Well, all dlc dungeons arent that hard when everyone follows the mechanics. But theyre impossible for many players just because they have mechanics. There's not many dps checks and even if theyre here, you can easily pass most of them if you pull at least 10-15k dps. Its the mechanics that cause the qq on forums and make pugging these dungeons impossible.Thanks everybody for your responses so far.
I'd like to put one point straight: I do not want to make normal dungeons harder for inexperienced and / or low level player. I just would like to recognize special boss abilities in normal mode, too. The normal dungeons can be as casual as before, you just shouldn't be completely ignorant anymore
Personally i think there is no gain when the nasty surprises, like one-shot abilities, suddenly appear in vet version of a dungeon. But that's just an oppinion.
I like the idea of a 3rd scale of a dungeon. Then you could keep normal as it is now, and make the new between version a bit more challenging with all the one shots included, but still more easygoing than vet. The Between Version could be used as training ground then.
In general I say leave them as they are but make it compulsory that entry to vet dungeons via group finder is for 160CP+ players only, (premade groups exempt from this).
Individual player skill and competance varies wildly and i feel making the normal dungeons harder would have a negative experience effect on the low cp but skilled player who's pug group are getting close to one shot over and over again by less experienced/skilled players.
That said i do see why they need to be slightly more harder but it punishes the decent player when they group up with an overall bad group, as it stands now a decent low level player can save the day when everything is going *** up around them, but it still aint easy for them.
I don't believe their is any way that 4 cp160 can finish, Mazz, Cradle or Prison on Vet. I've seen many groups for 630 not capable of doing those.
Solution is simple, you have level restrictions on normal dungeons but not on the harder dlc ones.In general I say leave them as they are but make it compulsory that entry to vet dungeons via group finder is for 160CP+ players only, (premade groups exempt from this).
Individual player skill and competance varies wildly and i feel making the normal dungeons harder would have a negative experience effect on the low cp but skilled player who's pug group are getting close to one shot over and over again by less experienced/skilled players.
That said i do see why they need to be slightly more harder but it punishes the decent player when they group up with an overall bad group, as it stands now a decent low level player can save the day when everything is going *** up around them, but it still aint easy for them.
I don't believe their is any way that 4 cp160 can finish, Mazz, Cradle or Prison on Vet. I've seen many groups for 630 not capable of doing those.
Never say never!, but i agree the majority would not, however you are not giving enough credit to people here, any group of cp160 players that tackle a vet dlc dungeon are going to struggle and in far more cases than not they will fail, but they could quite easily sail through FG1 or COA1 on vet mode and increase CP, knowledge of mechanics increase in their skills, survivability and experience in the role they play.
Remember when you were a level 20 player?.. were all the dungeons available for you to to take part in?.. no they were not and there is no valid reason in my book why the same principle should not apply to level 50 players with less than cp160 when using the grouping tool to enter vet dungeons, example a level 50 player with 30cp sure you can run vet content with a premade group but the dungeons you can enter via the grouping tool are cp limited and you start at spindleclutch, when you are cp160 you will have all v1 dungeon access. But then we hit two issues, 1) those people will moan that they are being denied freedom of choice to run vet CoA2 etc at cp 30, and 2) people who have paid for the DLC will expect they have the right to run those DLC dungeons at any cp level they wish and screw the rest of the group.
One can learn mechanics just fine on vet. It seems to me that the difficulty between normal/vet isn't the problem - the group tool/players are.LadyLethalla wrote: »IMO there should be a middle difficulty option as well, so that mechanics can be learned.
One can learn mechanics just fine on vet. It seems to me that the difficulty between normal/vet isn't the problem - the group tool/players are.LadyLethalla wrote: »IMO there should be a middle difficulty option as well, so that mechanics can be learned.
In general I say leave them as they are but make it compulsory that entry to vet dungeons via group finder is for 160CP+ players only, (premade groups exempt from this).
Individual player skill and competance varies wildly and i feel making the normal dungeons harder would have a negative experience effect on the low cp but skilled player who's pug group are getting close to one shot over and over again by less experienced/skilled players.
That said i do see why they need to be slightly more harder but it punishes the decent player when they group up with an overall bad group, as it stands now a decent low level player can save the day when everything is going *** up around them, but it still aint easy for them.
I don't believe their is any way that 4 cp160 can finish, Mazz, Cradle or Prison on Vet. I've seen many groups for 630 not capable of doing those.
Never say never!, but i agree the majority would not, however you are not giving enough credit to people here, any group of cp160 players that tackle a vet dlc dungeon are going to struggle and in far more cases than not they will fail, but they could quite easily sail through FG1 or COA1 on vet mode and increase CP, knowledge of mechanics increase in their skills, survivability and experience in the role they play.
Remember when you were a level 20 player?.. were all the dungeons available for you to to take part in?.. no they were not and there is no valid reason in my book why the same principle should not apply to level 50 players with less than cp160 when using the grouping tool to enter vet dungeons, example a level 50 player with 30cp sure you can run vet content with a premade group but the dungeons you can enter via the grouping tool are cp limited and you start at spindleclutch, when you are cp160 you will have all v1 dungeon access. But then we hit two issues, 1) those people will moan that they are being denied freedom of choice to run vet CoA2 etc at cp 30, and 2) people who have paid for the DLC will expect they have the right to run those DLC dungeons at any cp level they wish and screw the rest of the group.
Add restrictions the same way for veteran dungeons you can do wayrest 1 vet at cp10 but not vIpC here restrictions can be cp160 or even higher.
And this only apply to solo queuing with dungeon finder in including random dungeon.
No rules for premade groups, perhaps an warning.
Understand that, however you will get an strong distaste for the dungeons if you get it all the time as an random dungeon as level 15. Very high chance for kick or group folds.In general I say leave them as they are but make it compulsory that entry to vet dungeons via group finder is for 160CP+ players only, (premade groups exempt from this).
Individual player skill and competance varies wildly and i feel making the normal dungeons harder would have a negative experience effect on the low cp but skilled player who's pug group are getting close to one shot over and over again by less experienced/skilled players.
That said i do see why they need to be slightly more harder but it punishes the decent player when they group up with an overall bad group, as it stands now a decent low level player can save the day when everything is going *** up around them, but it still aint easy for them.
I don't believe their is any way that 4 cp160 can finish, Mazz, Cradle or Prison on Vet. I've seen many groups for 630 not capable of doing those.
Never say never!, but i agree the majority would not, however you are not giving enough credit to people here, any group of cp160 players that tackle a vet dlc dungeon are going to struggle and in far more cases than not they will fail, but they could quite easily sail through FG1 or COA1 on vet mode and increase CP, knowledge of mechanics increase in their skills, survivability and experience in the role they play.
Remember when you were a level 20 player?.. were all the dungeons available for you to to take part in?.. no they were not and there is no valid reason in my book why the same principle should not apply to level 50 players with less than cp160 when using the grouping tool to enter vet dungeons, example a level 50 player with 30cp sure you can run vet content with a premade group but the dungeons you can enter via the grouping tool are cp limited and you start at spindleclutch, when you are cp160 you will have all v1 dungeon access. But then we hit two issues, 1) those people will moan that they are being denied freedom of choice to run vet CoA2 etc at cp 30, and 2) people who have paid for the DLC will expect they have the right to run those DLC dungeons at any cp level they wish and screw the rest of the group.
Add restrictions the same way for veteran dungeons you can do wayrest 1 vet at cp10 but not vIpC here restrictions can be cp160 or even higher.
And this only apply to solo queuing with dungeon finder in including random dungeon.
No rules for premade groups, perhaps an warning.
Thats exactly what I am suggesting, however it wont work for DLC because its an extra sale for ZOS, basicaly they want you to buy the DLC dungeon package when you are as low level as possible (ie level 3 and up), this way its ensured they get the money and if you decide to quit the game early on its of no real consequence to a business if they already have your pennies from an extra sale or two, if the DLC' dungeons were restricted to CP160+ players then the majority of low level players would not go to crown store and buy it unless they had intentions of running with premade groups and for most low level players pugging is a more viable option until they find an active guild/friends who will run with them.
Normal dungeons are way too easy. They are so easy that mechanics can usually be ignored. This is a problem because it does not prepare players for Vet content. I think that's why Vet difficulty is such a wall for some players.
If content as easy as Normal is required, there should be a new difficulty level added between Vet and Normal. Perhaps three difficulties could be named:
- Beginner
- Novice
- Veteran
KingYogi415 wrote: »When most groups 2 DPS have a combined 10k. I'd say NO!!!