Official Feedback Thread for the Rebalance of ICP, WGT, and Veteran CoA

  • Dubhliam
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    Shunravi wrote: »

    But if the dungeons get nerffed then it will be even more about dps and less about mechanics. The dungeons are concidered easy by experienced players not because dps rules all, but because dps is allowed to rule all. We want mechanics.

    This I can also agree with.

    I am glad we can finally agree on something.

    The power creep is real, and IMO there are only two things that can restore order, however unpopular they might be:
    1. restore softcaps
    2. decouple max mag/stam with skill power
    >>>Detailed Justice System Concept thread<<<
  • Mix
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    There should be no "re-balancing" aka nerfing of 4 man veteran dungeons that are considered high difficulty until there are NEW veteran dungeons of a comparable difficulty released. You cannot make the hardest current content for 4 man groups a face-roll (ie. no challenge at all) without adding in a new substitute for players to challenge.

    I think you should leave the veteran modes alone for now.

    For ICP and WGT I think you should change the loot table to allow the v16 (or CP160 equiv) set items to drop in normal mode at the current veteran mode drop rate (whereas in DB the set items drop at 100% in veteran). This way players who cannot yet manage the veteran mode can obtain their items of max level in normal, but have a lesser chance and thus would have to run the normal dungeon more times.

    For vCoA you don't have the option to add the loot to normal as it is a different story/dungeon set up; but you do have the Monster helm on the Golden vendor from time to time.

    You NEED to keep challenging content in the game or there is nothing for players to learn on.
  • hobicabobjob
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    Please go easy on the nerfing. If you want to increase the attempt:success ratio, just make the dungeon shorter by reducing the amount of trash mobs. That will tip the scales a little bit without removing the challenges of the core parts of the dungeon.

    If you still have not hit your target ratio, make another small change.

    In its current state on pts, I can ignore the lightning in the kena fight, ignore the zombies in the sculptor fight, and ignore the pinion in the planar inhibitor fight. This has made the content boring. I sincerely hope that the game retains some amount of challenge. One of the things I liked about ESO was the content which required an organized group overcoming difficulties together. This change has removed this element of gameplay from two of the last remaining few dungeons which required it.
  • dotlife
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    Trails are up next. Its a shame we er are in a place where people dont feel like putting in the small amount of effort it is to learn simple mechanics. Kids aged 10 and above should be capable of learning these. It is not exactly rocket science. There is no excuse as far as I am concerned. Dont expect the World to bend around to fit your needs, in most cases it wont.
    Edited by dotlife on May 4, 2016 11:37AM
  • byrom101b16_ESO
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    Farorin 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.

  • Lord_Eomer
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    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..
    Edited by Lord_Eomer on May 4, 2016 9:01AM
  • Destruent
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    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..

    All sets from ICP/WGT drop in normal AND veteran version. But yeah...drops are really rare in vet and normal...such a pain to farm these sets :disappointed:
    Noobplar
  • Dubhliam
    Dubhliam
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    >>>Detailed Justice System Concept thread<<<
  • lathbury
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    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...

    no you should answer honestly thats great fun
  • lathbury
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    Farorin 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.

    what you mean like this 2 different dungeons 2 different healers neither had done this before we told them the mechanics etc. this is regular for my guild and both did will I would suggest alex maybe ditches s + B on his healer and goes restro destro other than that was fine.
    the point is there are loads of people willing to teach very few willing to learn.
    https://www.youtube.com/watch?v=stpgxWVk8IM
    https://www.youtube.com/watch?v=rnJi_zLvNHM
    Edited by lathbury on May 4, 2016 12:48PM
  • Joy_Division
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    Farorin 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.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Contraptions
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    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.

    Again, I haven't gotten a feel of the difficulty on PTS compared to live, but I really don't think the difficulty is "nerfed to the ground" yet. Could be wrong though.
    Patroller and Editor at UESP
  • Destruent
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    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... :/
    Noobplar
  • Contraptions
    Contraptions
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    Destruent 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.
    Patroller and Editor at UESP
  • Destruent
    Destruent
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    Destruent 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.
    Noobplar
  • baratron
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    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?!
    Guildmaster of the UESP Guild on the North American PC/Mac Server 2350+ CP & also found on the European PC/Mac Server 1700+ CP

    These characters are on both servers:
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    Gethin Oakrun - Bosmer Nightblade Thief (Ebonheart Pact) level 50
  • Contraptions
    Contraptions
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    Destruent wrote: »
    Destruent 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.
    Patroller and Editor at UESP
  • Personofsecrets
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    Trait drops are odd. Changing traits did not change the fact that the metagame only calls for very specific traits to be used. People will be frustrated until reforging is implemented.
  • jknight201
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    Just tried vWGT - played through it a couple times on Live before to be able to compare the two. Honestly, if vWGT was changed on the PTS, we couldn't tell a difference. I don't know if something was changed back recently, or if the people saying vWGT has been nerfed into the ground just weren't being honest, but vWGT felt and played the same to our group. The PI was just as frustrating as on Live and, honestly, there is just as little reason to play that dungeon as on Live.
  • Destruent
    Destruent
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    Destruent wrote: »
    Destruent 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.

    There were no burn strat in the first two weeks afaik. Everything done after this, was done with the already nerfed content.
    They added the shield, after they nerfed him so hard, good groups could kill him in 20...30 seconds. This wasn't possible at release of IC.
    Edited by Destruent on May 5, 2016 7:49AM
    Noobplar
  • byrom101b16_ESO
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    Farorin 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.

    'Thanks' for the utterly pointless rejoinder. If you want to start a thread on the negative aspects of over-entitled newcomers to the game, then it would have a place there...
  • jknight201
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    baratron wrote: »
    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?!

    Same experience here. I did vWGT on Live with a group, then we went to the PTS and tried it again immediately after. When we went to the PTS, I also thought it was more difficult on the PTS. I play a magicka sorc and died several times on the trash, which doesn't happen on Live.

    The whole experience for me was just a huge mess - I don't have numbers to back it up, but it felt like abilities were noticably more expensive and I was running out of magicka much more frequently in each fight. With the shorter shield duration, I died several times when getting caged by the Adjudicator. On Live my ward would last long enough for me to pick the lock. On the PTS, ward would drop long before I could get the lock picked and I'd die from the fire damage. Similar experience if I tried to use ward to protect myself from environmental damage, I would use up all my magicka just keeping ward up, so my DPS ended up being so low the party would have been better off without me.

    The PTS changes didn't seem to have nearly as much of an effect on the NB or DK tank.

    I'm certainly not an elite player, but I'm good enough to get through vWGT on Live. We eventually gave up when we couldn't get past the PI on the PTS. People can argue theory and "what-ifs" about the changes but, from my perspective, it just was no longer fun to play my sorc. I didn't notice any aspect I could point to and say "oh, this is better than on Live". We later did a couple random vet dungeons just for comparison and the problem isn't confined to vWGT.
  • Reorx_Holybeard
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    [quote="jknight201;2950997"...
    The whole experience for me was just a huge mess - I don't have numbers to back it up, but it felt like abilities were noticably more expensive and I was running out of magicka much more frequently in each fight. ...
    [/quote]

    That's because all abilities are more expensive, anywhere from 5-11% more depending on how many points in Warlord/Magician, cost reducing passives, and items you happen to have.

    Reorx Holybeard -- NA/PC
    Founder/Admin of www.uesp.net -- UESP ESO Guilds
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    I'm on a quest to build the world's toughest USB drive!
  • code65536
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    Ah, I had missed this thread somehow. I'll repost what I had posted in another thread...


    I went in with a friend today to test out vWGT on the PTS to see what the difficulty is like and if it's possible for us to 2-man it as two magblades. We've successfully 2-manned the vCoA gold key pledge (plus a number of lesser vet dungeons) on Live, so we do have experience with doing this sort of thing.

    While it felt slightly easier, it's not a night-and-day change in difficulty. The trash mobs still have a lot of health (the "big" enemies in the mobs, for example, had around half million health), the boss health was only slightly lower than on Live, and as far as we can tell, all the mechanics are intact--I died in our first run at the Adjudicator because I messed up the lockpicking and succumbed to the DoT in the cage. We got as far as the Planar Inhibitor, where the blue phase is still a one-shot and Heat Stroke can still kill (the removal of the heal-on-damage crit "double-dip" for Nightblades and Templars, where you could crit a heal that was sourced form a crit damage hit lowered my self-healing enough that it felt like dealing with the Heat Stroke DoT was actually harder on the PTS than on Live).

    After several attempts at the Inhibitor, we gave up our attempt at a 2-man run--with just 2 people to divide the Heat Stroke between, it was consistently overpowering us (the nerfed self-healing probably didn't help, either).

    TL;DR: vWGT, while slightly easier than before, is still much harder than the typical vet dungeon, and I can see inexperienced groups and PUGs still struggling with it. We didn't try the normal versions.

    I am happy that the nerfhammer turned out to be much softer than feared. At least for vWGT, the nerf is more of a small tweak than a massive overhaul of the difficulty.
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  • peniku8
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    I primarily don't support the decision nerfing the dungeons. These three dungeons required knowledge of tactics for newbies wheras they were faceroll easy for good groups who knew what to do.
    It's a very bad decision to take away 'challenging' content from endgame players just to allow new players to complete them without having to work for it.
    That being said, I support the idea of having an additional hardmode for certain (or all) group dungeons.
    Lets say I destroy an important item Molag Baal needed, to draw his wrath on me and he buffs all mobs in the dungeons or changes some mechanics... And not something as boring as reading a book causing Kena to cast two shock walls instead of two ;)
    Being able to complete a dungeon on Hardmode should grant better droprates since RNG is still horrible in this game.
    For example, I did vWGT over 200 times and only got one divines helm and have 5 SpellPowerCure pieces which are not all divines. Thats roughly 66,6 hours spent to farm stuff I still didn't get. I don't even want to think about MSA now.
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  • LegendaryArcher
    LegendaryArcher
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    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.
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  • code65536
    code65536
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    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.

    Um. Are you sure you were in vet WGT and not normal? On vet WGT, just the Heat Stroke DoT from having the boss's agro for too long will wreck my Harness Magicka, and the Blue phase damage is still virtually a 1-shot. In my experience, vWGT is basically the same as before, with slight downward adjustments in boss health and damage. What you describe sounds like you stepped into nWGT by accident.
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  • elven.were_wolf
    elven.were_wolf
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    amberjl_S wrote: »
    Farorin 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.

    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.

    Lol. Where are people like you when I need you. :wink:

    I'd be willing to farm for the molag kena helm and necrotic hoarver all day long but I have non that would be willing to help.

    Maybe it's because I'm on ps4?
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  • elven.were_wolf
    elven.were_wolf
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    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.
    Achievement hunter and secret admirer of Naryu Virian.
  • Dubhliam
    Dubhliam
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    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.

    With no text chat and no microphone, there is nothing other people can do for you.

    The only thing you can do is google some dungeon guides and read about the mechanics of bosses and tactics on how to beat them.

    Also, check out this short guide on vICP that I wrote in another thread.
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