PelinalWhitestrake wrote: »Increase enemy damage and their health per player present.
Alik'r Desert Dolmen oneshots ( ͡° ͜ʖ ͡°)
I dont think the chest needs to go away, not completely anyways. The better way would be to have 1 chest/Dolmen/ day so you could get 3 chests per zone per day and do the dauly at the same time, would also reduce some camping and encourage players to move..
There are a lot of things in the game already that are based on a daily schedule, I don't see why dolmen chests cannot be included in this. I would go a step further and say that I would like to see world bosses in all zones react the way bosses do in Craglorn and spawn a loot chest (rather than loot being on the boss corpse) that could be made available on a once-daily basis as well.
Yeah I'm sure all the spriggan and spinner gear farmers will flame this suggestion, but in all honesty it would pump the market back up for the desired gear pieces, especially purple jewelry and BiS trait items. It would definitely help reduce the endless zergs running from dolmen to boss and back again repeatedly, and make for a more immersive, and less laggy, experience.
There's so much more I could expound upon, but I'm at work and have to be semi-productive today, so I'll leave it at this for now.
tl;dr - Daily reward chests for dolmens and world bosses has my vote.
Giles.floydub17_ESO wrote: »Dolmens are not instances so scaling would be a challenge.
Dolmens already drop more mobs in relation to the number of players at the dolmen. You can see this when you solo one vs using 3 to 6 players.
What they need to do is drop a cruise ship load of Deadra on the Grind Zergs. So if there are more than 12 players at a dolmen then the they get 60 or 100 mobs, per wave. And 3 to 5 trial level bosses.
Oh, that's mean, but it would be nice to sit and watch that in Alikir sometime.
I would like an army to drop at high numbers, would be fun, not to punish grinders or anything to each his own, but to make it feel more like the trailer. perhaps an ominous fog in the area too for some confusion and more scary fight as deadra and players move and ight through the fog.
actually eso just needs fog in general that would be cool
Giles.floydub17_ESO wrote: »Dolmens are not instances so scaling would be a challenge.
incorrect, they allready scale to certain number of players after which, they scale no further. Something can be instanced separately from other areas without any wall that player can see.Dolmens already drop more mobs in relation to the number of players at the dolmen. You can see this when you solo one vs using 3 to 6 players.
What they need to do is drop a cruise ship load of Deadra on the Grind Zergs. So if there are more than 12 players at a dolmen then the they get 60 or 100 mobs, per wave. And 3 to 5 trial level bosses.
Oh, that's mean, but it would be nice to sit and watch that in Alikir sometime.
Or it could be like when Dolmen is destroyed, Daedra pour from the anchor mooring.. Exept at this point, the Dolmen would not be destroyed and the waves of Daedra keep puring from the mooring until everyones dead...
Its not even normal raids we talk about here, just that the difficulty scales a bit better. right now its pointless to use other than instant area effect as everything including boss melts at once.Dagoth_Rac wrote: »It is casual overworld content for random groups of players of a large variety of skill levels. If you turn them into brutal battlefields that require everyone to go in with min/max gear and 600CP and perfect rotations, you kind of ruin the concept of group areas that are open to pretty much all players, regardless of level, skill, gear, etc. That seems to be the purpose of dolmens and world bosses - cannot be beat by one typical casual player, but can be beat by a large number of casual players.
Does that mean they are going to be quite easy for the kind of players who are so dedicated to game they spend time on forums? Yep. But we have veteran DLC dungeons, veteran Trials, PvP, etc., that is a challenge for the best players and where casual players are in big trouble. I have no problems with dolmens and world bosses continuing to be tuned for casual players. They make up a large portion of player base and need repeatable content, too. And overworld content, which is non-instanced and pretty much PUG-on-the-fly for everything, seems like best place for casual group content.
No need to fix the xp, you get more xp questing than doing dolmens with zerg and it eat armor as mad.
One thing its nice for is leveling skills you don't use questing or grinding like tank or healer skills.
It looks like skill xp and armor degradation is not affected by the zerg debuff.