This, you had to be in phase on quest, if you could do it with anybody like dungeon quests it would not been an issue.DRXHarbinger wrote: »The issue with the old Craglorn wasn't the difficulty it was the quest phasing. I solod it all up until you had to stand on 4 platforms and it killed it off. All they ever needed to do was remove that not remove it and nerf it.
Yeah no...
Lets not pigeonhole everyone in a single Meta build for their class to be able to do content .................
because you prety much suggesting a zone that is made for the top meta builds only.....
I went to craglorn and that stuff was fun I remember the full raid parties out there killing world bosses. I miss the good old days. Make this game challenging again. Please:-)
We had something sort of like this with the original Craglorn. No one ever went there.
We had that in Craglorn. And you know what? The most fun I've ever had in a zone was Upper Craglorn. We were 3 manning it and actually dying and actually having great fun. I remember getting hit by "taking aim" for the first time lol...actually having to look out for monsters in the open world.
They nerfed it because of "too hard" crowd. Thing is that wasn't the problem. Craglorn was one of the best things the game had, it FORCED people to learn. You refuse to bash? Have a Taking Aim to the face for 140% of your health. You don't like blocking? Have 5 wasps one shot you. You don't know how to break free? Enjoy being feared into a 2-shot aoe. We had far, far less noobs refusing to acknowledge mechanics whatsoever back then.
Just yesterday I was doing a WB in Vvardenfell, the Nix Ox, and a random cp 150 ran in. The Ox is a very easy boss, basically all he does is some aoes and a life draining cc which you can break free from. Now I know it's none of my business how others want to play but...the little cp 150 literally died every single time there were aoes and he didn't break free ONCE. He had agro a lot and got that cc like 5+ times. Not even once. I mean no offence to him/her personally, but thing is now it's totally possible to be cp 160+, with access to best gear and hardest content in game...and not know how to break free. Craglorn taught you how to do that at least.
Craglorn was indeed mostly empty but thing is it wasn't because of the sheer difficulty. It was because of awful forced grouping mechanics that required not just 2-4 people but 2-4 people on the same stage of the same quest as you to proceed...that should've been hotfixed within days yet they let it go on for months, basically killing the zone. It also lacked(still does mostly) any incentive whatsoever. Super tiny xp(not talking Skyreach here, actual questing) - you're literally better off doing ANYTHING else - crap loot, not even purple quality rewards for the most part, no useful sets. Craglorn probably had the absolutely worst time/effort spent:reward ratio in the whole game. Yet it could've been a totally amazing place with what, 10+ awesome group dungeons and fun journey between them but...it was easier to just nerf it.
Tl;dr - Craglorn was/could be great in its early days but they'll never do something like that again because they're catering to the casual crowd wayyy too much and have showed time and again they'd much rather nerf the mechanics than teach people how to do them.
Yeah no...
Lets not pigeonhole everyone in a single Meta build for their class to be able to do content .................
Yeah no...
Lets not pigeonhole everyone in a single Meta build for their class to be able to do content .................
because you prety much suggesting a zone that is made for the top meta builds only.....
and this is why it will never work, people will just say things like i have quoted and then the "hard" content will be dumbed down by ZOS and become a faceroll and its bye bye challenge.
Like it or not end game content (trials in particular) in this game is ruled by classes with meta builds, do you want that dumbing down also so you can face roll that ?
give 1% player base content only? waste of money and time.
We had that in Craglorn. And you know what? The most fun I've ever had in a zone was Upper Craglorn. We were 3 manning it and actually dying and actually having great fun. I remember getting hit by "taking aim" for the first time lol...actually having to look out for monsters in the open world.
They nerfed it because of "too hard" crowd. Thing is that wasn't the problem. Craglorn was one of the best things the game had, it FORCED people to learn. You refuse to bash? Have a Taking Aim to the face for 140% of your health. You don't like blocking? Have 5 wasps one shot you. You don't know how to break free? Enjoy being feared into a 2-shot aoe. We had far, far less noobs refusing to acknowledge mechanics whatsoever back then.
Just yesterday I was doing a WB in Vvardenfell, the Nix Ox, and a random cp 150 ran in. The Ox is a very easy boss, basically all he does is some aoes and a life draining cc which you can break free from. Now I know it's none of my business how others want to play but...the little cp 150 literally died every single time there were aoes and he didn't break free ONCE. He had agro a lot and got that cc like 5+ times. Not even once. I mean no offence to him/her personally, but thing is now it's totally possible to be cp 160+, with access to best gear and hardest content in game...and not know how to break free. Craglorn taught you how to do that at least.
Craglorn was indeed mostly empty but thing is it wasn't because of the sheer difficulty. It was because of awful forced grouping mechanics that required not just 2-4 people but 2-4 people on the same stage of the same quest as you to proceed...that should've been hotfixed within days yet they let it go on for months, basically killing the zone. It also lacked(still does mostly) any incentive whatsoever. Super tiny xp(not talking Skyreach here, actual questing) - you're literally better off doing ANYTHING else - crap loot, not even purple quality rewards for the most part, no useful sets. Craglorn probably had the absolutely worst time/effort spent:reward ratio in the whole game. Yet it could've been a totally amazing place with what, 10+ awesome group dungeons and fun journey between them but...it was easier to just nerf it.
Tl;dr - Craglorn was/could be great in its early days but they'll never do something like that again because they're catering to the casual crowd wayyy too much and have showed time and again they'd much rather nerf the mechanics than teach people how to do them.
Here you go. NES had the challenge you are apparently looking for in rather a lot of games.
This one in particular should keep you awake at night.https://www.youtube.com/watch?v=vri96SdlOTw
Wifeaggro13 wrote: »We had something sort of like this with the original Craglorn. No one ever went there.
Bullcrap craglorn was packed. What emptied it was them leaving it untouched for a year nd not scaling the rewards. Craglorn was the hub for the max lvl game for months. Then they increased vr ranks amd left the resources rewards and gear the same. No one went thier due to this not because it was to hard.enjoy this game with its constant churn . No permanent guilds and regurgitating content. No thank you it needs a new director
It also lacked(still does mostly) any incentive whatsoever. Super tiny xp(not talking Skyreach here, actual questing) - you're literally better off doing ANYTHING else - crap loot, not even purple quality rewards for the most part, no useful sets. Craglorn probably had the absolutely worst time/effort spent:reward ratio in the whole .