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)
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.
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.
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
Well, of course they would give it for free for all current players, but for future players they need to pay.
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.
Make it soloable, sick of this more players gimmick crap. It's what got this zone toasted when new DLC came out.
nimander99 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.
Make it soloable, sick of this more players gimmick crap. It's what got this zone toasted when new DLC came out.
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.