyk1te, see above, being one of them) routinely take new players through both vWGT and vICP. I have offered to help take players through. Some really want to learn. Others are unwilling to take the time to consider the mechanics and their own skill rotation, gear setup, etc. There is simply nothing you can do to help a player whose response to content they find difficult is, "This is stupid. I'll just wait for the Golden vendor to have the helm, or for them to nerf it." I have heard people say this, and you can't fix an attitude like that. Unfortunately.
But there are players out there more than willing to be patient and help a fellow player get their achievements and clear content. I'm one of them. But even I have limits.
elven.were_wolf wrote: »I was just wondering...
All you people out there that say you would help a noob out to learn the mechanics of vWGT and vICP, what about a player that doesn't have a mic to communicate with or isn't allowed to talk on a mic, like me (don't ask me why)
People always dump the micless player.
I've been trying to complete speed runs of the vet dungeons with the base game to get akatosh-scales-gold by using the group finder; because I can't find any guilds that would help me otherwise. Just because I don't use a mic.
I can understand that it makes it difficult to communicate with, but what's one to do?
I play on ps4 so I have no means to text chat, which I think is still going to be useless during fight.
I just wish there were patient enough players to tolerate such people and help them out.