I hope that they will remove arbitrary requirements for having a certain number of people in a group for completing quests there. Like having to have 4 people standing in certain spots to open the last lower crag quest location. I've done most of lower and upper craglorn in a group of 3, I know some people like to try to solo stuff, it should be the difficulty of encounters that determines how many/makeup of group that you require, NOT standing on pressure plates to get in.
phaneub17_ESO wrote: »I hope they don't reduce the challenge or difficulty in any way. It's different than running headlong into the fray and blasting everything in sight, in those Delves I have to move a lot to keep pace with some of the end bosses and it's incredibly more fun solo.
Including the scale mechanics used on DLC zones in Craglorn would help a lot.
With that, I mean:
Zone being scaled to CR160.
Scaling players to CR150.
Having CR150 and CR160 drops.
Scaling the nodes to player level and crafting skill.
So really, making it like any DLC zone.
I do not think they should make it more "solo friendly", except for maybe removing the artificial limits. I think there are at least two quests that need more than one people not because they are hard, but because the mechanics to progress require multiple players (I think one requires people to stand on plates to open a door? Bear with me, it's been forever since I did Craglorn). But the overall difficulty of the groups of enemies and bosses shouldn't change, in my opinion. And with it scaled to CR160, it would make a great challenge.
Maybe add a few cosmetic rewards. Content will be done if people find it to be rewarding, and cosmetic rewards are great because they don't get obsolete with new releases.
NewBlacksmurf wrote: »Including the scale mechanics used on DLC zones in Craglorn would help a lot.
With that, I mean:
Zone being scaled to CR160.
Scaling players to CR150.
Having CR150 and CR160 drops.
Scaling the nodes to player level and crafting skill.
So really, making it like any DLC zone.
I do not think they should make it more "solo friendly", except for maybe removing the artificial limits. I think there are at least two quests that need more than one people not because they are hard, but because the mechanics to progress require multiple players (I think one requires people to stand on plates to open a door? Bear with me, it's been forever since I did Craglorn). But the overall difficulty of the groups of enemies and bosses shouldn't change, in my opinion. And with it scaled to CR160, it would make a great challenge.
Maybe add a few cosmetic rewards. Content will be done if people find it to be rewarding, and cosmetic rewards are great because they don't get obsolete with new releases.
@Abeille
I've been searching and even asking until I uninstalled PTS recently, what is CP scaling and how does it work, what is it based on?
Cause on PTS no one has the skill/Stat points we can't test or know. Have you seen anything?
redspecter23 wrote: »To Do List
1. Scale it like Wrothgar and Hew's Bane
2. Fix the xp
3. Scale up the rewards
4. Add fun interesting dailies like in Orsinium (optional)
5. Add motifs to chase after like recent DLC's (optional)
NewBlacksmurf wrote: »Including the scale mechanics used on DLC zones in Craglorn would help a lot.
With that, I mean:
Zone being scaled to CR160.
Scaling players to CR150.
Having CR150 and CR160 drops.
Scaling the nodes to player level and crafting skill.
So really, making it like any DLC zone.
I do not think they should make it more "solo friendly", except for maybe removing the artificial limits. I think there are at least two quests that need more than one people not because they are hard, but because the mechanics to progress require multiple players (I think one requires people to stand on plates to open a door? Bear with me, it's been forever since I did Craglorn). But the overall difficulty of the groups of enemies and bosses shouldn't change, in my opinion. And with it scaled to CR160, it would make a great challenge.
Maybe add a few cosmetic rewards. Content will be done if people find it to be rewarding, and cosmetic rewards are great because they don't get obsolete with new releases.
@Abeille
I've been searching and even asking until I uninstalled PTS recently, what is CP scaling and how does it work, what is it based on?
Cause on PTS no one has the skill/Stat points we can't test or know. Have you seen anything?
NewBlacksmurf wrote: »Including the scale mechanics used on DLC zones in Craglorn would help a lot.
With that, I mean:
Zone being scaled to CR160.
Scaling players to CR150.
Having CR150 and CR160 drops.
Scaling the nodes to player level and crafting skill.
So really, making it like any DLC zone.
I do not think they should make it more "solo friendly", except for maybe removing the artificial limits. I think there are at least two quests that need more than one people not because they are hard, but because the mechanics to progress require multiple players (I think one requires people to stand on plates to open a door? Bear with me, it's been forever since I did Craglorn). But the overall difficulty of the groups of enemies and bosses shouldn't change, in my opinion. And with it scaled to CR160, it would make a great challenge.
Maybe add a few cosmetic rewards. Content will be done if people find it to be rewarding, and cosmetic rewards are great because they don't get obsolete with new releases.
@Abeille
I've been searching and even asking until I uninstalled PTS recently, what is CP scaling and how does it work, what is it based on?
Cause on PTS no one has the skill/Stat points we can't test or know. Have you seen anything?
Unless I've misunderstood the question, CP Scaling works exactly the same as the scaling in Wrothgar or Hew's Bane right now - currently if you go in those zones under VR15, you will be scaled to VR15. Once vet ranks are removed on Tuesday, the level of those zones will be CP160, and anyone who goes in them at whatever level who is under CP150, will be scaled up to CP150.
The maximum character level in terms of earning XP is counted as CP160, which is the equivalent of VR16 - so if you have 500 or 1000 CP your character will be treated as CP160 in terms of XP gain, a CP1000 player is treated the same as a CP160 player.
I'm not sure I've explained it very well, sorry.
NewBlacksmurf wrote: »redspecter23 wrote: »To Do List
1. Scale it like Wrothgar and Hew's Bane
2. Fix the xp
3. Scale up the rewards
4. Add fun interesting dailies like in Orsinium (optional)
5. Add motifs to chase after like recent DLC's (optional)
@redspecter23
-Any idea what scaled is now after VR was removed?
Is scaled level 50 or something more and how is scaled defined knowing that scaled to CP has to involve any CP cap changes.
-What would you suggest as a min level?
NewBlacksmurf wrote: »NewBlacksmurf wrote: »Including the scale mechanics used on DLC zones in Craglorn would help a lot.
With that, I mean:
Zone being scaled to CR160.
Scaling players to CR150.
Having CR150 and CR160 drops.
Scaling the nodes to player level and crafting skill.
So really, making it like any DLC zone.
I do not think they should make it more "solo friendly", except for maybe removing the artificial limits. I think there are at least two quests that need more than one people not because they are hard, but because the mechanics to progress require multiple players (I think one requires people to stand on plates to open a door? Bear with me, it's been forever since I did Craglorn). But the overall difficulty of the groups of enemies and bosses shouldn't change, in my opinion. And with it scaled to CR160, it would make a great challenge.
Maybe add a few cosmetic rewards. Content will be done if people find it to be rewarding, and cosmetic rewards are great because they don't get obsolete with new releases.
@Abeille
I've been searching and even asking until I uninstalled PTS recently, what is CP scaling and how does it work, what is it based on?
Cause on PTS no one has the skill/Stat points we can't test or know. Have you seen anything?
Unless I've misunderstood the question, CP Scaling works exactly the same as the scaling in Wrothgar or Hew's Bane right now - currently if you go in those zones under VR15, you will be scaled to VR15. Once vet ranks are removed on Tuesday, the level of those zones will be CP160, and anyone who goes in them at whatever level who is under CP150, will be scaled up to CP150.
The maximum character level in terms of earning XP is counted as CP160, which is the equivalent of VR16 - so if you have 500 or 1000 CP your character will be treated as CP160 in terms of XP gain, a CP1000 player is treated the same as a CP160 player.
I'm not sure I've explained it very well, sorry.
@Epona222
That actually is most people's assumption but think of it.
VR16 today (those stat and skill points) are at DB, level 50.
CP 160 is a whole different layer of attribute changes or passive increases so cp160 is at DB is VR16+CP160 today.
That's very different. I keep asking ZOS and have gotten nothing other than what I wrote above but when on PTS, CP160 zones are absent of having to be level 50 cause it's accessed at level (pre-50) and skill and stat points come at different increments starting from level 3-50 but on PTS, we don't have those stats and skills added as it was said it won't be experienced until DB hits live servers.....so I really want to understand what's what.
As said by the devs so I am very eager to hear more about this from the devs when the time comes.
But what do you expect them to do? I guess making it all more solo friendly and to bring it on par with the other zones is the obvious.
But for those that might have missed it, it is being worked on thankfully.
NewBlacksmurf wrote: »@Epona222 @redspecter23
PTS doesn't have the skill and stat points of a non-VR16 today tho. The template isn't helpful cause that template is at max level. I'll just wait til DB hits live cause no one seems to realize when we're on PTS that scaling is absent completely.
So let's say Craglorn is scaled to VR16 (that context pre-DB)
-using today's terms would access still require VR1? (50)
NewBlacksmurf wrote: »@Epona222 @redspecter23
PTS doesn't have the skill and stat points of a non-VR16 today tho. The template isn't helpful cause that template is at max level. I'll just wait til DB hits live cause no one seems to realize when we're on PTS that scaling is absent completely.
So let's say Craglorn is scaled to VR16 (that context pre-DB)
-using today's terms would access still require VR1? (50)
I don't understand what you are talking about. If you are talking about missing attribute points (because they are not awarded retrospectively on PTS at present) then all you need to do is respec your attribute points and you get the missing ones back. I did this on a VR5 and ended up with 64 attribute points after respec. It's a workaround for the PTS.
NewBlacksmurf wrote: »@Epona222 @redspecter23
PTS doesn't have the skill and stat points of a non-VR16 today tho. The template isn't helpful cause that template is at max level. I'll just wait til DB hits live cause no one seems to realize when we're on PTS that scaling is absent completely.
So let's say Craglorn is scaled to VR16 (that context pre-DB)
-using today's terms would access still require VR1? (50)
@AbeilleNewBlacksmurf wrote: »@Epona222 @redspecter23
PTS doesn't have the skill and stat points of a non-VR16 today tho. The template isn't helpful cause that template is at max level. I'll just wait til DB hits live cause no one seems to realize when we're on PTS that scaling is absent completely.
So let's say Craglorn is scaled to VR16 (that context pre-DB)
-using today's terms would access still require VR1? (50)
On PTS right now, it still requires lvl 50 for what I can tell. I couldn't find someone online to port my lvl 49 template character to Craglorn, but the cart on the second major city wasn't available to me.
I imagine that if anything would have changed the requirement, it would have been the VR-CR conversion. Not that they can't change it later, of course, when they actually "look into" Craglorn. If their objective is to make it exactly like any paid DLC, then they will make it available from the moment you get out of the tutorial. Otherwise, I don't see them changing the requirement. Just speculation, of course.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »@Epona222 @redspecter23
PTS doesn't have the skill and stat points of a non-VR16 today tho. The template isn't helpful cause that template is at max level. I'll just wait til DB hits live cause no one seems to realize when we're on PTS that scaling is absent completely.
So let's say Craglorn is scaled to VR16 (that context pre-DB)
-using today's terms would access still require VR1? (50)
I don't understand what you are talking about. If you are talking about missing attribute points (because they are not awarded retrospectively on PTS at present) then all you need to do is respec your attribute points and you get the missing ones back. I did this on a VR5 and ended up with 64 attribute points after respec. It's a workaround for the PTS.
@Epona222
Today scaled means this:
Characters from level 10-ish to VR16 have attributes and stats increased (scaled) to be viable with other VR16 encounters.
VR16 today has absolutely no scaling in respects to CP points.
So now VR is being converted to CP BUT not 1:1
When you gain a VR today the stats go up for each one as well as you being given 1 new stat and 1 new skill point.
At DB release we know the 1 new skill and stat points happen between 1-50.
Cool.
I think it's safe to assume the VR1-16 stat increases also happen between 1-50.
Cool
So my question is this to ZOS or anyone who may know....
Because CP today has no scaling, when DB hits, what is being scaled since NPCs are rated on CP and not VR but VR for the player character is built into 1-50.
Make sense?
There is either a whole new scaling coming in
Or
Those stat increases that happen at each VR increase today aren't going to happen between 1-50 and will happen at CP 10-160 but because CP usage also changes some stats, it creates a need to understand what is being scaled and how?
LadyLethalla wrote: »I'm hoping they'll change Craglorn to more like the DLC.
It's all very well for people to say "grab a friend" but if you don't actually have any friends who play on your server and your guilds are just for trade... As a vet 16 the mobs in the world probably won't give me too much difficulty (I hope) but there's no way I'm going to venture into a delve solo or wait for the Dungeon Finder to pair me up with strangers - after my own experience with a Wayrest Sewers PUG months ago.
Not only that but a friend who plays on the NA server, who is a guildmaster was playing Craglorn with a friend and couldn't find two other guildies/friends to come stand on the pressure plates - he had to offer to pay two randoms to do so.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »@Epona222 @redspecter23
PTS doesn't have the skill and stat points of a non-VR16 today tho. The template isn't helpful cause that template is at max level. I'll just wait til DB hits live cause no one seems to realize when we're on PTS that scaling is absent completely.
So let's say Craglorn is scaled to VR16 (that context pre-DB)
-using today's terms would access still require VR1? (50)
I don't understand what you are talking about. If you are talking about missing attribute points (because they are not awarded retrospectively on PTS at present) then all you need to do is respec your attribute points and you get the missing ones back. I did this on a VR5 and ended up with 64 attribute points after respec. It's a workaround for the PTS.
@Epona222
Today scaled means this:
Characters from level 10-ish to VR16 have attributes and stats increased (scaled) to be viable with other VR16 encounters.
VR16 today has absolutely no scaling in respects to CP points.
So now VR is being converted to CP BUT not 1:1
When you gain a VR today the stats go up for each one as well as you being given 1 new stat and 1 new skill point.
At DB release we know the 1 new skill and stat points happen between 1-50.
Cool.
I think it's safe to assume the VR1-16 stat increases also happen between 1-50.
Cool
So my question is this to ZOS or anyone who may know....
Because CP today has no scaling, when DB hits, what is being scaled since NPCs are rated on CP and not VR but VR for the player character is built into 1-50.
Make sense?
There is either a whole new scaling coming in
Or
Those stat increases that happen at each VR increase today aren't going to happen between 1-50 and will happen at CP 10-160 but because CP usage also changes some stats, it creates a need to understand what is being scaled and how?
Aaahhh I see - I suspect you are worried about high level content such as scaling in PvP or in group dungeons. It's fine for normal play, I can't provide numbers or anything, but I did the first DB quest with absolutely no problems on a level 4 character on PTS - it was a little harder than it was for my previous VR16, but not massively so. PvP/dungeon scaling I don't know, hopefully someone else can chime in on that?
NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »@Epona222 @redspecter23
PTS doesn't have the skill and stat points of a non-VR16 today tho. The template isn't helpful cause that template is at max level. I'll just wait til DB hits live cause no one seems to realize when we're on PTS that scaling is absent completely.
So let's say Craglorn is scaled to VR16 (that context pre-DB)
-using today's terms would access still require VR1? (50)
I don't understand what you are talking about. If you are talking about missing attribute points (because they are not awarded retrospectively on PTS at present) then all you need to do is respec your attribute points and you get the missing ones back. I did this on a VR5 and ended up with 64 attribute points after respec. It's a workaround for the PTS.
@Epona222
Today scaled means this:
Characters from level 10-ish to VR16 have attributes and stats increased (scaled) to be viable with other VR16 encounters.
VR16 today has absolutely no scaling in respects to CP points.
So now VR is being converted to CP BUT not 1:1
When you gain a VR today the stats go up for each one as well as you being given 1 new stat and 1 new skill point.
At DB release we know the 1 new skill and stat points happen between 1-50.
Cool.
I think it's safe to assume the VR1-16 stat increases also happen between 1-50.
Cool
So my question is this to ZOS or anyone who may know....
Because CP today has no scaling, when DB hits, what is being scaled since NPCs are rated on CP and not VR but VR for the player character is built into 1-50.
Make sense?
There is either a whole new scaling coming in
Or
Those stat increases that happen at each VR increase today aren't going to happen between 1-50 and will happen at CP 10-160 but because CP usage also changes some stats, it creates a need to understand what is being scaled and how?
Aaahhh I see - I suspect you are worried about high level content such as scaling in PvP or in group dungeons. It's fine for normal play, I can't provide numbers or anything, but I did the first DB quest with absolutely no problems on a level 4 character on PTS - it was a little harder than it was for my previous VR16, but not massively so. PvP/dungeon scaling I don't know, hopefully someone else can chime in on that?
I don't have a PvP concern because it's clear that there at non CP campaigns so other than the obvious question (Is CP gear allowed) PvP is straight forward.
PvE tho ....it's definately harder and I suspect it's because either this was intentionally left out or there is more to come when we hit live but they "ZOS" don't know cause they haven't tested it cause it had to be on the live server.
This concerns me greatly and I imagine the PvP crowd had the CP gear concern. I don't PvP tho
NewBlacksmurf wrote: »@AbeilleNewBlacksmurf wrote: »@Epona222 @redspecter23
PTS doesn't have the skill and stat points of a non-VR16 today tho. The template isn't helpful cause that template is at max level. I'll just wait til DB hits live cause no one seems to realize when we're on PTS that scaling is absent completely.
So let's say Craglorn is scaled to VR16 (that context pre-DB)
-using today's terms would access still require VR1? (50)
On PTS right now, it still requires lvl 50 for what I can tell. I couldn't find someone online to port my lvl 49 template character to Craglorn, but the cart on the second major city wasn't available to me.
I imagine that if anything would have changed the requirement, it would have been the VR-CR conversion. Not that they can't change it later, of course, when they actually "look into" Craglorn. If their objective is to make it exactly like any paid DLC, then they will make it available from the moment you get out of the tutorial. Otherwise, I don't see them changing the requirement. Just speculation, of course.
Ok so are you saying in the upcoming changes you'd like it to stay at level 50
Or
Are you saying access should now be based on CP and level 50
Or
Are you saying scaled access like level 10 but require CP160
Or something else
NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »@Epona222 @redspecter23
PTS doesn't have the skill and stat points of a non-VR16 today tho. The template isn't helpful cause that template is at max level. I'll just wait til DB hits live cause no one seems to realize when we're on PTS that scaling is absent completely.
So let's say Craglorn is scaled to VR16 (that context pre-DB)
-using today's terms would access still require VR1? (50)
I don't understand what you are talking about. If you are talking about missing attribute points (because they are not awarded retrospectively on PTS at present) then all you need to do is respec your attribute points and you get the missing ones back. I did this on a VR5 and ended up with 64 attribute points after respec. It's a workaround for the PTS.
@Epona222
Today scaled means this:
Characters from level 10-ish to VR16 have attributes and stats increased (scaled) to be viable with other VR16 encounters.
VR16 today has absolutely no scaling in respects to CP points.
So now VR is being converted to CP BUT not 1:1
When you gain a VR today the stats go up for each one as well as you being given 1 new stat and 1 new skill point.
At DB release we know the 1 new skill and stat points happen between 1-50.
Cool.
I think it's safe to assume the VR1-16 stat increases also happen between 1-50.
Cool
So my question is this to ZOS or anyone who may know....
Because CP today has no scaling, when DB hits, what is being scaled since NPCs are rated on CP and not VR but VR for the player character is built into 1-50.
Make sense?
There is either a whole new scaling coming in
Or
Those stat increases that happen at each VR increase today aren't going to happen between 1-50 and will happen at CP 10-160 but because CP usage also changes some stats, it creates a need to understand what is being scaled and how?
Aaahhh I see - I suspect you are worried about high level content such as scaling in PvP or in group dungeons. It's fine for normal play, I can't provide numbers or anything, but I did the first DB quest with absolutely no problems on a level 4 character on PTS - it was a little harder than it was for my previous VR16, but not massively so. PvP/dungeon scaling I don't know, hopefully someone else can chime in on that?
I don't have a PvP concern because it's clear that there at non CP campaigns so other than the obvious question (Is CP gear allowed) PvP is straight forward.
PvE tho ....it's definately harder and I suspect it's because either this was intentionally left out or there is more to come when we hit live but they "ZOS" don't know cause they haven't tested it cause it had to be on the live server.
This concerns me greatly and I imagine the PvP crowd had the CP gear concern. I don't PvP tho
I am truly baffled now, we must be talking at cross purposes. With the exception of veteran dungeons and trials, no PvE content is difficult.