Doctordarkspawn wrote: »I pug these dungeons every day because I enjoy the content. I know a bunch of others that do the same. People like doing it. Get over it. The content does not need to be harder, your endgame hard as balls content fix does not need to be fullfilled. I, running my full engine guardian, and every person running full bloodspawn, full skoria, for shiggles, is living defiance of your apparent 'people do it then leave' arguement. And we ain' going away.
I'll say it again, more clearly : if the revamped dungeon in normal mode have the same difficulty as now, you'll get exactly the same as what you have now, except that you'll have one more key per day.
If at the same time the vet version are as hard as dlc vet dungeon, player who look for some difficulty will have their challenge, while player like you will keep exactly what hey have now.
Everyone is happy, you still can run these dungeons every day and enjoy them, you still can have your top-rank undauted key, and people who are looking for more difficulties will get what they want (and get more reward, but no better reward).
What's wrong with that ?
Wifeaggro13 wrote: »Bigevilpeter wrote: »DLC dungeons are too hard and so much mechanics to remember. If all vet dungeons became like that then I would probably quit.
Though other veteran dungeons now are a piece of cake and so something in between would be nice
You say that now, after you are successful once you will feel a sense of acomplishment.
Wifeaggro13 wrote: »Bigevilpeter wrote: »DLC dungeons are too hard and so much mechanics to remember. If all vet dungeons became like that then I would probably quit.
Though other veteran dungeons now are a piece of cake and so something in between would be nice
You say that now, after you are successful once you will feel a sense of acomplishment.
yes i had this sense of acomplishment after kill the last boss of VMA in 8 hours without stopping .
In ICP and in WGT too ... but not on new DLC dungeonor maybe in the last boss of cradlle of shadow ... but it's all ... because new dungeons are too easy . and the last way for have this sens of accomplishment ... is to finish Vmol .
Wifeaggro13 wrote: »Wifeaggro13 wrote: »Bigevilpeter wrote: »DLC dungeons are too hard and so much mechanics to remember. If all vet dungeons became like that then I would probably quit.
Though other veteran dungeons now are a piece of cake and so something in between would be nice
You say that now, after you are successful once you will feel a sense of acomplishment.
yes i had this sense of acomplishment after kill the last boss of VMA in 8 hours without stopping .
In ICP and in WGT too ... but not on new DLC dungeonor maybe in the last boss of cradlle of shadow ... but it's all ... because new dungeons are too easy . and the last way for have this sens of accomplishment ... is to finish Vmol .
As I said it's pretty easy. I would not spend 8 hours in any dungeon. The great thing is its always there tomorrow. A big problem with the game is there is a define playstyle happening. The game was so Dps centric a year ago ,maybe a bit longer.you did not even need a tank or anyone in anything other then light armor wielding a stick to complete the content at the very hardest lvl. Actually having a tank or any kind of utility was a hinderance. Now tanking , some minor utility is needed and real healers .I hope the devs expand on this playstyle,90% of the population plays dps and alot of them out of need not preferences. The last boss of vCoa can be frustrating. I've yet to do her on hard. But seriously after 45 minutes you should have her mechanics down. If you need help I'll gladly run you through both dungeons are easy on team speak with proper leader ship and mechanics.
Contraptions wrote: »People often ask for "more challenge" but very rarely mean it. Given the choice between a simple way and a challenging way, most people will take the easy way. Look at the number of people scaling down the Hist dungeons for their achieves and skins ...
Contraptions wrote: »People often ask for "more challenge" but very rarely mean it. Given the choice between a simple way and a challenging way, most people will take the easy way. Look at the number of people scaling down the Hist dungeons for their achieves and skins ...
So that's why I see so many people with "lava skin"? I though I got bad groups because I wiped a couple of times at end boss
I got all my achievements from normal and vet dungeons just doing the daily pledges at normal scales - I don't like the idea of that divine/infused head or robust agility jewelry dropping at ... 60 CP. Not that I didn't get pissed when people died in execute phase at end boss ruining an otherwise flawless run. But doing it with lowbies to earn the achievement ...
Wouldn't mind seeing a "Brutal" dungeon mode added to the already existing normal and veteran dungeons.
Contraptions wrote: »People often ask for "more challenge" but very rarely mean it. Given the choice between a simple way and a challenging way, most people will take the easy way. Look at the number of people scaling down the Hist dungeons for their achieves and skins. Look at the number of people farming nMOL at level 10 for the new motifs. Look at how people draw Stonebreaker halfway across the bridge in SO so they can just burn him while ignoring the adds. The list goes on.
Besides, ZOS has the data. They know whether a piece of content is popular or not. And challenging content is usually the least often done. Why would they make content that only a small part of the player base will want to do? It makes no business sense.
Doctordarkspawn wrote: »Wifeaggro13 wrote: »Wifeaggro13 wrote: »Bigevilpeter wrote: »DLC dungeons are too hard and so much mechanics to remember. If all vet dungeons became like that then I would probably quit.
Though other veteran dungeons now are a piece of cake and so something in between would be nice
You say that now, after you are successful once you will feel a sense of acomplishment.
yes i had this sense of acomplishment after kill the last boss of VMA in 8 hours without stopping .
In ICP and in WGT too ... but not on new DLC dungeonor maybe in the last boss of cradlle of shadow ... but it's all ... because new dungeons are too easy . and the last way for have this sens of accomplishment ... is to finish Vmol .
As I said it's pretty easy. I would not spend 8 hours in any dungeon. The great thing is its always there tomorrow. A big problem with the game is there is a define playstyle happening. The game was so Dps centric a year ago ,maybe a bit longer.you did not even need a tank or anyone in anything other then light armor wielding a stick to complete the content at the very hardest lvl. Actually having a tank or any kind of utility was a hinderance. Now tanking , some minor utility is needed and real healers .I hope the devs expand on this playstyle,90% of the population plays dps and alot of them out of need not preferences. The last boss of vCoa can be frustrating. I've yet to do her on hard. But seriously after 45 minutes you should have her mechanics down. If you need help I'll gladly run you through both dungeons are easy on team speak with proper leader ship and mechanics.
When you designed a dungeon with need for external programs you've done *** up. Probs the only reason the console version is playable, tbh, native voice.
I've spent 8 hours doing my successful run of VCoA and almost 6 hours in my 1st run of VICP. People came in went in the group but I just pressed on and won. After that it was much easier because I knew all the mechanics. Even if one who didn't know them came I could explain them and still get the job done in the end. But there is that kind of people who don't listen, they don't know anything but still want to do it "their way". And of course they wipe the group over and over again. They just ignore what I write on group chat. I hate those people because, frankly, they are idiots. They don't just ruin it for themselves, but for the others who grouped with them.
Wifeaggro13 wrote: »Doctordarkspawn wrote: »Wifeaggro13 wrote: »Wifeaggro13 wrote: »Bigevilpeter wrote: »DLC dungeons are too hard and so much mechanics to remember. If all vet dungeons became like that then I would probably quit.
Though other veteran dungeons now are a piece of cake and so something in between would be nice
You say that now, after you are successful once you will feel a sense of acomplishment.
yes i had this sense of acomplishment after kill the last boss of VMA in 8 hours without stopping .
In ICP and in WGT too ... but not on new DLC dungeonor maybe in the last boss of cradlle of shadow ... but it's all ... because new dungeons are too easy . and the last way for have this sens of accomplishment ... is to finish Vmol .
As I said it's pretty easy. I would not spend 8 hours in any dungeon. The great thing is its always there tomorrow. A big problem with the game is there is a define playstyle happening. The game was so Dps centric a year ago ,maybe a bit longer.you did not even need a tank or anyone in anything other then light armor wielding a stick to complete the content at the very hardest lvl. Actually having a tank or any kind of utility was a hinderance. Now tanking , some minor utility is needed and real healers .I hope the devs expand on this playstyle,90% of the population plays dps and alot of them out of need not preferences. The last boss of vCoa can be frustrating. I've yet to do her on hard. But seriously after 45 minutes you should have her mechanics down. If you need help I'll gladly run you through both dungeons are easy on team speak with proper leader ship and mechanics.
When you designed a dungeon with need for external programs you've done *** up. Probs the only reason the console version is playable, tbh, native voice.
No you have not the only reason i use team speak is because im a *** typer. I was taught both dungeons with out the use of Voice com. Secondly , MMO's are about fun community and friendship TS just enhances that. If you dont enjoy making friends, communicating for common goals, execution of strategy and team play. then dont play MMO's . Jesus man even a game as simp[istic as call of duty uses those basic principles. And yes if you design a dungeon that you can walk into with a random bunch of nobodies take a nap then get handed your welfare loot ..... then you seriously F'd up your game design.
Contraptions wrote: »People often ask for "more challenge" but very rarely mean it. Given the choice between a simple way and a challenging way, most people will take the easy way. Look at the number of people scaling down the Hist dungeons for their achieves and skins. Look at the number of people farming nMOL at level 10 for the new motifs. Look at how people draw Stonebreaker halfway across the bridge in SO so they can just burn him while ignoring the adds. The list goes on.
Besides, ZOS has the data. They know whether a piece of content is popular or not. And challenging content is usually the least often done. Why would they make content that only a small part of the player base will want to do? It makes no business sense.
Doctordarkspawn wrote: »Wifeaggro13 wrote: »Doctordarkspawn wrote: »Wifeaggro13 wrote: »Wifeaggro13 wrote: »Bigevilpeter wrote: »DLC dungeons are too hard and so much mechanics to remember. If all vet dungeons became like that then I would probably quit.
Though other veteran dungeons now are a piece of cake and so something in between would be nice
You say that now, after you are successful once you will feel a sense of acomplishment.
yes i had this sense of acomplishment after kill the last boss of VMA in 8 hours without stopping .
In ICP and in WGT too ... but not on new DLC dungeonor maybe in the last boss of cradlle of shadow ... but it's all ... because new dungeons are too easy . and the last way for have this sens of accomplishment ... is to finish Vmol .
As I said it's pretty easy. I would not spend 8 hours in any dungeon. The great thing is its always there tomorrow. A big problem with the game is there is a define playstyle happening. The game was so Dps centric a year ago ,maybe a bit longer.you did not even need a tank or anyone in anything other then light armor wielding a stick to complete the content at the very hardest lvl. Actually having a tank or any kind of utility was a hinderance. Now tanking , some minor utility is needed and real healers .I hope the devs expand on this playstyle,90% of the population plays dps and alot of them out of need not preferences. The last boss of vCoa can be frustrating. I've yet to do her on hard. But seriously after 45 minutes you should have her mechanics down. If you need help I'll gladly run you through both dungeons are easy on team speak with proper leader ship and mechanics.
When you designed a dungeon with need for external programs you've done *** up. Probs the only reason the console version is playable, tbh, native voice.
No you have not the only reason i use team speak is because im a *** typer. I was taught both dungeons with out the use of Voice com. Secondly , MMO's are about fun community and friendship TS just enhances that. If you dont enjoy making friends, communicating for common goals, execution of strategy and team play. then dont play MMO's . Jesus man even a game as simp[istic as call of duty uses those basic principles. And yes if you design a dungeon that you can walk into with a random bunch of nobodies take a nap then get handed your welfare loot ..... then you seriously F'd up your game design.
...You'd think being a tank main jolly co-operation is my favorite drink in the MMO drink isle.
...I...guess...not? Apparently?
You seem to make alot of assumptions. Assuming peoples team mates are ***. Assuming anyone who dislikes teamspeak hates teamwork and is a misanthrope. Some of my best games have been pugged, too...'random nobodies', I guess?
Also, did it ever cross your bloody mind that there are alternate factors to geting guilds? I cant guarentee my participation in a guild, my sleep schedual regularly changes.
All and all I'm not sure how you keep making these assumptions because there's not alot of evidence for any of them.
Doctordarkspawn wrote: »Contraptions wrote: »People often ask for "more challenge" but very rarely mean it. Given the choice between a simple way and a challenging way, most people will take the easy way. Look at the number of people scaling down the Hist dungeons for their achieves and skins. Look at the number of people farming nMOL at level 10 for the new motifs. Look at how people draw Stonebreaker halfway across the bridge in SO so they can just burn him while ignoring the adds. The list goes on.
Besides, ZOS has the data. They know whether a piece of content is popular or not. And challenging content is usually the least often done. Why would they make content that only a small part of the player base will want to do? It makes no business sense.
This ad infinitum.
It's a fad. With Darksouls recent popularity it's now in vogue to demand difficulty. Yet one percent of the playerbase will play it.
potirondb16_ESO wrote: »Tiers 1 pledge should be ''Banished Cell'' Hard in vetmode (IMO, hard when you're Learning the game but fairly easy as you come to improve)
Tiers 2 pledge should be ''Actual City of Ash'' Hard in vetmode (IMO, necessite proper training but still not requiring optimization)
Tiers 3 pledge should be inbetween '' At launch WGT and new DLC Dungeon'' Hard in vetmode which mean include specific mecanics and knowledge which required good player.
I would not fall for ICP hard though, that dongeon was a PITA at releaseexcept maybe VoM ... ... maybe
(just one) !
potirondb16_ESO wrote: »Tiers 1 pledge should be ''Banished Cell'' Hard in vetmode (IMO, hard when you're Learning the game but fairly easy as you come to improve)
Tiers 2 pledge should be ''Actual City of Ash'' Hard in vetmode (IMO, necessite proper training but still not requiring optimization)
Tiers 3 pledge should be inbetween '' At launch WGT and new DLC Dungeon'' Hard in vetmode which mean include specific mecanics and knowledge which required good player.
I would not fall for ICP hard though, that dongeon was a PITA at releaseexcept maybe VoM ... ... maybe
(just one) !
Tier 1 and 2 are easily soloed by any minmaxing oriented endgame player
All original dungeons on the alliances territories should have the same difficulty. Why Selene's Web should be harder than Elden Hollow? Then indeed they all should be a little tweaked to a more harder level to match the current state of the game. But it should be done complexly, with all of them.
I'm very happy to see that players that want more difficulty content are being more vocal than the casual-solo scrolls forum spammers.
Ty guys, you made my day!
Vault of madness hard very hard . And dont Screw around with the loot either make that stuff top tier top tier sets and top tier monster set. The loot in COS and Mazz vet is decent i actually run 5 and 5 on my tank some times its quite fun.The-Baconator wrote: »Make the new vet dungeons scale in difficulty similar to the ones already in existence. To clarify, the dungeons as they are now:
Easiest: Spindle\Fungle\Banished (The first vet dungeons released in the first zones of the respective alliances)
Next Tier: Wayrest\Darkshade\Elden (Second zone)
Next Tier: Crypt\City of Ash (Third Zone)
Then DLC dungeons with SoTH dungeons being a tad more difficult than ICP
So I hope the new dungeons will be:
- Arx Corinium: Similar to City of Ash\Crypt of Hearts difficulty
- Volenfell\Direfrost\Tempest : All falling somewhere on the DLC dungeon spectrum, though maybe more in line with IC dungeons specifically
- Blackheart Haven\Blessed Crucible\Selene's Web: On the same spectrum as SotH, either a bit more difficult or a little less difficult would be fine
Finally, make Vault of Madness be the four man version of Vet Maw of Lorkhaj. Leave it outside of the pledge rotation so it can stay stupidly difficult, let hardcore players have something that challenges them for more than five minutes on launch day please.