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Craglorn is being looked into.

  • Autolycus
    Autolycus
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    Hopefully the first thing they do is scale everything up. Back in the day, ZOS multiplied everyone's values by ~10 (magicka, stamina, health was a little less) and everything our characters do was scaled up to match. They scaled every zone and every dungeon, but not Craglorn. Many of these enemies still have 20-30k health, which is worth about one snipe from a vr16 archer.
  • Stonesthrow
    Stonesthrow
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    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)

    Yeah!

    Make the Anomalies way harder and make them like a World Boss Trifecta Daily.

    Make the Delves single dailies like Wrothgar.

    Love the zone, the feel, the quest lines… just never liked the restrictions stated 1,000 times. Watching your buddy that came to help you out in a delve/quest get one-shotted by… something… trying to cross the water to get to you because he wasn't on the same stage of the quest is no fun.
  • Shunravi
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    I just want to need a group for shadas again...
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • Samwell Slayer
    Samwell Slayer
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    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.

    I agree totally with @phaneub17_ESO. I actually find doing these solo to be better tests than doing vMSA (which comes to down to stand here and kill this at this time) in many ways. Having one of every kind of toon going through upper crag delves really helps me isolate problems and compare various toons on their survivability. A death in an upper crag delve highlights a hole in a build and/or playstyle while a death in vMSA simply indicates a hole in ones attention or knowledge (i.e. you didn't kill the troll in time, you got hit by last boss' pew pew, etc). As we continue to gain CP and levels, these however are becoming increasingly easy and any sort of nerf will ruin one of the best gauges in the game.
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  • Dubhliam
    Dubhliam
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    GreenhaloX wrote: »
    I hope they work on giving much more XP and better reward drops in Craglorn. For it being at V11, it is much harder than fighting those V16 enemies. We should get more XP for that. I can take out 6-8 V16 enemies ganging up on me in Wrothgar, but 3 in Craglorn gave me a freaking challenge. Those enemies you would get from 445 to 660 XP a piece in Wrothgar, you only get from 34 to 114 in Craglorn, and you're pretty much fighting for your life in Craglorn, even though you're at V16. What is up?? I would love to do more in Craglorn, but it is not fun or worth the effort for such low XP and lesser reward drops.

    Craglorn is and always should be a GROUP ZONE.
    It is designed as an endgame zone with required grouping and dailies.

    No other zone is locked until you hit max level (you can go to Wrothgar as soon as you start to play).
    Exp does not really matter once you hit lvl 50 anyway, since after that you only level CP.

    As for the "DLC" idea, I will repeat myself again:

    THIS IS A FINISHED ZONE!
    They have little to no work to do in it, scaling it to v16 is something that should have happened anyway long ago, if not now with the VR removal.

    However, I would not oppose the idea to have additional NEW dailies that you can only pick up from a future DLC zone that send you to do Craglorn group content.
    Add some new juicy item sets as a reward for those dailies and you're good to go.

    What I DON'T want to see:
    Battle leveling.
    Craglorn should be max CP (currently 160), lvl 50 requirement to enter.

    ESO has a large gap between easy and difficult content, instead of pushing Craglorn into one or the other, this should be a nice stepping stone for all the players.
    Give players some room to progress.
    >>>Detailed Justice System Concept thread<<<
  • Conquistador
    Conquistador
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    I want to do Craglorn, but there's never anyone there or people that want to do it. Broken content.
  • Teridaxus
    Teridaxus
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    Nedic motif for shadas tear, yokudan for daily quests and aetherial for trials would be nice.
  • ArchMikem
    ArchMikem
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    daemonios wrote: »
    ArchMikem wrote: »
    Get Gud is not a valid suggestion.
    Why not? I think it's perfectly valid in a number of cases, this being one of them.

    What's your definition of "Good"? If I can get through the Main, Silver, and Gold I think that's Good. If I can almost level cap my character I think that's Good. If I can somewhat survive even a few encounters in Cyrodiil I think that's fantastic.

    But if I can't survive level capped group content on my own, then apparently I'm bad.
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
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  • NewBlacksmurf
    NewBlacksmurf
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    Sausage wrote: »
    Sausage wrote: »
    Sausage 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.
    @Sausage

    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

    Well, of course they would give it for free for all current players, but for future players they need to pay.

    @Sausage
    No, the article
    Literally lists Craglorn as included in ESO Tamriel Unlimited
    -PC (PTS)/Xbox One: NewBlacksmurf
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  • GreenhaloX
    GreenhaloX
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    Dubhliam wrote: »

    Craglorn is and always should be a GROUP ZONE.
    It is designed as an endgame zone with required grouping and dailies.

    No other zone is locked until you hit max level (you can go to Wrothgar as soon as you start to play).
    Exp does not really matter once you hit lvl 50 anyway, since after that you only level CP.

    As for the "DLC" idea, I will repeat myself again:

    THIS IS A FINISHED ZONE!
    They have little to no work to do in it, scaling it to v16 is something that should have happened anyway long ago, if not now with the VR removal.

    However, I would not oppose the idea to have additional NEW dailies that you can only pick up from a future DLC zone that send you to do Craglorn group content.
    Add some new juicy item sets as a reward for those dailies and you're good to go.

    What I DON'T want to see:
    Battle leveling.
    Craglorn should be max CP (currently 160), lvl 50 requirement to enter.

    ESO has a large gap between easy and difficult content, instead of pushing Craglorn into one or the other, this should be a nice stepping stone for all the players.
    Give players some room to progress.

    Great ideas and input. I agree with seemingly all you said, especially, no blocking entrance to those under lvl 50. No debating over it being a group zone either; although, I don't see much group running around in Craglorn. Each time I go there, I see bunch of lonewolf like me running around.. maybe a twosies team now and then. I would group with someone or two there if I am more engaged in that area. I still stand my ground on it needing to increase the XP... yes, for reason of needing XP to get CP. That is one of the main focus for many, beyond reaching V16.

  • Dunkmeister
    Dunkmeister
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    Scale it to CP160

    Make Shada's Tear a vet dungeon/pledge. It's already setup for it.

    I like the idea of a yokudan motif.

    Roaming bosses like in IC would be fun too.
    Dunkmeister - DK Firemage AD NA Server
    PVE Achievement Collector
  • Digiman
    Digiman
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    Make it soloable, sick of this more players gimmick crap. It's what got this zone toasted when new DLC came out.
  • Dunkmeister
    Dunkmeister
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    Digiman wrote: »
    Make it soloable, sick of this more players gimmick crap. It's what got this zone toasted when new DLC came out.

    Holy cow. 95% of this game is already solo able. It desperately needs 4man content. We haven't had a new dungeon since IC.
    Dunkmeister - DK Firemage AD NA Server
    PVE Achievement Collector
  • ADarklore
    ADarklore
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    nimander99 wrote: »
    bedlom wrote: »
    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.

    They are scaling all of Tamriel. Basically every zone will be handles exactly like our last couple DLC's. Then with every CP Cap increase all of Tamriel will increase accordingly.

    Where did you get this information? They are NOT scaling 'all of Tamriel', in fact, they already stated how Cadwell's will not be 'scaled' but will have set CP levels for monsters... with Gold zone being completely CP160.
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  • nimander99
    nimander99
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    I told everyone exactly what will happen on page one of this thread and no even took notice...

    I take that back @ADarklore did take notice. I got my info from @ZOS_RichLambert when he inferred that he didn't like downscaling all of Tamriel at this years... What was the last event that the Dev team attended like a month ago? Someone refresh my memory so I can find the video. Once I find it I'll link it and you will see.

    Also Mr. Sage said as much in his year ahead post which can be found on the main website under the articles section.

    This zoning 120cp's and 130'cp for Silver and Gold is a temporary part of the over all transition to open all of Tamriel back up to full exploration.

    Another clue is the quests we are getting that are sending us back to old zones... Read the tea leaves, the info is there if you look.
    Edited by nimander99 on May 28, 2016 5:56PM
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  • Epona222
    Epona222
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    Well tonight I had to ask in one of the large guilds I am in to have someone come and group with us (the same group of 3 I have been gradually working through Craglorn with), to come and help activate the next part of the quest. The person who helped out really wanted to do the quest with us and has been having problems finding a group to do quests in Craglorn, and we'd have been more than happy to have them along on the quest, but we couldn't share it with them because they hadn't done the prerequisite quests.

    That really sucks - I know there is a storyline to the Craglorn main quests, but if someone helps you out to get into a quest area but then can't join in with the quest because they are not on the correct stage of the quest themselves, that's really awful and I felt quite bad about it.

    I like the difficulty of content in Craglorn, I think it is about right. I don't like arbitrary group requirements to stand on pillars, and I don't like that if someone comes along to make up the 4th group member required to stand on pillars, that they then can't join in on the quest.

    I would suggest that any future content of this nature (in addition to not requiring a certain number of people in a group to get into quest areas), is structured in a way so that people don't have to have done stages 1, 2, and 3, before being allowed to do quest 4 - when it is set up like that, it increases the difficulty for people to find groups at the correct quest stage.
    Edited by Epona222 on May 29, 2016 4:54AM
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  • Dubhliam
    Dubhliam
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    Digiman wrote: »
    Make it soloable, sick of this more players gimmick crap. It's what got this zone toasted when new DLC came out.

    It very much IS solable.
    Epona222 wrote: »
    Well tonight I had to ask in one of the large guilds I am in to have someone come and group with us (the same group of 3 I have been gradually working through Craglorn with), to come and help activate the next part of the quest. The person who helped out really wanted to do the quest with us and has been having problems finding a group to do quests in Craglorn, and we'd have been more than happy to have them along on the quest, but we couldn't share it with them because they hadn't done the prerequisite quests.

    That really sucks - I know there is a storyline to the Craglorn main quests, but if someone helps you out to get into a quest area but then can't join in with the quest because they are not on the correct stage of the quest themselves, that's really awful and I felt quite bad about it.

    I like the difficulty of content in Craglorn, I think it is about right. I don't like arbitrary group requirements to stand on pillars, and I don't like that if someone comes along to make up the 4th group member required to stand on pillars, that they then can't join in on the quest.

    I would suggest that any future content of this nature (in addition to not requiring a certain number of people in a group to get into quest areas), is structured in a way so that people don't have to have done stages 1, 2, and 3, before being allowed to do quest 4 - when it is set up like that, it increases the difficulty for people to find groups at the correct quest stage.

    Exactly.
    This is the only thing where Craglorn needs to be looked at, everything else is just pumping mob values to v16 (or CP160).

    I don't think story quests should be shareable, but at least people could come and help out even if they don't complete the quest.
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  • Lord_Draevan
    Lord_Draevan
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    So it is soloable now (minus Trials, naturally)? I haven't been there since V12 was the level cap.
    By which I mean can a single person do the quests, or does Craglorn still have those quests where you need 4 players activating switches/buttons simultaneously or the quest doesn't progress.
    Edited by Lord_Draevan on June 4, 2016 11:54AM
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  • Kendaric
    Kendaric
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    @Lord_Draevan: It still has the requirements in place and you still have to min/max if you want to survive there solo.
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