paleobonesb14_ESO wrote: »I hope they add the Yokudan motif to Craglorn. Have it drop in the delves either in urns like the dwemer or from bosses like Hew's bane with outlaw. I really want that motif!!
I really like craglorn, it looks great and the quests are interesting. The rewards though
Revisit Craglorn is great idea, and also put it to the Crown Store as DLC like IC or Orsinium etc. I really hope it stays as group-oriented though, they just need to make working group-finder for it.
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.
I would like to see it have meaningful endgame content again. Scale it up to the max level like Wrothgar etc. and add some daily quests.
Remove the forced caps for number of players to run the content without lowering the difficulty, keep it aimed at a group but allow solo players or groups less than four to try.
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.
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 having sufficient number to stand on pressure plates to get in.
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: »Revisit Craglorn is great idea, and also put it to the Crown Store as DLC like IC or Orsinium etc. I really hope it stays as group-oriented though, they just need to make working group-finder for it.
Well here is the problem with that. Tamriel unlimited says specifically per the news article that it's included at no additional cost so that can't happen.
It just needs to be updated and stay under the base game
I would like to see it have meaningful endgame content again. Scale it up to the max level like Wrothgar etc. and add some daily quests.
Remove the forced caps for number of players to run the content without lowering the difficulty, keep it aimed at a group but allow solo players or groups less than four to try.
I would like to see it have meaningful endgame content again. Scale it up to the max level like Wrothgar etc. and add some daily quests.
Remove the forced caps for number of players to run the content without lowering the difficulty, keep it aimed at a group but allow solo players or groups less than four to try.
Scaling it up to Level Cap and changing the mob count down to normal would be the best thing they could do for Craglorn.
When I finally finished Cadwell's Gold and had nothing much more to do in terms of Questing, there Craglorn was, teasing me with it's Stargazer questline that I had picked up ten vet levels ago. I don't have friends, and no Guild at the time, and I get my butt handed to me by random mobs. I get to the first Quest that's in a Dwemer ruin and all I could do was use Streak over and over to get myself past all the Mobs to the end where the Objective was, then let them kill me so I could respawn using a Soul Gem once they all ran back to their starting positions.
Yeah. So fun.
1. get a group
2. get better
Why not? I think it's perfectly valid in a number of cases, this being one of them.Get Gud is not a valid suggestion.
@SausageNewBlacksmurf wrote: »Revisit Craglorn is great idea, and also put it to the Crown Store as DLC like IC or Orsinium etc. I really hope it stays as group-oriented though, they just need to make working group-finder for it.
Well here is the problem with that. Tamriel unlimited says specifically per the news article that it's included at no additional cost so that can't happen.
It just needs to be updated and stay under the base game
Stuff changes all the time. I think if they made Craglorn as DLC it'd add more value to the sub. If they revisit Craglorn, that works as mini-DLC as well.
NewBlacksmurf wrote: »@SausageNewBlacksmurf wrote: »Revisit Craglorn is great idea, and also put it to the Crown Store as DLC like IC or Orsinium etc. I really hope it stays as group-oriented though, they just need to make working group-finder for it.
Well here is the problem with that. Tamriel unlimited says specifically per the news article that it's included at no additional cost so that can't happen.
It just needs to be updated and stay under the base game
Stuff changes all the time. I think if they made Craglorn as DLC it'd add more value to the sub. If they revisit Craglorn, that works as mini-DLC as well.
I have to strongly disagree that charging for it and locking any base game updates behind ESO plus is a good idea. It's a big no, no. It also doesn't add value because right now access exists. If you're seeking ESO plus value, ZOS can start with drastically increasing the current benefits or making them meaningful for all player types.
I do agree that the entire zone needs meaningful updates and would prefer it stay as a top tier group zone
paleobonesb14_ESO wrote: »I hope they add the Yokudan motif to Craglorn. Have it drop in the delves either in urns like the dwemer or from bosses like Hew's bane with outlaw. I really want that motif!!
I really like craglorn, it looks great and the quests are interesting. The rewards though
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.
My thought were very much like yours but I've had a few concerns come up since I started thinking about it:
If they convert it into a DLC with the battle leveling, and node scaling, will that mean Craglorn will be accessible from levels lower than 50?
If we follow the logic, I'd say yes - they don't want to lock the content they just sold to their customers behind a level requirement.
If this happens, Craglorn will lose the one appealing thing it has - challenge and player grouping.
I anticipate the content will be laughably easy even compared to current v11/v13 mob difficulty, which would make some quests that REQUIRE a group of 3 or 4 even more frustrating than they already are.
I would also like nothing better than to reward ZOS' hard work with my money, but not if their hard work would result in a carebear version of today's Craglorn.
If they leave the lvl 50 requirement, it is an indication by itself that players entering that area should expect a challenge, and are at least somewhat ready to take that challenge on because they had time to level their skills.
That being said, the content is already there. It was done long ago, and already paid itself off. A simple bump to max level, some new sets put into the reward containers and some minor quest tweaking are not at all that hard to pull off.
After all, the major work on any new DLC is actually designing the map, creatures, creating a storyline, voice acting etc.