rhapsodious wrote: »Transairion wrote: »The thing is, option A alienates far more players and the "elite" players are never satisfied, as it's always "not hard enough" in the end. vMoL wasn't cleared, as in finished AT ALL until months after it released. vHoF was beaten hours after it hit Live server. vICP and vWGT eventually became snoozefests with enough practice, as has every single dungeon.[/b]
While I don't really have issues with the rest of your points, I'd like to point out that Maw was buggy as hell on release which is part of the reason why it took so long to complete. I definitely think vHoF is "easier" as a whole, but part of the hurdle with Maw was you were fighting the bugs in addition to the bosses.What I would like to know is: On the Bloodroot Forge, the boss with the Shalks that target you with Lava, what it the mechanic? I've been doing it JUST KILL EM ASAP! but as healer, I am getting targeted by them a lot and wondered if anyone had an alternate mechanic?
Thanks in advance!
Jump across the lava to one of the platforms, the fireball will hit the lava and dissipate. I think a tooltip explains this...
I got called in to help on that boss, and didn't see any tooltips but thank you! That makes sense and so simple I feel like a dummy.
MLGProPlayer wrote: »anitajoneb17_ESO wrote: »MLGProPlayer wrote: »You didn't explain the difference, at all.
Why are you entitled to be able to complete content on the hardest difficulty in ESO but not in a single player game?
I'm sure that the percentage of players who play single player games on the highest difficulty is also <5%.
I have, actually.
Because people tweaking the difficulty to "nightmare" in a single player game DO IT THEMSELVES. They don't ask the devs to do it for them. The devs will NOT spend resources on something that will please less than 5% of players and frustrate the remaining 95%.
Why would it frustrate 95% of players? If you can't complete content on the highest difficulty, then don't play it on that difficulty. Simple. It's the same with single player games. If you can't beat the game on nightmare difficulty, then don't play it on that difficulty.
Who creates the difficulty settings in a single player game if not the devs?? They create harder difficulties for players who want to play it on that difficulty.
The situations are EXACTLY the same.
Yes and slows you too and you get a knockdown. When they weren't killed fast enough, I was able to mainly hold block and just heal my whole health back like 3x and it was over but I was unlucky at times when I had to heal someone else through it then get targeted directly afterward. That is so much simpler idk why I didn't try it, other than one of the dps got immolated standing on the rocks too long in the non hammer phase so I thought that was a no... but on and off I didn't even think of it.... thanks again!rhapsodious wrote: »rhapsodious wrote: »Transairion wrote: »The thing is, option A alienates far more players and the "elite" players are never satisfied, as it's always "not hard enough" in the end. vMoL wasn't cleared, as in finished AT ALL until months after it released. vHoF was beaten hours after it hit Live server. vICP and vWGT eventually became snoozefests with enough practice, as has every single dungeon.[/b]
While I don't really have issues with the rest of your points, I'd like to point out that Maw was buggy as hell on release which is part of the reason why it took so long to complete. I definitely think vHoF is "easier" as a whole, but part of the hurdle with Maw was you were fighting the bugs in addition to the bosses.What I would like to know is: On the Bloodroot Forge, the boss with the Shalks that target you with Lava, what it the mechanic? I've been doing it JUST KILL EM ASAP! but as healer, I am getting targeted by them a lot and wondered if anyone had an alternate mechanic?
Thanks in advance!
Jump across the lava to one of the platforms, the fireball will hit the lava and dissipate. I think a tooltip explains this...
I got called in to help on that boss, and didn't see any tooltips but thank you! That makes sense and so simple I feel like a dummy.
Hm, I remember one being there on PTS. Maybe it's one of the pseudo-subtitles along the bottom of the screen? Or in the death recap? In any case, it probably would have helped if you saw it when the shalks are first introduced in the dungeon; there's a fairly blatant "HEY NEW MECHANIC YA DINGUS" moment. :P
But yeah, for the shalks, if you get the lava ball on you (your screen will have this fiery effect on it) you want to put the lava/molten nirncrux/barf between you and the ball. When the ball touches the lava, it dissipates, but until then it'll start moving faster and faster and, I think, also start doing some kind of pulsey damage on you. Haven't run BF on Live yet though.
This, also adding an story with new bosses would also be more work, would be idiotic to not have it as an full dungeon.Tonnopesce wrote: »VoodooWasser wrote: »I´ll be the first to ask: Why does all new content need to be vMoL HM??? You even said that people were disapointed with the difficulty level of SotH dungeons, so ZOS decided to make the new ones a Little easier. I haven´t played Falkreath Hold yet, but Bloodroot forge on HM isn´t "easy".
I can totally understand your point, and my personal playstyle dont have to be yours.
The thing is besides vMol and vHof there isnt much channanging stuff for some players. This Playerbase gets ignored while there is lots of stuff for player who dont need to hard contend.
Like i said: in my opinion it would be best for the game when there would be a third difficulty Level.
A third difficulty level would indeed solve that issue yea. A lot of dungeons in the game could use a 3rd storyline since it feels like they have some sort of "unfinished ending".
* Selenes Web: The wizard claiming Selenes soul for Power, could make a story around that
* Volenfell: Since the woman continues to search for the artifact, what happened then???
* White Gold Tower: The moth priest found Another rift leading to Coldharbour where she Believes the real empress is located at. First you need to climb the Tower again to reach the rift and then fight your way through Coldhourbor to save the real empress
* Vault of Madness: The spirits that "take over" the vault after the fall of The Mad architect, could see a story around that
Is not about this...
If you add a storyline to a third gear of difficulty everyone will try to do it, and ask for nerfs in a matter of seconds.
SAME STORY, SAME REWARDS (as veteran mode) BUT HARDER TO DO.
adeptusminor wrote: »Am I missing a mechanic on vet with the last boss of Falkreath? Had a group and they are all good players-at cap or above and can dps over 20kdps easy (generally closer to 30), but once we got the boss to ~700k health, the boss get's a 1.5 or 2m shield and the atronoch ads just keep spawning until we were overwhelmed. Doesn't help that performance goes to hell with all the ads either
adeptusminor wrote: »Am I missing a mechanic on vet with the last boss of Falkreath? Had a group and they are all good players-at cap or above and can dps over 20kdps easy (generally closer to 30), but once we got the boss to ~700k health, the boss get's a 1.5 or 2m shield and the atronoch ads just keep spawning until we were overwhelmed. Doesn't help that performance goes to hell with all the ads either
The shield only absorbs partial damage. That is to say, when you hit the boss, some of your damage will get absorbed, and some will bypass the shield and damage the boss behind the shield. I don't think the shield is avoidable. It's just there, and I think it was put there to slow down the execute burn. But basically after a certain point, we just focus the boss down and execute him, ignoring the adds. Yes, the shield slows us down and it takes a bit longer, but it's not too bad. As for what point you stop killing adds and just kill the boss, that's really a personal judgment call based on your group's execute DPS and what your group feels comfortable with. There is an achievement for killing the boss with one of each add type alive, and we've gotten that achievement (without trying to get it) in about half of our runs.
What I would like to know is: On the Bloodroot Forge, the boss with the Shalks that target you with Lava, what it the mechanic? I've been doing it JUST KILL EM ASAP! but as healer, I am getting targeted by them a lot and wondered if anyone had an alternate mechanic?
Thanks in advance!
Anne_Firehawk wrote: »I´ll be the first to ask: Why does all new content need to be vMoL HM??? You even said that people were disapointed with the difficulty level of SotH dungeons, so ZOS decided to make the new ones a Little easier. I haven´t played Falkreath Hold yet, but Bloodroot forge on HM isn´t "easy".
As if vMoL HM is hard atm ...Doctordarkspawn wrote: »...The designers grew a CC fetish. Like a crazy CC fetish. Almost every trash mob has some kind of CC and almost all the bosses do too. It's not good difficulty, it's just annoying, and puts more emphasis on DPS, which I thought we were not supposed to do since they took great pains to nerf sustain.
So true, it's annoying as *** We did Bloodroot yesterday and literally just burned every single Boss though
The Devs and Designers have to find a balance between content that isn't rolled through immediately after release and content that hasn't been cleared by a large portion of the player base a year after release.MLGProPlayer wrote: »anitajoneb17_ESO wrote: »Sure everyone has limits and not everyone is a good player. But that's why normal dungeons exist. You don't have to do vet if you're not capable of doing it.
That old argument again... same old response again : sure, but ZOS will NOT design something for the top 1%. They'll design the vet difficulty at a level that will appeal to, let's say, the top 50%, therefore it will still be too easy for the top 1% . ZOS needs to sell, there's no way around it.
If 50% of people can complete it in the first week,, then it isn't a "challenge". There needs to be a mode that people can find challenging.
It that requires a third difficulty setting, then so be it. You are not entitled to be able to complete content on every difficulty.
Merlin13KAGL wrote: »OP, so you cleared speed-run, no-death Hard Mode on your first run, did you? Somehow I doubt it.
I'd say they're right on the money.
The mechanics are new and interesting, requires group coordination, awareness, and something more than stack-and-burn or stack-and-heal.
ZoS's love affair with fire is still going strong, but I don't think that's ever going to change.
They require some effort, a decent group, and some time to learn the mechanics, what you can and can't do or get away with, but they're manageable.
Do I think a mixed PuG group without voice comms is going to breeze through Vet anytime soon? Unlikely, and that's ok.
However many dozens of times you practiced tested them on PTS, they've been out <4 full days. They need neither a nerf, nor a buff.
They simply need some time to just be what they are: extremely well designed, beautifully level-designed, new and interesting dungeons.
*The experienced delvers will see hints of several other dungeon mechanics/creatures ported over, yet slightly modified for these two. It's an excellent re-use of assets while making them just different enough to be intriguing.
I saw things inspired from MoL, Wild Hunt mounts, RoM, HoF, VoM, 2nd to last boss CoH II, and a myriad of other bits and pieces. All of these will help give hints as to what to expect and how to deal with certain creatures and effects.
VoodooWasser wrote: »So pls calm down a little and just think about why shouldnt there be more difficulty lvls?
Well, for full disclosure, I must recant a bit.VoodooWasser wrote: »Merlin13KAGL wrote: »OP, so you cleared speed-run, no-death Hard Mode on your first run, did you? Somehow I doubt it.
I'd say they're right on the money.
The mechanics are new and interesting, requires group coordination, awareness, and something more than stack-and-burn or stack-and-heal.
ZoS's love affair with fire is still going strong, but I don't think that's ever going to change.
They require some effort, a decent group, and some time to learn the mechanics, what you can and can't do or get away with, but they're manageable.
Do I think a mixed PuG group without voice comms is going to breeze through Vet anytime soon? Unlikely, and that's ok.
However many dozens of times you practiced tested them on PTS, they've been out <4 full days. They need neither a nerf, nor a buff.
They simply need some time to just be what they are: extremely well designed, beautifully level-designed, new and interesting dungeons.
*The experienced delvers will see hints of several other dungeon mechanics/creatures ported over, yet slightly modified for these two. It's an excellent re-use of assets while making them just different enough to be intriguing.
I saw things inspired from MoL, Wild Hunt mounts, RoM, HoF, VoM, 2nd to last boss CoH II, and a myriad of other bits and pieces. All of these will help give hints as to what to expect and how to deal with certain creatures and effects.
As already said: no i diddnt. Dont know how often this question will come. My point is not that the dungeon is to easy for the vast majority of players. My point is also not that i want to brag what i can and some ppl cant do. My point is that it should be possible to have fun for everyone. I remember training in a group for no death icp for a week at release. I dont think that that will be the case now. I just think that this two will have to last a while so i would be glad if there were a higher difficulty level. But here therr are just two groups: the ones who sai i and the ppl having a comparable opinion as me are elitists and some ppl here calling everyone who isnt the same opinion filthy casuals. I dont se how a higher difficulty lvl will harm the ppl who dont think they can complete it. I even think that some bosses will be much harder by simply upping their health. And yes i dont pug. I dont have any reason to do so bacause i have guilds and friends. Im sorry for everyone who pug but if going with strangers is the only option to raise the difficulty its not realy a social game at all. So pls calm down a little and just think about why shouldnt there be more difficulty lvls?
Merlin13KAGL wrote: »I suppose an ideal option for this would be to develop some DLC with nothing but top end in mind. There would be enough sales, and it would clearly marketed as not for the average player.
anitajoneb17_ESO wrote: »Merlin13KAGL wrote: »I suppose an ideal option for this would be to develop some DLC with nothing but top end in mind. There would be enough sales, and it would clearly marketed as not for the average player.
The assumption quoted in bold requires some backup argumentation.
VoodooWasser wrote: »anitajoneb17_ESO wrote: »Merlin13KAGL wrote: »I suppose an ideal option for this would be to develop some DLC with nothing but top end in mind. There would be enough sales, and it would clearly marketed as not for the average player.
The assumption quoted in bold requires some backup argumentation.
I have to agree. There isnt a lot of players who would only buy a "hardmode" DLC. ZoS already got a lot of critic for SotH because many couldnt complete the dungeons.
When they beat the rest of the hard modes I'm sure they will be glad there was some kind of challenge waiting for them.
VoodooWasser wrote: »I think everybody will agree when i say the two new dungeons look absolutly awesome! I dont think everybody will agree when i say they are way to easy.
In my personal opinion HotR is by far not comparable to IC and SotH dungeons when they launched. I do like the Mechanics but most bosses have to low health and some dont hit hard enaugh.
The problem is that according to ZoS shown yearly plans for the DlC´s this two dungeons have to last a whole year like IC and SotH before them had to. I know SotH was not popular due to difficulty level, but it was the thing this game needet for people who are not far enaugh to do endgame raiding but to far to be content with wayrest sewers and co. AND this content just got nerfed (havend checked it out yet).
I know many ppl will be offended and say its elitist but i would love if HotR gets Buffed. I would also love it if all Dungeons get a thrid, harder than veteran, modus.
@anitajoneb17_ESO , I'm basing it off of a few assumptions:VoodooWasser wrote: »anitajoneb17_ESO wrote: »Merlin13KAGL wrote: »I suppose an ideal option for this would be to develop some DLC with nothing but top end in mind. There would be enough sales, and it would clearly marketed as not for the average player.
The assumption quoted in bold requires some backup argumentation.
I have to agree. There isnt a lot of players who would only buy a "hardmode" DLC. ZoS already got a lot of critic for SotH because many couldnt complete the dungeons.
Merlin13KAGL wrote: »@anitajoneb17_ESO , I'm basing it off of a few assumptions:VoodooWasser wrote: »anitajoneb17_ESO wrote: »Merlin13KAGL wrote: »I suppose an ideal option for this would be to develop some DLC with nothing but top end in mind. There would be enough sales, and it would clearly marketed as not for the average player.
The assumption quoted in bold requires some backup argumentation.
I have to agree. There isnt a lot of players who would only buy a "hardmode" DLC. ZoS already got a lot of critic for SotH because many couldnt complete the dungeons.
- There would be development time dedicated to it, but far less than what is dedicated to normal content, say at a 30:1 ratio. This means that it would not be nearly as frequent in the Dev cycle, but the potential return could still be there. They would simply have to reach a point where projected sales would be greater than the in-house development cost. Since some of the cost is funded by 'normal' content, it's not as if it would require hiring a separate development team.
- Adding a third mode to existing content is equally a huge undertaking, equal, if not greater than the dev cost of developing a separate HM DLC. Such a DLC would never have to be balanced for the typical user, requiring less upkeep in that regard. Less upkeep, fewer hours, better return.
- HM DLC marketed as such is no less niche than the occasional peculiar item placed in the Crown Store. Granted, the dev cost for Crown items is likely much lower. In either case, those niche items sell to someone.
- Final argument is based on individual customer experience. That is, my own. If it were reasonably priced, provided enough content, and well executed, I, for one, would purchase it. I suspect there are several others that would as well.
Unless they develop an overall 'difficulty slider,' which could be the simplest way to go, I see them being much more likely to make that occasional single piece of content for a specific crowd than modifying their entire game with an additional mode.
Their historical success rate with integrating such things and not having it somehow negatively overflow into other aspects of the game is just not that great. Developing and maintaining a completely separate animal would be a less costly way to go, in the long run.
If you truly want harder content, @VoodooWasser , I think this would be your best bet.
Merlin13KAGL wrote: »@anitajoneb17_ESO , I'm basing it off of a few assumptions:VoodooWasser wrote: »anitajoneb17_ESO wrote: »Merlin13KAGL wrote: »I suppose an ideal option for this would be to develop some DLC with nothing but top end in mind. There would be enough sales, and it would clearly marketed as not for the average player.
The assumption quoted in bold requires some backup argumentation.
I have to agree. There isnt a lot of players who would only buy a "hardmode" DLC. ZoS already got a lot of critic for SotH because many couldnt complete the dungeons.
- There would be development time dedicated to it, but far less than what is dedicated to normal content, say at a 30:1 ratio. This means that it would not be nearly as frequent in the Dev cycle, but the potential return could still be there. They would simply have to reach a point where projected sales would be greater than the in-house development cost. Since some of the cost is funded by 'normal' content, it's not as if it would require hiring a separate development team.
- Adding a third mode to existing content is equally a huge undertaking, equal, if not greater than the dev cost of developing a separate HM DLC. Such a DLC would never have to be balanced for the typical user, requiring less upkeep in that regard. Less upkeep, fewer hours, better return.
- HM DLC marketed as such is no less niche than the occasional peculiar item placed in the Crown Store. Granted, the dev cost for Crown items is likely much lower. In either case, those niche items sell to someone.
- Final argument is based on individual customer experience. That is, my own. If it were reasonably priced, provided enough content, and well executed, I, for one, would purchase it. I suspect there are several others that would as well.
Unless they develop an overall 'difficulty slider,' which could be the simplest way to go, I see them being much more likely to make that occasional single piece of content for a specific crowd than modifying their entire game with an additional mode.
Their historical success rate with integrating such things and not having it somehow negatively overflow into other aspects of the game is just not that great. Developing and maintaining a completely separate animal would be a less costly way to go, in the long run.
If you truly want harder content, @VoodooWasser , I think this would be your best bet.
Merlin13KAGL wrote: »@anitajoneb17_ESO , I'm basing it off of a few assumptions:VoodooWasser wrote: »anitajoneb17_ESO wrote: »Merlin13KAGL wrote: »I suppose an ideal option for this would be to develop some DLC with nothing but top end in mind. There would be enough sales, and it would clearly marketed as not for the average player.
The assumption quoted in bold requires some backup argumentation.
I have to agree. There isnt a lot of players who would only buy a "hardmode" DLC. ZoS already got a lot of critic for SotH because many couldnt complete the dungeons.
- There would be development time dedicated to it, but far less than what is dedicated to normal content, say at a 30:1 ratio. This means that it would not be nearly as frequent in the Dev cycle, but the potential return could still be there. They would simply have to reach a point where projected sales would be greater than the in-house development cost. Since some of the cost is funded by 'normal' content, it's not as if it would require hiring a separate development team.
- Adding a third mode to existing content is equally a huge undertaking, equal, if not greater than the dev cost of developing a separate HM DLC. Such a DLC would never have to be balanced for the typical user, requiring less upkeep in that regard. Less upkeep, fewer hours, better return.
- HM DLC marketed as such is no less niche than the occasional peculiar item placed in the Crown Store. Granted, the dev cost for Crown items is likely much lower. In either case, those niche items sell to someone.
- Final argument is based on individual customer experience. That is, my own. If it were reasonably priced, provided enough content, and well executed, I, for one, would purchase it. I suspect there are several others that would as well.
Unless they develop an overall 'difficulty slider,' which could be the simplest way to go, I see them being much more likely to make that occasional single piece of content for a specific crowd than modifying their entire game with an additional mode.
Their historical success rate with integrating such things and not having it somehow negatively overflow into other aspects of the game is just not that great. Developing and maintaining a completely separate animal would be a less costly way to go, in the long run.
If you truly want harder content, @VoodooWasser , I think this would be your best bet.