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vICP did not need a nerf!

  • Feanor
    Feanor
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    More content on the level of the base game needed? A lot of content that better players can enjoy already because it poses a challenge? And you talk about someone else being out of touch...
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • IwakuraLain42
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    Tyrion87 wrote: »
    Tyrion87 wrote: »
    Apart from vICP, I remember the days when vWGT was a challenge. When during the fight with Molag Kena you actually had to beat a couple of storm atros while the fight itself lasted longer than 1 minute. When during the Planar fight players had to cooperate and the order of touching the pinion mattered.

    Now it's all gone. You just burn everything. You don't see a single atro. You don't take turns in touching the pinion.

    Sorry, this just shows how far out of touch you (and the rest of the elite bunch) are with reality of most of players are. Most players that are able to finish these vet dungeons (and no, we are not talking about "light attack spammer") need 2-3 pinion cycles on the Planar fight and they see enought Storm atros on the Molag Kena fight. The average dps for most veteran players is 15-20k dps and that is not enough to burn through all mechanics.
    Tyrion87 wrote: »
    Vet mode should pose a challenge even for good endgame players while normal mode should be for casuals (like it used to be... in good ol' times). What do we have instead right now? Normal is for farming, vet is for casuals. There is no challenging content for 4-man groups of good endgame players anymore. If someone counts vDSA, that's obviously not enough. ZOS caters so much (too much) to casual players, neglecting completely more dedicated part of their playerbase. If this is the direction of ZOS for vet modes, they should introduce a third tier of difficulty asap otherwise they will be losing players even more.

    This just shows the typical disdain quite a lot of elite players have for the rest of the player base. You already have a lot of end game toys (vMA, vDSA, vMoL, vHoF, SoH dungeons). Why why should ZOS spent any more money (and building dungeons and trials costs money) that is only available to a tiny minority of the player base. There should be more new veteran content on the level of the base game (dungeons and trials).

    Not every content in this game has to be doable for everyone. There are players of various levels of proficiency and experience in this game and all of them needs something challenging to keep them entertained. And you are just another egoist that would like to have all content within your reach. I am aware that casual players constitute the majority of the playerbase. That's why, due to the changes to vet modes that seem to be the general direction of this game now, I suggested that there should be a next tier of difficulty since right now no dungeon pose a challenge to good players anymore. It would hurt you somehow? You would keep your nerfed vet content for yourself.

    And oh... believe me, I'm far from being a so-called 'elitist' haha I just like the feeling of accomplishment and satisfaction when I do something tough and when I worked for it really hard with my friends.

    There is a difference between "any content should be reachable" and "and NEW content should be reachable". ZOS has failed to deliver any NEW veteran content that is doable by the majority of the player base (and calling them "casual" just shows your elite mindset) since the base game release. Everything else (like the "new" veteran dungeons in 1T or the craglorn trials) is just recycled content. I don't have the number but I'm pretty sure the completion numbers for SotH (and a to lesser degree IC) are abysmal low. This means that there has been no meaningful new content for most veteran players since 3 years.

    And yes, I expect any player that has a basic understanding of the game mechanics and can put out 20k dps to be able to finish most (non-HM) content in the game.
  • ecru
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    It was nerfed because pugs fail to complete too often.
    Gryphon Heart
    Godslayer
    Dawnbringer
  • code65536
    code65536
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    zaria wrote: »
    Yoku wrote: »
    1) You guys talk about minor tweaks as if they were major nerfs. They're not.

    2) Veteran modes of this dungeon, WGT, COA and the other DLC dungeons all need major nerfs. Why? Because you can't find any pugs in the group finder who can complete them.

    COA is not a DLC dungeon.... but why you dont search 3 friends and try hard until you complete?? atleast this is how i did it in the beginning...
    vCoA2 is hard but not an dlc one, pugs are pugs, see it as an major debuff.
    On the other hand vCoA1 is easy, we 3 manned it because of bug in finder. one death, me because of fall damage :)
    The only issue is sets, why does spell power cure drop from WGT and not wayrest or fungal 1

    No it's not
    https://www.youtube.com/watch?v=8TXghSpgcs4

    That video shows the original vCoA, prior to One Tamriel, prior to it becoming vCoA2. That iteration of the dungeon was easy and definitely soloable.

    And then came One Tamriel, and what was once vCoA now became vCoA2. The health of the Fire Maw was more than doubled. Skoria's health was increased and he hits harder. vCoA2 became significantly harder (the irony was that they had just slightly nerfed the dungeon in the patch prior to One Tamriel, and in the OT patch, it got buffed so much that it was noticeably harder than it was before the previous patch's nerf).

    And then magblade tanks took a pretty big hit in Morrowind with how Siphoning Attacks was completely gutted. This, on top of the Morrowind nerfs, means that the character in that video would most likely be unable to solo Skoria.

    There really is no denying the vCoA2 is one of the harder dungeons. Even if you consider it to be "easy", I doubt you would call it "easier than the other base game dungeons".

    As for whether or not it's deserving of its nerf, yes, it was. Note that the CoA2 nerf this patch affected the Fire Maw and only the Fire Maw. This nerf is justified because the Fire Maw is one of the earlier bosses in the dungeon (the first "major" boss), and it doesn't make sense in terms of difficulty progression to have a difficult boss this early in the dungeon. And, yes, it is difficult if you actually try to fight the boss the way it was intended--i.e., killing the adds. If you have enough DPS to straight burn the boss, then the Fire Maw is very easy. But if you ever try to do it using the "intended" way, the number of adds is simply overwhelming. The reason people straight burn is in large part because the proper method is just a giant cluster****. The nerf to vCoA2 this patch means that the intended method is more viable, and it encourages people to follow the mechanics instead of trying to skip the mechanics at all cost. And I, for one, am entirely in favor encouraging people to do the mechanics instead of having mechanics be so punishing that it pushes groups to try to skip them.

    On the topic of vICP, the nerf to the Overfiend was justified for the same reason. It's the very first boss, and not even a "major" boss, yet it is one of the hardest bosses in the dungeon. I do a random Group Finder PUG every day (for the bonus XP and to see what it's like outside of the bubble of the endgame community), and every time I join an ICP-in-progress, the group is always stuck on the Overfiend. Bosses should have a difficulty progression. I can solo the final boss of vICP, but I can't solo the first boss of vICP--that says to me that the first boss is a bit overtuned, and this change that they made is just fine.

    The nerf to the shades on the final boss is a bit perplexing, though. In my experience, PUGs have the most difficulty with the Darklight mechanic, not with the split mechanic. In fact, the split is usually a good time to recover from deaths and build some resources if needed. The change to the shades' health was unnecessary. But on that same token, nerfing the easiest part of the fight doesn't really change the overall difficulty, since a boss fight is as difficult as its hardest component.

    TL;DR: I support the nerfs to vCoA2 Fire Maw and vICP Overfiend. I disagree with the vICP Lord Warden shades nerf, but don't think it will affect the overall difficulty of the boss fight in any appreciable way.
    Edited by code65536 on August 17, 2017 1:02PM
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  • Lord_Eomer
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    Yoku wrote: »
    Jhalin wrote: »
    Bruh linking some elites beating it on vhm proves nothing about its difficulty one way or the other

    so you watched it?? so you saw we did it in duo?? it was not a difficult dungeon and now they nerfed it again >_<
    WHY ZOS!? WHY!?

    ZOS nerf may have been on data statistics ,

    May be 1% are only finishing these DLC dungeon!
    Edited by Lord_Eomer on August 17, 2017 1:20PM
  • Vercingetorix
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    ZoS went by completion numbers and the DLC dungeons are notorious among pug'ers for being "auto-skip" dungeons. Most of these dungeons require communication and coordination to a degree higher than the typical dungeon. Failure to do so results in wipes - which wastes time and causes players to avoid the dungeon in the first place.

    If you have a problem with the change, just go into vICP with no armor or CP150 gear - for "challenge".

    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • ZOS_Ragnar
    ZOS_Ragnar
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    We have removed a few posts from this thread that were baiting. Please keep the discussion civil and constructive and avoid insulting one another.
    The Elder Scrolls Online - ZeniMax Online Studios
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  • Doctordarkspawn
    Doctordarkspawn
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    Tyrion87 wrote: »
    Tyrion87 wrote: »
    Apart from vICP, I remember the days when vWGT was a challenge. When during the fight with Molag Kena you actually had to beat a couple of storm atros while the fight itself lasted longer than 1 minute. When during the Planar fight players had to cooperate and the order of touching the pinion mattered.

    Now it's all gone. You just burn everything. You don't see a single atro. You don't take turns in touching the pinion.

    Sorry, this just shows how far out of touch you (and the rest of the elite bunch) are with reality of most of players are. Most players that are able to finish these vet dungeons (and no, we are not talking about "light attack spammer") need 2-3 pinion cycles on the Planar fight and they see enought Storm atros on the Molag Kena fight. The average dps for most veteran players is 15-20k dps and that is not enough to burn through all mechanics.
    Tyrion87 wrote: »
    Vet mode should pose a challenge even for good endgame players while normal mode should be for casuals (like it used to be... in good ol' times). What do we have instead right now? Normal is for farming, vet is for casuals. There is no challenging content for 4-man groups of good endgame players anymore. If someone counts vDSA, that's obviously not enough. ZOS caters so much (too much) to casual players, neglecting completely more dedicated part of their playerbase. If this is the direction of ZOS for vet modes, they should introduce a third tier of difficulty asap otherwise they will be losing players even more.

    This just shows the typical disdain quite a lot of elite players have for the rest of the player base. You already have a lot of end game toys (vMA, vDSA, vMoL, vHoF, SoH dungeons). Why why should ZOS spent any more money (and building dungeons and trials costs money) that is only available to a tiny minority of the player base. There should be more new veteran content on the level of the base game (dungeons and trials).

    Not every content in this game has to be doable for everyone. There are players of various levels of proficiency and experience in this game and all of them needs something challenging to keep them entertained. And you are just another egoist that would like to have all content within your reach. I am aware that casual players constitute the majority of the playerbase. That's why, due to the changes to vet modes that seem to be the general direction of this game now, I suggested that there should be a next tier of difficulty since right now no dungeon pose a challenge to good players anymore. It would hurt you somehow? You would keep your nerfed vet content for yourself.

    And oh... believe me, I'm far from being a so-called 'elitist' haha I just like the feeling of accomplishment and satisfaction when I do something tough and when I worked for it really hard with my friends.

    You chastise others for ego, and then go on about content for the 'good players'. Pot, meet kettle.

    A third difficulty would solve most issues giving the elites like yourself a safe haven so we can safely balance the rest of the game without your screeching. And I dont mean the screeching in all -that- much a derogatory way, at the moment.

    The problem is, if we -do- ajust the content, you will yell about how there is no good content for good players. If we leave things the way they are, casuals, and people of intermediate skill, will rightfully feel talked down to and consigned to the kiddie pool when people tell them 'just do normal and shut up or we'll hurt you' and leave. You cant have it both ways.

    So yeah, lets bite the bullet and get a third difficulty tier. Finally.
    Edited by Doctordarkspawn on August 17, 2017 2:27PM
  • Tan9oSuccka
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    Yakidafi wrote: »
    @starkerealm op talk about vicp though...

    Derp.

    5xClUqZ.gif

    This GIF never fails to amuse me. Hypnotic even haha. :)
  • Khami
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    Blanco wrote: »
    They cut the fat from the dungeon.

    The sky isn't falling, you need to learn to share

    ew, no.

    Kidding. Kidding. it's a joke

    In all honesty, I just wish that they could have made everyone happy.

    A purist like me didn't want to see it nerfed because I feel it's lowered the quality of the dung. On the other hand, more people probably need to complete it.

    Maybe they could have upped the difficulty of normal.

    You can never make everyone happy. The devs always try to keep both sides happy and that's hard to near impossible to do.

    For everyone person whining about a nerf, is another who's happy about the nerf. Then there's a 3rd group of players who are indifferent to the changes and rolls with them.
  • DeadlyRecluse
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    I have no problem with old content being made more and more accessible.
    Thrice Empress, Forever Scrub
  • capper123
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    i qued yesterday fo icp norm, dont need achieves or 2 keys since i have 420. all were level 15 or under. they all qued for rand norm dung i was doing pledge , well 1 left so me dps and 15 tank and 10 heal. niether done it before , we finnished but took awhile. they should remove dlc dungs from random qs.
  • CromulentForumID
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    zaria wrote: »
    Yoku wrote: »
    1) You guys talk about minor tweaks as if they were major nerfs. They're not.

    2) Veteran modes of this dungeon, WGT, COA and the other DLC dungeons all need major nerfs. Why? Because you can't find any pugs in the group finder who can complete them.

    COA is not a DLC dungeon.... but why you dont search 3 friends and try hard until you complete?? atleast this is how i did it in the beginning...
    vCoA2 is hard but not an dlc one, pugs are pugs, see it as an major debuff.
    On the other hand vCoA1 is easy, we 3 manned it because of bug in finder. one death, me because of fall damage :)
    The only issue is sets, why does spell power cure drop from WGT and not wayrest or fungal 1

    No it's not
    https://www.youtube.com/watch?v=8TXghSpgcs4


    You of course know that your accomplishment proves absolutely nothing about how hard the content is for other people, right? I couldn't do what you did there, so it is an accomplishment.

    Or are you saying because you can do it this way, anyone should be able to do it the normal way?

    Congrats. Now it's not only an accomplishment, but a humblebrag.

    I'm not even saying these dungeons should have been changed. I just wish all of these threads didn't become a way to plug videos. :/ Easy for you isn't easy for others.
  • CromulentForumID
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    Vaoh wrote: »
    Not surprised. I just wish they would finally create an Undaunted tutorial to show players how to deal damage besides light attack spam and spamming Stonefist....

    Most PUG groups cannot complete content because they consist of players who are horrible at playing roles. They can't learn without being taught or by losing enough times to learn. Until then content will only get nerfed, both angering players who somewhat understand how to play and still being too tough for those who don't.

    Teach players how to play ZOS - no need for nerfs to vICP in particular. Also there's the argument that "Veteran" difficulty shouldn't be easy but.... oh well :unamused: We had players who completed vWGT with only light attacks a long time ago yet even that dungeon was nerfed.

    This is the biggest problem. You can't expect a game that really does cater to solo players to prepare those same players for group content without some kind of bridge. I mean, even questing with other people is playing alongside them more than playing together to accomplish the same goal.
  • Blackleopardex
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    zaria wrote: »
    Yoku wrote: »
    1) You guys talk about minor tweaks as if they were major nerfs. They're not.

    2) Veteran modes of this dungeon, WGT, COA and the other DLC dungeons all need major nerfs. Why? Because you can't find any pugs in the group finder who can complete them.

    COA is not a DLC dungeon.... but why you dont search 3 friends and try hard until you complete?? atleast this is how i did it in the beginning...
    vCoA2 is hard but not an dlc one, pugs are pugs, see it as an major debuff.
    On the other hand vCoA1 is easy, we 3 manned it because of bug in finder. one death, me because of fall damage :)
    The only issue is sets, why does spell power cure drop from WGT and not wayrest or fungal 1

    No it's not
    https://www.youtube.com/watch?v=8TXghSpgcs4


    You of course know that your accomplishment proves absolutely nothing about how hard the content is for other people, right? I couldn't do what you did there, so it is an accomplishment.

    Or are you saying because you can do it this way, anyone should be able to do it the normal way?

    Congrats. Now it's not only an accomplishment, but a humblebrag.

    I'm not even saying these dungeons should have been changed. I just wish all of these threads didn't become a way to plug videos. :/ Easy for you isn't easy for others.

    I'm just making my points. If I had no valid provable arguments it would make it very easy for the opposite side of the topic...

    And I'm expecting that many people would be able to to this if they set their mind to it, read the tool-tip for the skills and moved out of aoe. tbh...
    6 NB: Tank, Healer, Mag/Stam PVE&PVP.
    I don't read long signatures: https://www.youtube.com/user/Blackleopardex
  • Tan9oSuccka
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    zaria wrote: »
    Yoku wrote: »
    1) You guys talk about minor tweaks as if they were major nerfs. They're not.

    2) Veteran modes of this dungeon, WGT, COA and the other DLC dungeons all need major nerfs. Why? Because you can't find any pugs in the group finder who can complete them.

    COA is not a DLC dungeon.... but why you dont search 3 friends and try hard until you complete?? atleast this is how i did it in the beginning...
    vCoA2 is hard but not an dlc one, pugs are pugs, see it as an major debuff.
    On the other hand vCoA1 is easy, we 3 manned it because of bug in finder. one death, me because of fall damage :)
    The only issue is sets, why does spell power cure drop from WGT and not wayrest or fungal 1

    No it's not
    https://www.youtube.com/watch?v=8TXghSpgcs4


    You of course know that your accomplishment proves absolutely nothing about how hard the content is for other people, right? I couldn't do what you did there, so it is an accomplishment.

    Or are you saying because you can do it this way, anyone should be able to do it the normal way?

    Congrats. Now it's not only an accomplishment, but a humblebrag.

    I'm not even saying these dungeons should have been changed. I just wish all of these threads didn't become a way to plug videos. :/ Easy for you isn't easy for others.

    I'm just making my points. If I had no valid provable arguments it would make it very easy for the opposite side of the topic...

    And I'm expecting that many people would be able to to this if they set their mind to it, read the tool-tip for the skills and moved out of aoe. tbh...

    I think the mechanics throws most groups the most. Especially in the last fight with the swirling white circles and the fall from the heavens.

    Coordinating two per portal with your average Pug is nearly impossible.

    I personally don't have trouble with this dungeon but relying on others (to understand even after explaination) is something I choose not to do. :)
  • Blackleopardex
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    code65536 wrote: »
    zaria wrote: »
    Yoku wrote: »
    1) You guys talk about minor tweaks as if they were major nerfs. They're not.

    2) Veteran modes of this dungeon, WGT, COA and the other DLC dungeons all need major nerfs. Why? Because you can't find any pugs in the group finder who can complete them.

    COA is not a DLC dungeon.... but why you dont search 3 friends and try hard until you complete?? atleast this is how i did it in the beginning...
    vCoA2 is hard but not an dlc one, pugs are pugs, see it as an major debuff.
    On the other hand vCoA1 is easy, we 3 manned it because of bug in finder. one death, me because of fall damage :)
    The only issue is sets, why does spell power cure drop from WGT and not wayrest or fungal 1

    No it's not
    https://www.youtube.com/watch?v=8TXghSpgcs4

    That video shows the original vCoA, prior to One Tamriel, prior to it becoming vCoA2. That iteration of the dungeon was easy and definitely soloable.

    And then came One Tamriel, and what was once vCoA now became vCoA2. The health of the Fire Maw was more than doubled. Skoria's health was increased and he hits harder. vCoA2 became significantly harder (the irony was that they had just slightly nerfed the dungeon in the patch prior to One Tamriel, and in the OT patch, it got buffed so much that it was noticeably harder than it was before the previous patch's nerf).

    And then magblade tanks took a pretty big hit in Morrowind with how Siphoning Attacks was completely gutted. This, on top of the Morrowind nerfs, means that the character in that video would most likely be unable to solo Skoria.

    There really is no denying the vCoA2 is one of the harder dungeons. Even if you consider it to be "easy", I doubt you would call it "easier than the other base game dungeons".

    As for whether or not it's deserving of its nerf, yes, it was. Note that the CoA2 nerf this patch affected the Fire Maw and only the Fire Maw. This nerf is justified because the Fire Maw is one of the earlier bosses in the dungeon (the first "major" boss), and it doesn't make sense in terms of difficulty progression to have a difficult boss this early in the dungeon. And, yes, it is difficult if you actually try to fight the boss the way it was intended--i.e., killing the adds. If you have enough DPS to straight burn the boss, then the Fire Maw is very easy. But if you ever try to do it using the "intended" way, the number of adds is simply overwhelming. The reason people straight burn is in large part because the proper method is just a giant cluster****. The nerf to vCoA2 this patch means that the intended method is more viable, and it encourages people to follow the mechanics instead of trying to skip the mechanics at all cost. And I, for one, am entirely in favor encouraging people to do the mechanics instead of having mechanics be so punishing that it pushes groups to try to skip them.

    On the topic of vICP, the nerf to the Overfiend was justified for the same reason. It's the very first boss, and not even a "major" boss, yet it is one of the hardest bosses in the dungeon. I do a random Group Finder PUG every day (for the bonus XP and to see what it's like outside of the bubble of the endgame community), and every time I join an ICP-in-progress, the group is always stuck on the Overfiend. Bosses should have a difficulty progression. I can solo the final boss of vICP, but I can't solo the first boss of vICP--that says to me that the first boss is a bit overtuned, and this change that they made is just fine.

    The nerf to the shades on the final boss is a bit perplexing, though. In my experience, PUGs have the most difficulty with the Darklight mechanic, not with the split mechanic. In fact, the split is usually a good time to recover from deaths and build some resources if needed. The change to the shades' health was unnecessary. But on that same token, nerfing the easiest part of the fight doesn't really change the overall difficulty, since a boss fight is as difficult as its hardest component.

    TL;DR: I support the nerfs to vCoA2 Fire Maw and vICP Overfiend. I disagree with the vICP Lord Warden shades nerf, but don't think it will affect the overall difficulty of the boss fight in any appreciable way.
    It's true this is a older video. However valkyn(HM,morrowind) is not a problem on my NB what is harder now is the maw but then again that's np for my DK so... Would be interesting to give it a shot now in complete on my NB in this patch...

    The siphoning change was *** by zos, the NB-tank used to be strong against many targets and weakest against 2-3 and then again stable against 1. Now tho it's just another lame "restore a set amount of stamina in block regardless of targets"...
    However it can be worked around to make the nb work. However, the fun is gone, sadly...

    About your arguments on the nerfs. You make some good points, but I still disagree with any further nerfs of any of the dungeons because they are over the years watered down to a joke.
    6 NB: Tank, Healer, Mag/Stam PVE&PVP.
    I don't read long signatures: https://www.youtube.com/user/Blackleopardex
  • exeeter702
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    I honestly dont know what happened over the years. Where has this mindset spawned from? How on earth is challenging 4 man content in an mmo or rather how its executed here, meant for elite players? The biggest offender here is ZOS ostensibly having a very low level of respect for the intellect of its player base, and that sounds offensive but allow me to explain.

    Naturally with how mmos deal with player progression and character power gain, organic difficulty is not generally something you find in this genre. However there is a middle ground, and the issue is exacerbated by ZOSs unwillingness to provide players with the right instruction to help players overcome and reach the win conditions for a given challenge.

    This is why the participation trophy generation is often brought up. Provide the path of least resistence for long enough and eventually players will be unwilling to step beyond their comfort zone and even further let it fester and entitlement begins to develop.

    Zos would rather reach the largest audience possible (of existing players) when creating group content as opposed to taking a position of pushing players to step up and rise to the occasion via in game guides, systems to teach you your role and what is generallly excepted of you at a high level, an improved or more clever way to teach the nuance of veteran dungeon mechanics via their normal version counterparts.

    I understand the negetive implcations of the term elitism and how many players will diminsh and belittle others for not being at a certain skill level and i am very much against that type of behavior but nothing sickens me more then when a developer allows a scrub mentality to permeate its player base. To be ok with letting their players settle for JUST enough.

    The perfect harmony balance in online game design is to give only as much as you take when creating obstacles for players. Trust your players enough and dont treat them like vegetables. Give them the tools and guides without holding their hands.

    Now in reality you can throw all that out the window because dlc needs to sell, and naturally the more accessible a game or content is, the larger potential revenue can be acheived. That is the sad truth.

  • Dymence
    Dymence
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    exeeter702 wrote: »
    I honestly dont know what happened over the years. Where has this mindset spawned from? How on earth is challenging 4 man content in an mmo or rather how its executed here, meant for elite players? The biggest offender here is ZOS ostensibly having a very low level of respect for the intellect of its player base, and that sounds offensive but allow me to explain.

    Naturally with how mmos deal with player progression and character power gain, organic difficulty is not generally something you find in this genre. However there is a middle ground, and the issue is exacerbated by ZOSs unwillingness to provide players with the right instruction to help players overcome and reach the win conditions for a given challenge.

    This is why the participation trophy generation is often brought up. Provide the path of least resistence for long enough and eventually players will be unwilling to step beyond their comfort zone and even further let it fester and entitlement begins to develop.

    Zos would rather reach the largest audience possible (of existing players) when creating group content as opposed to taking a position of pushing players to step up and rise to the occasion via in game guides, systems to teach you your role and what is generallly excepted of you at a high level, an improved or more clever way to teach the nuance of veteran dungeon mechanics via their normal version counterparts.

    I understand the negetive implcations of the term elitism and how many players will diminsh and belittle others for not being at a certain skill level and i am very much against that type of behavior but nothing sickens me more then when a developer allows a scrub mentality to permeate its player base. To be ok with letting their players settle for JUST enough.

    The perfect harmony balance in online game design is to give only as much as you take when creating obstacles for players. Trust your players enough and dont treat them like vegetables. Give them the tools and guides without holding their hands.

    Now in reality you can throw all that out the window because dlc needs to sell, and naturally the more accessible a game or content is, the larger potential revenue can be acheived. That is the sad truth.

    It also has to do with the general rise of entitlement with games becoming easier over the generations. Compare new games with super oldschool games and you see how ridiculously new games spoonfeed players. People nowadays feel entitled to be able to clear all content without a shred (or at least very minimal) effort. Because "it's a game" and "it's supposed to be fun". Well, I can't really see how steamrolling over something without the slightest bit of challenge can be considered fun. But that's the new age.
  • Faylis
    Faylis
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    ride.png



    But if we "raise the floor" then everyone feels special and can complete content!
    Edited by Faylis on August 17, 2017 4:00PM
  • Asardes
    Asardes
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    ✭✭✭✭
    Well, I don't do group content anymore, first because I've done each dungeon close to 100x on vet mode, and second because I want to also become proficient as DD for which there's no place like vMA. But I do fondly remember my early days when I was low CP, had terrible gear and struggled to do vCoA (CoA2). Back then most of the top people had ~CP 300, there were few dropped 5p sets and even fewer crafted (ironically Julianos had been just introduced and was FotM, just like this patch), with no weapons and jewelry, and everyone used agility and willpower which cost an arm and a leg. Yet because the dungeon was hard - hardest one before vWGT and vICP came out - it forced you to learn how to sustain, how to block and dodge the mechanics. There weren't any groups capable to "stack and burn" on Firemaw, but people did the column trick to delay the adds. Tanking the boss in that tight space, with nowhere to run from the quakes and about 20 adds shooting at you at the same time was a challenge. I had to build up ult, save stamina, time my shell to survive the onslaught. The day I got the no death challenge there was a true celebration. That was long before the DB nerfs when the dungeon became a cakewalk. Same goes with IC and then SotH dungeons. I look at those dungeons now the same way I would look at an old dog, becoming ever mode decrepit, and remembering the days when he was still cute and playful. Someone get them to the back yard and give them a mercy shot already.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • DHale
    DHale
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    Since no one was doing it obviously needed a nerf. I tank and heal I waited more than five hours to que for it or find a group to do it. This was the rule not the exception. For fungal grotto for example about 20 seconds or less. If you thought it was easy good on you.
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • supaskrub
    supaskrub
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    I'm fine with it (when I'm not pugging it that is...), I do think though that ZOS should think long and hard about DLC dungeons and make them have three difficulty levels lvl 1 and lvl 2 could be normal and vet modes with slightly dumbed down content that does not have the majority of pug groups giving up midway through and the 3rd difficulty level should ONLY be available to premade groups to avoid being in the random daily rotation, be extremely difficult and award 3x pledge keys (when its the pledge) and two or three different skins/polymorphs for achievements, no death, etc for playability...
    Edited by supaskrub on August 17, 2017 4:05PM
  • Tan9oSuccka
    Tan9oSuccka
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    ✭✭✭
    DHale wrote: »
    Since no one was doing it obviously needed a nerf. I tank and heal I waited more than five hours to que for it or find a group to do it. This was the rule not the exception. For fungal grotto for example about 20 seconds or less. If you thought it was easy good on you.


    I agree. It doesn't help that the helm (in my opinion) isn't particularly good.

    The guys with yolo swag speed run groups should try pugging these. They may feel differently. :)


  • Blackleopardex
    Blackleopardex
    ✭✭✭✭
    DHale wrote: »
    Since no one was doing it obviously needed a nerf. I tank and heal I waited more than five hours to que for it or find a group to do it. This was the rule not the exception. For fungal grotto for example about 20 seconds or less. If you thought it was easy good on you.


    I agree. It doesn't help that the helm (in my opinion) isn't particularly good.

    The guys with yolo swag speed run groups should try pugging these. They may feel differently. :)


    I pug often just for the fun of it(random vet)... Sometimes I drag 3 noobs thought a dungeon and explain them a bit on the way, takes sometimes hours :P
    Edited by Blackleopardex on August 17, 2017 4:23PM
    6 NB: Tank, Healer, Mag/Stam PVE&PVP.
    I don't read long signatures: https://www.youtube.com/user/Blackleopardex
  • notimetocare
    notimetocare
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    Yoku wrote: »
    1) You guys talk about minor tweaks as if they were major nerfs. They're not.

    2) Veteran modes of this dungeon, WGT, COA and the other DLC dungeons all need major nerfs. Why? Because you can't find any pugs in the group finder who can complete them.

    COA is not a DLC dungeon.... but why you dont search 3 friends and try hard until you complete?? atleast this is how i did it in the beginning...

    Not everyone wants to?or maybe people like randoms and its to hard on the average pug?
  • SFDB
    SFDB
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    It would be nice if there was a simulator you could use to practice boss mechanics. I have a loss of dexterity in one hand that makes veteran mode into nightmare mode, but I still work to get down the mechanics. But it's hard because the only way to learn is wiping repeatedly. It's fine for vMA since there's nobody else to complain, but it's another thing when there are others who wipe because I don't have the rhythm down that well. Still, managed to complete CoS and WGT on vet and close on the other two, which is why it would be nice to be able to practice independently on a monster to get the moves down.
  • Apherius
    Apherius
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    ✭✭
    ZOS has data on how many people complete this dungeon, from group finder, pre-made etc... That is how they choose if the dungeon needs nerfed. I don't agree with it, but ZOS probably has a certain completion percentage rate they are trying to achieve. The dungeon has been out long enough and they want light attacking PUGs to complete it now.

    Sucks for the hardcore crowd. I think they should add a Nightmare Mode with better rewards, (smaller loot table, or tokens, gold jewlery) or something. Keep Nightmare mode out of group finder, only pre-made groups can enter and give elite players something rewarding their dedication.

    Yes to the nightmare Mode.

    no more rewards cause people are jealous, and I don't want these jealous to destroy this mode by creating nerf thread simply because they want to loot these gold jewerly ... We just need more achievement with this mode .
  • exeeter702
    exeeter702
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    ✭✭
    Apherius wrote: »
    ZOS has data on how many people complete this dungeon, from group finder, pre-made etc... That is how they choose if the dungeon needs nerfed. I don't agree with it, but ZOS probably has a certain completion percentage rate they are trying to achieve. The dungeon has been out long enough and they want light attacking PUGs to complete it now.

    Sucks for the hardcore crowd. I think they should add a Nightmare Mode with better rewards, (smaller loot table, or tokens, gold jewlery) or something. Keep Nightmare mode out of group finder, only pre-made groups can enter and give elite players something rewarding their dedication.

    Yes to the nightmare Mode.

    no more rewards cause people are jealous, and I don't want these jealous to destroy this mode by creating nerf thread simply because they want to loot these gold jewerly ... We just need more achievement with this mode .

    I dont believe achievements alone would be enough of an incentive honestly.
  • Asardes
    Asardes
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    ✭✭✭✭
    Well I proposed a long time ago having a "handicap" mode for group content where your CP get disabled but rewards are better: gold jewels, weapons and armor only in certain traits etc.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
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