KoshkaMurka wrote: »
The topic is about normal versions, if you havent noticed.
Also, I help my guildies from social guild with these dungeons from time to time, and I gotta say the only thing that can prevent an average player from beating them is ultimate selfishness and not willing to adapt. For example, not taking pinion cause it will lower their dps, even if tank died and healer got portal duty. Or not jumping in Lord Warden's portals because they are busy attacking him.
If you are such player or have one or more of those in your group, then yeah, you are going to have hard time.
My comments about the vet circled back and contributed to my point about the normal at the end of my post. Not sure why you felt I didn't notice the topic was about normal?
I am in no way trying to be obtuse toward you, but I wonder, as a guy in Hodor with a vMOL score, how much time do you really spend playing and interacting with actual casual, average gamers? (especially the level of casual player that console produces) I ask that question honestly and wish for you to really consider it. I believe the truly average player would not miss picking up the pinion for risk of DPS suffering, but instead because they are totally overwhelmed with the fires bursting from the floor, the boss's AoE explosion, and the DoT constantly chipping away at their health bar. The fight is probably going on much longer than it needs to because the folks are doing far less damage without BiS gear and skill choices, and with a longer fight, the lesser player is in greater jeopardy from those mechanics. They also lack the self-awareness to quickly react to portals spawning while avoiding ground AoEs and dodging boss.
For these reasons, I am all for making the normal easier than it is now. Let those folks see and enjoy that content. With that said, leave the vet versions alone, heck, buff them significantly to give folks like us something to do.

kylewwefan wrote: »Look man. 45~50 minutes into the dungeon, you're still on the first boss getting ready to wipe again. The next bosses are even harder and have more "mechanics" to follow. I'm getting visions of the little internet tough guys saying how easy this is. I want to flush him down the toilet.
kylewwefan wrote: »Look man. 45~50 minutes into the dungeon, you're still on the first boss getting ready to wipe again. The next bosses are even harder and have more "mechanics" to follow. I'm getting visions of the little internet tough guys saying how easy this is. I want to flush him down the toilet.
KoshkaMurka wrote: »KoshkaMurka wrote: »
The topic is about normal versions, if you havent noticed.
Also, I help my guildies from social guild with these dungeons from time to time, and I gotta say the only thing that can prevent an average player from beating them is ultimate selfishness and not willing to adapt. For example, not taking pinion cause it will lower their dps, even if tank died and healer got portal duty. Or not jumping in Lord Warden's portals because they are busy attacking him.
If you are such player or have one or more of those in your group, then yeah, you are going to have hard time.
My comments about the vet circled back and contributed to my point about the normal at the end of my post. Not sure why you felt I didn't notice the topic was about normal?
I am in no way trying to be obtuse toward you, but I wonder, as a guy in Hodor with a vMOL score, how much time do you really spend playing and interacting with actual casual, average gamers? (especially the level of casual player that console produces) I ask that question honestly and wish for you to really consider it. I believe the truly average player would not miss picking up the pinion for risk of DPS suffering, but instead because they are totally overwhelmed with the fires bursting from the floor, the boss's AoE explosion, and the DoT constantly chipping away at their health bar. The fight is probably going on much longer than it needs to because the folks are doing far less damage without BiS gear and skill choices, and with a longer fight, the lesser player is in greater jeopardy from those mechanics. They also lack the self-awareness to quickly react to portals spawning while avoiding ground AoEs and dodging boss.
For these reasons, I am all for making the normal easier than it is now. Let those folks see and enjoy that content. With that said, leave the vet versions alone, heck, buff them significantly to give folks like us something to do.
First, dont assume things, please. There's 5 guild slots in this game. I'm in 2 social guilds, and I sometimes help people from those guilds with stuff like crafting and dungeons. That example I mentioned was actually with casual players, 2 of them werent even from the guild if I remember correctly, and the the "dps" wasnt some exquisite 40k dps rotation as you might've assumed, it was just poison arrow spam. But that dps was the reason why the player refused to pick the pinion no matter what. It is just one example, but in general, from my experience, stuff like this causes wipes a lot more often than anything.
As for nerfs, there's no way to make these things easier except removing mechanics whatsoever - but in this case they couldnt be used as training grounds for veteran version and players will be unprepared. This is a serious problem in this game's design - there's nothing to fill the gap between very easy and very hard content. In my opinion, there should be content of all levels, so every player will have something that they enjoy.
On a side note, mechanic-based dungeons are actually more friendly for average players than straight up burning everything, because the latter is much more gear/stat dependent. In WGT, all "difficulty" is mechanic-based, for example, and even if the team doesnt have BiS builds, they can fight as long as they're following the mechanics - and eventually win. vICP has a bit of dps race mechanic (atronachs), but the dps requirement is really low and players can avoid getting more than one mob at once by following the strategy.
KoshkaMurka wrote: »kylewwefan wrote: »Look man. 45~50 minutes into the dungeon, you're still on the first boss getting ready to wipe again. The next bosses are even harder and have more "mechanics" to follow. I'm getting visions of the little internet tough guys saying how easy this is. I want to flush him down the toilet.
I'm sorry, but it really looks like youre trolling.
If you're not, I'm sorry, but this attitude wont get you anywhere in any game. Even in games about Barbie, Dora the Explorer or Scooby Doo there are some kinds of mechanics that you have to follow in order to move on. Dont tell me that you consider yourself less intelligent than target audience of those games.
failkiwib16_ESO wrote: »OP if you are interested, I could type a small guide with the needed details of White Gold Tower, from a healers perspective.
kylewwefan wrote: »A guide would be completely worthy of its own post, and I would check it out!
Just tittle it "WGT Guide" or "White Gold Tower Guide"
Sadly, one does not seem to come up from search.
The OP does have a valid point, though.
nICP and nWGT, relative to the other normal dungeons, are much harder. Which, on its own, is fine.
But the really big problem, though, is that the minimum level for nICP/nWGT is 10.
Battle-leveling doesn't help with missing passives. It doesn't help with the fact that level 10 characters don't have AoE skills and other important skills unlocked.
And if the players are true newbies, Battle Leveling doesn't help with L2P issues and with a lack of CP.
Compared to the other level 10 normal dungeons, nICP/nWGT are on a difficulty level of their own. Of course, that wouldn't bother me if I'm leveling a new alt. But how is a real newbie, who is doing their very first group dungeon, supposed to know that ICP/WGT are very different than Spindleclutch?
The solution, though, isn't to nerf nICP/nWGT. They're already so easy that they don't really help prepare a player for the vet version. But it's also idiotic to open it up to level 10 players. This is one place where the DLC model creates conflicts of interest. ZOS doesn't have the guts to tell their customers, "No, you shouldn't play this cool new content you just bought until you hit a much higher level." So they set the minimum level to 10 and instead feed into these dungeons players who are unprepared and unequipped to deal with something like this.
And that's what ZOS needs to do: Make the minimum level of nICP/nWGT 45, similar to Vaults of Madness.
(Also, it matters a lot which roles are the lowbies. If lowbies are the tank and healer, and you have VR16 DPSs, the dungeon shouldn't be problematic, and the DPS--if they are halfway decent--should be able to carry the group. But if the high-level players are the healer and/or tank and the DPS are the lowbies, then the dungeon will likely be problematic.)
@Mush55 maybe, but many of those guides are written to match the general public, so they don't go much into details of how to carry a group of kicking & screaming pugs from hell through a dungeon.Nice offer,failkiwib16_ESO wrote: »OP if you are interested, I could type a small guide with the needed details of White Gold Tower, from a healers perspective.
but there are a multitude of guides and many more you tube videos showing it in practice.
All it requires is a bit of effort to type in Wgt normal Or Vet Wgt guides and hey presto there are pages of them.
I did this before I even entered Wgt Or Icp just to give me a heads up of what I was against and although not the same as being there it helped alot.
Totalitarian wrote: »ICP: 90% mechanics 10% damage
WGT: 80% mechanics 10% survivability 10% damage
N0TPLAYER2 wrote: »I've never done wgt and prison on normal. Are there quests and skill points for the normal versions? There is for other dungeons but I'm not sure about this. Anyone fill me in?
N0TPLAYER2 wrote: »N0TPLAYER2 wrote: »I've never done wgt and prison on normal. Are there quests and skill points for the normal versions? There is for other dungeons but I'm not sure about this. Anyone fill me in?
? Anyone know?
Ep1kMalware wrote: »autolycus makes a solid point as well, my vr1 imperial stamina templar was made to takw advantage of this system. I push 44k max stamina and 8k wd. I have about 25k health too. in the real work, when you get to vet 16 youll probably have like 14k health, 22k stamina, and 2700 wd.the balancing in the game is crap, and doesn't at all help lower levels identify for their own, WHAT THEY NEED.
Ep1kMalware wrote: »N0TPLAYER2 wrote: »N0TPLAYER2 wrote: »I've never done wgt and prison on normal. Are there quests and skill points for the normal versions? There is for other dungeons but I'm not sure about this. Anyone fill me in?
? Anyone know?
it's the same quest for veteran as it is for normal. both versions share the same quest/skillpoint.