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4 out of 7 veteran pledges are DLC exclusive?

  • waterfairy
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    Vigarr wrote: »
    Divinius wrote: »
    Nerdman9 wrote: »
    What a crazy world that we live in. A B2P game where you have to buy content to play it. What a crazy idea. Everything should be free all the time right? ( there may have been some sarcasm in there)

    Er, you don't think a Buy to Play game should not require more money after that to play it?

    I mean yeah, DLC is one thing, but it would've been kind of crazy to have to pay hard cash to unlock Level 2 of the Witcher. Or Mario. Or... any game you buy with cash. So most of them. Lot of people seem to be under the impression ESO is a Free to Play game or something. I guess the 200+ AUD I spent a few years back was just for the fun of seeing my bank account balance go down.

    Witcher and Mario are not MMOs that require servers to maintain.

    Rockstar doesn't charge anything extra nor locks content behind pay walls yet they maintain the GTA Online servers for the 1 time cost of the base game. They even add extra content for free and have been doing so steadily since release. The only thing they sell is cash cards which is a convenience purchase as cash can be easily earned in game.

    Do they even make real MMOs and add content? I don't think GTA is a real MMO.

    It may not be an MMO but I think it's commendable that their Online game isn't the main game yet they service it regularly. As I've said they've added a ton of content to the game for free since release in the form of new missions, customizable activities (you can create your own), new clothes, cars, weapons, etc., etc. It's uncanny that this isn't it's own game and gets such attention from the company. It's basically the equivalent of TES and ESO being the same game and ESO keeping the servers running smooth while giving us free stuff.
    Edited by waterfairy on August 18, 2016 5:53PM
  • code65536
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    Talyena wrote: »
    All I am saying with pledges is that they are taking away pledges from the base game, something they said they wouldn't do. And then I offered a solution that wouldn't take away anything from the base game but offer even more content to DLC purchasers and subscribers. I don't see how anyone could possibly have a problem with that.
    No, the dungeons are a part of the base game. The dungeons are the content. The pledges are a bonus incentive system designed to get everyone "on the same page" each day to make it easier to group. Having divergent pledges is counterproductive to the whole purpose of pledges.

    Plus, it would be a mess to implement. You do something like this, and next, the subscribers who would prefer an easy gold key facerolling through Darkshade would would complain and ask for a way to get the alternate pledge.

    I don't want ZOS wasting their time making the system more complicated to accomplish a dubious goal that would undermine the purpose of the pledge system.

    The base game content is there. You get fewer incentives to run them. And that's perfectly fine.
    Edited by code65536 on August 18, 2016 9:38PM
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  • Ghost-Shot
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    I'm pretty sure there are more than 7 vet dungeons.
  • Talyena
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    code65536 wrote: »
    Talyena wrote: »
    All I am saying with pledges is that they are taking away pledges from the base game, something they said they wouldn't do. And then I offered a solution that wouldn't take away anything from the base game but offer even more content to DLC purchasers and subscribers. I don't see how anyone could possibly have a problem with that.
    No, the dungeons are a part of the base game. The dungeons are the content. The pledges are a bonus incentive system designed to get everyone "on the same page" each day to make it easier to group. Having divergent pledges is counterproductive to the whole purpose of pledges.

    Plus, it would be a mess to implement. You do something like this, and next, the subscribers who would prefer an easy gold key facerolling through Darkshade would would complain and ask for a way to get the alternate pledge.

    I don't want ZOS wasting their time making the system more complicated to accomplish a dubious goal that would undermine the purpose of the pledge system.

    The base game content is there. You get fewer incentives to run them. And that's perfectly fine.

    Sorry, but the pledges were in the game prior to it going free, so it is base game content. It is also the primary way to level up undaunted. So say what you want but by including DLC dungeons in the pledge rotation they are taking away from the base game. And if adding another quest giver is too complicated for the dev team then they might as well shut the game down now. But personally, I think it is something they can handle.
  • code65536
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    Talyena wrote: »
    code65536 wrote: »
    Talyena wrote: »
    All I am saying with pledges is that they are taking away pledges from the base game, something they said they wouldn't do. And then I offered a solution that wouldn't take away anything from the base game but offer even more content to DLC purchasers and subscribers. I don't see how anyone could possibly have a problem with that.
    No, the dungeons are a part of the base game. The dungeons are the content. The pledges are a bonus incentive system designed to get everyone "on the same page" each day to make it easier to group. Having divergent pledges is counterproductive to the whole purpose of pledges.

    Plus, it would be a mess to implement. You do something like this, and next, the subscribers who would prefer an easy gold key facerolling through Darkshade would would complain and ask for a way to get the alternate pledge.

    I don't want ZOS wasting their time making the system more complicated to accomplish a dubious goal that would undermine the purpose of the pledge system.

    The base game content is there. You get fewer incentives to run them. And that's perfectly fine.

    Sorry, but the pledges were in the game prior to it going free, so it is base game content. It is also the primary way to level up undaunted. So say what you want but by including DLC dungeons in the pledge rotation they are taking away from the base game. And if adding another quest giver is too complicated for the dev team then they might as well shut the game down now. But personally, I think it is something they can handle.

    The pledge system is a part of the base game, but that's irrelevant. It's not actual content--it's an incentive system to encourage people to do the content. And it's a system whose purpose will be diluted if you fragment it. And if that means people who don't have the DLC don't get an entitlement of one chance at a gold key every day, that's fine. The dungeons are still there, and you're free to run whatever base game dungeon you want on DLC pledge days, just without a key.
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  • alexkdd99
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    At some point they should disconnect the IC dungeons from the DLC (and drop the price of the DLC significantly). Maybe on the IC anniversary or something. Otherwise the will *eventually* get into the situation OP is alleging, where a very high portion of the pledges are DLC.

    Ok? And? Buy the DLC if you want to ensure you can always do pledges. Nobody ever said you would be able to continually play the game the exact same way the entire time the game is live. If you want to play the DLC dungeon then you must buy them.

    Why would they throw past dlc content out of rotation? The whole point of undaunted is for replay ability
    Edited by alexkdd99 on August 19, 2016 12:45AM
  • Shadesofkin
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    L2Pissue wrote: »
    I was ok with 2 DLC exclusive dungeons, IC DLC was the most sold DLC since the start of releasing DLCs so it makes sense to include it in the daily pledges
    Shadow of the Hist, however, is the least sold (or actually failed ) DLC and has the least sales.. and you include it in the daily pledges,, as gold pledge? its a failed dungeon DLC played by the absolute least number of players, throw its dungeons as silver pledges

    Numbers as proof or your pulling stats out of your derriere.
    @shadesofkin -NA Server.
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  • alexkdd99
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    I look at this post in a different light. Game must be doing pretty good if this is the type of nonsense people have to complain about. Talk about a stretch. Seems more like a @L2Pissue to me. :D

    Yet more baffling than anything, nobody has bothered to disprove the OP because they haven't understood what they're saying.

    They're saying since Hist DLC landed on PC, 4/7 Veteran Pledges (7 per week, 1 per day) are DLC Pledges. Nobody has yet to disprove that isn't the case, even though I think that's wrong and the pledges have a set 12 Pledge order that was shuffled when the new ones are added.

    You keep saying this. It's incorrect. You do understand that the pledges are NOT on a weekly cycle right? They are on a 12-day cycle.

    Every 12 days you will get the 8 Non-DLC vet pledges, and the 4 DLC vet pledges.

    I don't know what you are basing your "4 DLC pledges per week" claim on, but it's wrong.

    This is an actually constructive post: do we have the new 12 day cycle for Undaunted Pledges yet somewhere? I know in the old cycle it was Spindle -> Imp City DLC dungeons. That's really all the proof we need to know OP is wrong.

    Even I don't think ZOS would push DLC so hard by having 4/7 Pledges per week being DLC pledges: you don't make $ by alienating half or more of your playerbase.

    What is there to disprove? Anyone with any sense at all can easily look it up and know that pledges will not be 4 dlc pledges a week for every week. Could there be 1 week where 4 dungeons are dlc? Yes but the next week will have more non dlc dungeons. Since it is on a 12 day cycle you can not base it on 7 days.
    Surely he knows this and is simply placing his head in the sand and ignoring what everyone is saying. Or then again maybe he just does not understand the dungeons run a 12 day cycler and not a7 day
  • Carbonised
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    I agree with the OP, though for different reasons. And I do have all DLCs and even ESO+ so that's not the issue.

    On most days you can do gold pledges in a fairly decent group, however I have yet to do vICP and vWGT in pugs, I have, however, done them many times with guildies, TS and the whole package.

    Then you now have 2 Hist dungeons as well, that are even harder. In no way can you pug those, many struggle to even complete them on vet

    The game is basically forcing you to always run with guildies in perfect groups, preferably with TS and everything, 4 times out of 7. I do not agree with that, I believe vet dungeons should indeed be doable even in pugs, when everyone in the group knows what they're doing and have experience, not to mention 500+ CP.

    As it stands now, definitely Hist, and to some extent IC, is off-limits to people not in guilds with voice com and stellar builds and gameplay. That is not a good thing in my opinion. Not everyone prefers to only do dungeons with guilds or voice com.

    And the rotation is indeed in favour of the DLC dungeons, we had Hist dungeons as gold pledge like 1 day ago on my server, and we had them too 1 week ago, so clearly they are favouring DLC dungeons in the rotation.
  • Averya_Teira
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    The DLCs are, imo, well priced. Buy them. ZOS can be greedy with crown stuff, but in the end they are not a charity. If you want to do content, buy it.
  • Averya_Teira
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    L2Pissue wrote: »
    I was ok with 2 DLC exclusive dungeons, IC DLC was the most sold DLC since the start of releasing DLCs so it makes sense to include it in the daily pledges
    Shadow of the Hist, however, is the least sold (or actually failed ) DLC and has the least sales.. and you include it in the daily pledges,, as gold pledge? its a failed dungeon DLC played by the absolute least number of players, throw its dungeons as silver pledges

    How do you even know that ? No one has access to any kind of sales numbers....
    Edited by Averya_Teira on August 19, 2016 1:45AM
  • code65536
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    Carbonised wrote: »
    I believe vet dungeons should indeed be doable even in pugs, when everyone in the group knows what they're doing and have experience, not to mention 500+ CP.

    You exaggerate.

    I did the vRoM pledge last week with a friend and two PUGs who each had under 250 CP. Was it rough? Yes. But we completed it and got the gold key. And now that everyone in the group done the dungeon and know what to expect, I'd imagine if that if we were to have run again, it would've gone much smoother. And there's the option of doing it in normal mode, which really isn't a loss given how much they buffed the drop rate of items from the silver chests.

    Are the SotH dungeons harder than the typical pledge dungeon? Yes. A large part of that is the fact that it's new and people haven't had a chance to become comfortable with them, and yes, a part of that is because they are just harder. But you don't need a "perfect" group to complete it.
    Edited by code65536 on August 19, 2016 2:10AM
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  • Carbonised
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    code65536 wrote: »
    Carbonised wrote: »
    I believe vet dungeons should indeed be doable even in pugs, when everyone in the group knows what they're doing and have experience, not to mention 500+ CP.

    You exaggerate.

    I did the vRoM pledge last week with a friend and two PUGs who each had under 250 CP. Was it rough? Yes. But we completed it and got the gold key. And now that everyone in the group done the dungeon and know what to expect, I'd imagine if that if we were to have run again, it would've gone much smoother. And there's the option of doing it in normal mode, which really isn't a loss given how much they buffed the drop rate of items from the silver chests.

    Are the SotH dungeons harder than the typical pledge dungeon? Yes. A large part of that is the fact that it's new and people haven't had a chance to become comfortable with them, and yes, a part of that is because they are just harder. But you don't need a "perfect" group to complete it.

    No I don't exaggerate.

    I did Mazzatun with 3 others, competent people, all 450+ CP, and we looked up all the tactics beforehand, since the place is riddled with stuff you have to do not to wipe. Yet we didn't come further than Xal-Nur, where we had to disband due to numerous wipes. End boss is even more of a PITA from what I hear.

    Gold pledges shouldn't be nigh impossible for 4 cp450+ competent players imo.
  • Jeremy
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    L2Pissue wrote: »
    are you kidding me? i must have DLC to play over 50% of the pledges who gives gold key?

    I think you overstate the issue (I don't believe it's over 50%) but it probably will end up that way before it's all over. It's a bummer and I'm sure you are not the first person to be annoyed by it. But considering the vast amount of playable content you get for purchasing the base game - the option to continue playing it online with others for free - and the fact you instantly gain access to all these pledges if you choose to subscribe - I don't really believe there is a legitimate gripe here.
    Edited by Jeremy on August 19, 2016 2:28AM
  • code65536
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    Carbonised wrote: »
    Gold pledges shouldn't be nigh impossible for 4 cp450+ competent players imo.

    But it isn't. Did I mention that two members of my group had under 250 CP? Let me mention that again.
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  • Carbonised
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    code65536 wrote: »
    Carbonised wrote: »
    Gold pledges shouldn't be nigh impossible for 4 cp450+ competent players imo.

    But it isn't. Did I mention that two members of my group had under 250 CP? Let me mention that again.

    You can mention that till you're blue in the face.

    Doesn't change the fact that ZOS lowered the difficulty of vICP and vWGT exactly and specifically because their numbers showed that too few people were running those dungeons as gold pledges.
    And then they added 2 Hist dungeons into the rotation, that were even harder than the IC dungeons. Makes absolutely no sense.

    And to comment on your post specifically, judging from your boastful signature, I'm betting you and your friend carried the 2 others through that dungeon. And you said it yourself that it was painful. And seeing as you write 'key' and not 'keys', I'm assuming you didn't do hard mode, which is the requirement for 2 keys.

    Was there anything else?
    Edited by Carbonised on August 19, 2016 3:12AM
  • Gallifreyy
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    All that i am seeing here is just a big Learn to play issue. The dungeons arent that hard, already completed both HM's and speed runs for them. If you dont want to buy the DLC to get the equipment stop complaining. If you do have the DLC and are complaining about the difficulty there is a normal mode and it will help you learn to use mechanics. STOP asking for nerfs if you struggle with simple things and please be open minded
    CP1000+
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    + 4 other Lvl 50s
    DK IS BACK
  • Talyena
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    code65536 wrote: »
    Talyena wrote: »
    code65536 wrote: »
    Talyena wrote: »
    All I am saying with pledges is that they are taking away pledges from the base game, something they said they wouldn't do. And then I offered a solution that wouldn't take away anything from the base game but offer even more content to DLC purchasers and subscribers. I don't see how anyone could possibly have a problem with that.
    No, the dungeons are a part of the base game. The dungeons are the content. The pledges are a bonus incentive system designed to get everyone "on the same page" each day to make it easier to group. Having divergent pledges is counterproductive to the whole purpose of pledges.

    Plus, it would be a mess to implement. You do something like this, and next, the subscribers who would prefer an easy gold key facerolling through Darkshade would would complain and ask for a way to get the alternate pledge.

    I don't want ZOS wasting their time making the system more complicated to accomplish a dubious goal that would undermine the purpose of the pledge system.

    The base game content is there. You get fewer incentives to run them. And that's perfectly fine.

    Sorry, but the pledges were in the game prior to it going free, so it is base game content. It is also the primary way to level up undaunted. So say what you want but by including DLC dungeons in the pledge rotation they are taking away from the base game. And if adding another quest giver is too complicated for the dev team then they might as well shut the game down now. But personally, I think it is something they can handle.

    The pledge system is a part of the base game, but that's irrelevant. It's not actual content--it's an incentive system to encourage people to do the content. And it's a system whose purpose will be diluted if you fragment it. And if that means people who don't have the DLC don't get an entitlement of one chance at a gold key every day, that's fine. The dungeons are still there, and you're free to run whatever base game dungeon you want on DLC pledge days, just without a key.

    After running the dungeons, the pledge system is the only quest system to level up undaunted. In effect, they are turning off a leveling mechanism for the base game on certain days of the week. This DOES take away from the base game which is something they said they wouldn't do. There is no argument that can be made otherwise. Adding a DLC only pledge giver wouldn't water anything down, it would add content for those who have the DLCs. And it would stop taking away from the base game which included two pledge quests a day. As for it being an entitlement, are people not entitled to get what they paid for? And weren't those pledges in the base game people purchased? People who make excuses for them turning off quests for the base game on certain days sound like petty, bitter little people to me.
  • Pallio
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    Not like you can really just pug the 4 DLC gold pledges, that would be painful with like 10% chance the pug can even complete them. Even with the wgt/icp nerds, it can can be tough.
  • code65536
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    Carbonised wrote: »
    code65536 wrote: »
    Carbonised wrote: »
    Gold pledges shouldn't be nigh impossible for 4 cp450+ competent players imo.

    But it isn't. Did I mention that two members of my group had under 250 CP? Let me mention that again.

    You can mention that till you're blue in the face.

    Doesn't change the fact that ZOS lowered the difficulty of vICP and vWGT exactly and specifically because their numbers showed that too few people were running those dungeons as gold pledges.
    And then they added 2 Hist dungeons into the rotation, that were even harder than the IC dungeons. Makes absolutely no sense.

    And to comment on your post specifically, judging from your boastful signature, I'm betting you and your friend carried the 2 others through that dungeon. And you said it yourself that it was painful. And seeing as you write 'key' and not 'keys', I'm assuming you didn't do hard mode, which is the requirement for 2 keys. And I'd also say that CoS is quite easier than RoM

    Was there anything else?

    My friend was a tank--not much a tank could do to carry, and I was on an alt. And yes, vCoS is easier than vRoM. But why do you mention that? I specifically said vRoM in my post.

    You seem to have this strange notion that things don't get easier as people do them. For example, my first clear of vMA cost me hundreds of deaths (even my second clear cost me nearly a hundred deaths), and my most recent clear cost me just 2 deaths. But vMA's difficulty hasn't been nerfed at all in that time. The only thing that's changed is the amount of practice that I've had.

    Is vICP/vWGT easier for me than the SotH dungeons? Yes. Is it because vICP/vWGT are actually easier? I don't think so. I think it's because I've had months of experience running vICP/vWGT. My first clears of vICP took 3+ hours and my first clear of vWGT took 2+ hours. My first clears of vRoM and vCoS took over 2 hours each, but with practice and a higher comfort level, I got the vRoM and vCoS speed runs last night (30 minutes) with ample time to spare (and even got no-death, too).

    I've run the SotH dungeons enough times by now that I think that once I figure in the differing comfort levels, they're about on par with vWGT/vICP--probably even a bit easier. What you can't do is compare the difficulty of a fresh dungeon--when you've had zero practice and zero experience--against a dungeon that you've run so much that you can navigate it in your sleep.

    And correct, it was not hard mode. Hard mode is very difficult, even with a good group, but that's perfectly fine--you don't need to do hard mode to get a gold key. People have been so spoiled by things like the vICP so-called "hard" mode that gave you an extra free gold key for basically doing nothing different. It's good that hard mode is actually hard in these dungeons and that they are a meaningful and substantial jump in difficulty. Just don't go for the extra key. It's fine, the world won't end if you only get one key. I don't always go for the extra key, even with a good group.
    Edited by code65536 on August 19, 2016 3:23AM
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  • Smasherx74
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    L2Pissue wrote: »
    Zerok wrote: »
    Hum no?

    Non-DLC:
    1. Banished Cells
    2. Spindleclutch
    3. Fungal Grotto
    4. Darkshade Caverns
    5. Elden Hollow
    6. Wayrest Sewers
    7. City of Ash
    8. Crypt of Hearts

    DLC:
    9. White-Gold Tower
    10. Imperial City Prison
    11. Craddle of Shadows
    12. Ruins of Mazzatun


    That's 4 out of 12.

    there are 12 pledges, but the "pledge wheel" doesnt do ALL non-DLC gold pledges at a time.
    it does like:
    4 DLC dungeons
    3 non-DLC dungeons(changing each time)
    and repeat

    EXACTLY! the dungeon "rng" is very off, it's definetly not the type of "rng" you're thinking of. Random dungeon 8/10 times is gold/silver pledge or just banished cells...

    I've went months without seeing certain dungeons in pledges.
    Master Debater
  • Hashtag_
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    Imagine that, the "PvP" releated DLC is most sold.
  • Hashtag_
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    The DLCs are, imo, well priced. Buy them. ZOS can be greedy with crown stuff, but in the end they are not a charity. If you want to do content, buy it.

    How can something that has done nothing but bug the game further and create more issues for the game be well priced? IMO the price isn't matching the product quality.
  • Carbonised
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    code65536 wrote: »
    Carbonised wrote: »
    code65536 wrote: »
    Carbonised wrote: »
    Gold pledges shouldn't be nigh impossible for 4 cp450+ competent players imo.

    But it isn't. Did I mention that two members of my group had under 250 CP? Let me mention that again.

    You can mention that till you're blue in the face.

    Doesn't change the fact that ZOS lowered the difficulty of vICP and vWGT exactly and specifically because their numbers showed that too few people were running those dungeons as gold pledges.
    And then they added 2 Hist dungeons into the rotation, that were even harder than the IC dungeons. Makes absolutely no sense.

    And to comment on your post specifically, judging from your boastful signature, I'm betting you and your friend carried the 2 others through that dungeon. And you said it yourself that it was painful. And seeing as you write 'key' and not 'keys', I'm assuming you didn't do hard mode, which is the requirement for 2 keys. And I'd also say that CoS is quite easier than RoM

    Was there anything else?

    My friend was a tank--not much a tank could do to carry, and I was on an alt. And yes, vCoS is easier than vRoM. But why do you mention that? I specifically said vRoM in my post.

    You seem to have this strange notion that things don't get easier as people do them. For example, my first clear of vMA cost me hundreds of deaths (even my second clear cost me nearly a hundred deaths), and my most recent clear cost me just 2 deaths. But vMA's difficulty hasn't been nerfed at all in that time. The only thing that's changed is the amount of practice that I've had.

    Is vICP/vWGT easier for me than the SotH dungeons? Yes. Is it because vICP/vWGT are actually easier? I don't think so. I think it's because I've had months of experience running vICP/vWGT. My first clears of vICP took 3+ hours and my first clear of vWGT took 2+ hours. My first clears of vRoM and vCoS took over 2 hours each, but with practice and a higher comfort level, I got the vRoM and vCoS speed runs last night (30 minutes) with ample time to spare (and even got no-death, too).

    I've run the SotH dungeons enough times by now that I think that once I figure in the differing comfort levels, they're about on par with vWGT/vICP--probably even a bit easier. What you can't do is compare the difficulty of a fresh dungeon--when you've had zero practice and zero experience--against a dungeon that you've run so much that you can navigate it in your sleep.

    And correct, it was not hard mode. Hard mode is very difficult, even with a good group, but that's perfectly fine--you don't need to do hard mode to get a gold key. People have been so spoiled by things like the vICP so-called "hard" mode that gave you an extra free gold key for basically doing nothing different. It's good that hard mode is actually hard in these dungeons and that they are a meaningful and substantial jump in difficulty. Just don't go for the extra key. It's fine, the world won't end if you only get one key. I don't always go for the extra key, even with a good group.

    Lets see, vMA, hard mode vSO, vMoL etc etc. Yeah nice try passing yourself on as a regular pug.

    You seem to have the strange notion that everyone likes super insane hard content just because you do.

    CoS and RoM are harder than IC dungeons and everything else, no least due to all the amount of circus [SNIP] you have to do all the time due to boss mechanics. Like the RNG maze at Velidreth and the invulnerable boss phases in both dungeons and I could go on.

    You're the odd one out, the game shouldn't be balanced towards your specific needs when you represent like 1 % of the playerbase, mac.
    The rest of us pay way more in subs than you do, and I think I'm a better representative of the average endgame player than you are by a long shot.
    If you want super insane hard content, just carry on doing your vet trials, we don't need vet dungeons to become inaccessable to the average player as well.

    [Edited for Profanity]
    Edited by ZOS_JohanaB on August 19, 2016 4:04PM
  • code65536
    code65536
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    Carbonised wrote: »
    code65536 wrote: »
    Carbonised wrote: »
    code65536 wrote: »
    Carbonised wrote: »
    Gold pledges shouldn't be nigh impossible for 4 cp450+ competent players imo.

    But it isn't. Did I mention that two members of my group had under 250 CP? Let me mention that again.

    You can mention that till you're blue in the face.

    Doesn't change the fact that ZOS lowered the difficulty of vICP and vWGT exactly and specifically because their numbers showed that too few people were running those dungeons as gold pledges.
    And then they added 2 Hist dungeons into the rotation, that were even harder than the IC dungeons. Makes absolutely no sense.

    And to comment on your post specifically, judging from your boastful signature, I'm betting you and your friend carried the 2 others through that dungeon. And you said it yourself that it was painful. And seeing as you write 'key' and not 'keys', I'm assuming you didn't do hard mode, which is the requirement for 2 keys. And I'd also say that CoS is quite easier than RoM

    Was there anything else?

    My friend was a tank--not much a tank could do to carry, and I was on an alt. And yes, vCoS is easier than vRoM. But why do you mention that? I specifically said vRoM in my post.

    You seem to have this strange notion that things don't get easier as people do them. For example, my first clear of vMA cost me hundreds of deaths (even my second clear cost me nearly a hundred deaths), and my most recent clear cost me just 2 deaths. But vMA's difficulty hasn't been nerfed at all in that time. The only thing that's changed is the amount of practice that I've had.

    Is vICP/vWGT easier for me than the SotH dungeons? Yes. Is it because vICP/vWGT are actually easier? I don't think so. I think it's because I've had months of experience running vICP/vWGT. My first clears of vICP took 3+ hours and my first clear of vWGT took 2+ hours. My first clears of vRoM and vCoS took over 2 hours each, but with practice and a higher comfort level, I got the vRoM and vCoS speed runs last night (30 minutes) with ample time to spare (and even got no-death, too).

    I've run the SotH dungeons enough times by now that I think that once I figure in the differing comfort levels, they're about on par with vWGT/vICP--probably even a bit easier. What you can't do is compare the difficulty of a fresh dungeon--when you've had zero practice and zero experience--against a dungeon that you've run so much that you can navigate it in your sleep.

    And correct, it was not hard mode. Hard mode is very difficult, even with a good group, but that's perfectly fine--you don't need to do hard mode to get a gold key. People have been so spoiled by things like the vICP so-called "hard" mode that gave you an extra free gold key for basically doing nothing different. It's good that hard mode is actually hard in these dungeons and that they are a meaningful and substantial jump in difficulty. Just don't go for the extra key. It's fine, the world won't end if you only get one key. I don't always go for the extra key, even with a good group.

    Lets see, vMA, hard mode vSO, vMoL etc etc. Yeah nice try passing yourself on as a regular pug.

    You seem to have the strange notion that everyone likes super insane hard content just because you do.

    CoS and RoM are harder than IC dungeons and everything else, no least due to all the amount of circus bullsh*t you have to do all the time due to boss mechanics. Like the RNG maze at Velidreth and the invulnerable boss phases in both dungeons and I could go on.

    You're the odd one out, the game shouldn't be balanced towards your specific needs when you represent like 1 % of the playerbase, mac.
    The rest of us pay way more in subs than you do, and I think I'm a better representative of the average endgame player than you are by a long shot.
    If you want super insane hard content, just carry on doing your vet trials, we don't need vet dungeons to become inaccessable to the average player as well.

    I'm trying to be reasonable, but you seem to have more fun in attacking me than what I have to say. But whatever. I never said I'm a regular PUG. But in a group with two PUGs, you'd think that would be comparable to a regular group of 500 CP players? But that's all a sideshow, since my main point of contention at this point is that your claim that these dungeons are harder than the IC dungeons.

    And in my opinion, they are not, once you stop comparing apples to oranges. A fresh dungeon that you have no experience in is of course going to be harder than a dungeon that you've done multiple times before. Mark my words, once you've done vCoS and vRoM as often as you have vWGT and vICP, you'll change your mind. You don't believe me now, and that's fine--you'll see in time.

    Nor do I think everyone likes--or should like--hard content. But what I don't understand from this thread and from others that you have graced with your rantings, is why do you turn your nose up at normal mode? Normal mode drops CR160 gear (a welcome change from the CR150 junk from the IC dungeons), and people are even reporting the monster helms dropping from normal. So, for this "average" player you claim to champion, why not just do normal, instead of complaining that vet is too hard? It's there for a reason.

    Oh, and Ibomez has an invulnerability phase too. This is a good thing, as it makes it so people can't DPS through mechanics. You don't need super-high DPS to get through the SotH dungeons--you can do it fine with average DPS, as long as you do the mechanics. For Xal-Nur, release a wamasu for every spice phase--there's no reason not to unless you're going for that one-time achievement of not releasing any. The spice carry is tricky, but gets much easier the more you've done it. For Dranos, it's even easier: chain each of his essences to him (or bring him to each one) and let him reabsorb his essences (instead of killing them and collecting the orbs). Not only is there an achievement for defeating Dranos this way (Divided He Fell), but it also means that his two most deadly attacks are bypassed (they're actually punishments for you absorbing the orbs). Dranos is probably the easiest "big" boss of all the DLC dungeons if you use this strategy.

    The catacomb maze, I'll agree, is annoying. But once again, it becomes so much easier the more times you do it. Even on hard mode where only one door is open and RNG places that open door at the last position that I check, I still make it through consistently now. Honestly, I welcome the catacomb phase now in vCoS HM because, with practice, that's become the easiest and least hectic part of the fight, and it's a welcome break from the chaos of the main boss room in HM.

    Again, the content needs time and practice. You cannot compare fresh content with content that you're familiar with.
    Edited by code65536 on August 19, 2016 4:33AM
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  • ZOS_JohanaB
    ZOS_JohanaB
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    We've removed comments from this thread for nonconstructive and baiting comments. Please take care to follow the community rules when posting even if you don't agree with someone else. You are still expected to be civil.
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