Sheva I 7 I wrote: »they are not doing those dolmens for xp, they are farming them for the sets.
Now, we need some solutions, make dolmens and questing great again..
Prof_Bawbag wrote: »Sheva I 7 I wrote: »they are not doing those dolmens for xp, they are farming them for the sets.
How do they do that? The ones I mostly see are situated on rocks etc and are nowhere near the chests. They're also usually level 40ish and low CP.
Okay, maybe I'm going to sound stupid or like a newbie, but I do the dolmen for FUN! And because it's fun, sometimes I'll do them more than once. At my level (44), most of the stuff dropped or in the chest at the end isn't going to carry me through the rest of the game and I'll end up selling it or deconning it. I do like collecting treasure maps and sometimes I get those.
So, yes, I'll linger at a DA and wait for it to drop so I can beat the crap out of monsters bigger than me....not because I'm farming or grinding, but because I'm having a heck of a good time! And I want to do every DA in the game. I am just playing through going for Cadwell's Gold so you never know where I might show up.
I'm not trying to nitpick or fight, but why play a game if it has stopped being fun?
Prof_Bawbag wrote: »Sheva I 7 I wrote: »they are not doing those dolmens for xp, they are farming them for the sets.
How do they do that? The ones I mostly see are situated on rocks etc and are nowhere near the chests. They're also usually level 40ish and low CP.
Dolmens drop jewelry,which you can't get anywhere else in overland. Some zones have good rotation on dolmens resetting and they are located close to wayshrines.
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
AFrostWolf wrote: »Monsters need to scale per player.
Finally boss needs to scale to players in the radius. It should have easily 10M health for the number of players that Zerg them.
I think the bosses need to be like the Imperial City bosses if there any enough players, with massive aoes damage ECT. Make it a challenge when it's zerged.
Sheva I 7 I wrote: »they are not doing those dolmens for xp, they are farming them for the sets.
I'd like them to scale better for more players. I think the scaling is fine for low numbers of players, but when there are larger numbers there you're absolutely right that they just go down so easily. I kind of feel like it would be easier to get the scaling right if they were instanced.Monsters need to scale better to player numbers, the idea of DA instance is good, but the open instance should be for 4 players at most since currently, if there are even 6 players, they go down ridiculously easy.
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
I'd like them to scale better for more players. I think the scaling is fine for low numbers of players, but when there are larger numbers there you're absolutely right that they just go down so easily. I kind of feel like it would be easier to get the scaling right if they were instanced.Monsters need to scale better to player numbers, the idea of DA instance is good, but the open instance should be for 4 players at most since currently, if there are even 6 players, they go down ridiculously easy.
I also think that "more mobs to kill" isn't necessarily the way to go with scaling them up when there are more players there, as it means nothing when the mobs instantly die to countless AOEs before they can do anything. Buff the health and/or resistances of the mobs based on the number of players there, as well as increasing the numbers of them. That goes quadruple for the boss - during the Witches Festival I saw dolmen bosses melt to death before they had even fully appeared, just because of the shear number of AOEs people put down on the spawn point. That shouldn't be possible.