RoM harder than WGT? nah. CoS is harder, RoM is severely overrated for difficulty.
That said, none of these should be attempted with pugs.
Hopefully harder than RoM/CoS or perhaps about the same. We have all the 24 other "vet" dungeons with faceroll difficulty, don't need more
well you know, for hard-core players maybe, but for us casuals like me, the pre-DLC dungeons are pretty ok in terms of difficulty and the DLC dungeons are too hard
Which is way there are two difficulties.
well but casuals also want be able to obtain the monster helms, right?
I think the best way to do it would be to add the hard mode for the whole dungeon (the scroll), not only for the last boss, then we would have 3 difficulties (2 for casuals and hard mode for hard-core players)
Hopefully harder than RoM/CoS or perhaps about the same. We have all the 24 other "vet" dungeons with faceroll difficulty, don't need more
well you know, for hard-core players maybe, but for us casuals like me, the pre-DLC dungeons are pretty ok in terms of difficulty and the DLC dungeons are too hard
Which is way there are two difficulties.
well but casuals also want be able to obtain the monster helms, right?
I think the best way to do it would be to add the hard mode for the whole dungeon (the scroll), not only for the last boss, then we would have 3 difficulties (2 for casuals and hard mode for hard-core players)
Not every single piece of gear should be accessible to casuals. If they want to obtain everything, they are more than welcome to complete content needed to get it.
Bobby_V_Rockit wrote: »So another two dungeons the majority of the playerbase cant complete...
Merlin13KAGL wrote: »How about different?
I'd like some non-linear options to proceed through the dungeon: Door #1, #2, or #3, if you will, each offering different challenges and possibilities.
Could also be potentially interesting if they split up the 4 man briefly, kind of like the catacombs of CoS, but something different - mini area where each class or role can have some unique effect on the given situation?
Regarding difficulty? I'd like to see it not have a "World First HM No-Death Speed Run" within 2 hours of launch (I realize some practice on PTS for this very purpose). I'd also like to see it be surmountable by decent groups in the first year.
Give it good reason to be repeated. Not motifs, not just gear, but because it offers something that makes people want to repeat it, vice have to repeat it.
Bobby_V_Rockit wrote: »So another two dungeons the majority of the playerbase cant complete...
If you feel you can't do them then don't buy them. That's exactly what I did: I didn't buy IC until I felt confident enough to do the dungeons on vet mode.
Drummerx04 wrote: »The dungeons are comparable in difficulty to SoTH.
I took my SoTH farm group onto the PTS to try them out. The final boss of Bloodforge was actually pretty rough on HM. No obvious way to handle the mechanics beyond tank and spank + maybe some position changes (non HM final boss has a synergy to remove the difficult mechanics from play).
Both final bosses give a strong impression of, "dps race" with the final boss of vFalk actually having a hard limit on how long the fight can carry on before a guaranteed wipe.
A few of the intermediate bosses within the dungeons actually have some pretty cool mechanics and were pretty fun to fight.
Doctordarkspawn wrote: »So basicly, not worth buying.
I'm not paying 25 bucks for something I ain' gonna -want- to play repeatedly. Fool me once, shame on you. Fool me twice, shame on me.
And ohhhh yaaaaaaaaaaay, a DPS race boss after our entire ability to DPS got driven into the ground.
ZOS, what is it gonna take for you to learn the consequences of your actions? If you want mechanics like this, dont nerf our DPS. Our sustain. Or ability to tank effectively. Et cetera. Baring the fact DPS races suck, and have never been liked.
Trash dungeons. Not worth the money, sounds like.