I've been soloing normal group dungeons now to finally work on some passives and see if I've missed any good content, and I've had a few thoughts.
(I still don't know the greater intricacies between I and II dungeons, but I think II is slightly more difficult and that's what I am going to base this post on.)
1. I think overland Delves should be scaled to level I normal Group Dungeons. Most people can still solo them, but if not it is an opportunity for Ad-hov grouping to encourage serendipitous social interactions and have players get a better grasp of combat in this game and a greater sense of achievement.
2. I think Public Dungeons should be scaled to level II normal Group Dungeons. Public dungeons are a laugh, I farm them regularly since everything in them is a push over. Even the "Group Challenges" don't need a group and are easier than an easy group dungeon boss. Where is the challenge if I wipe a "group challenge" in 10 secs? I am not even close to a pro PVE build/player.
3. Probably could bump Craglorn up accordingly. I recently farmed skyshards and other thing in the Craglorn delves, don't know why I was nervous. I know it's no longer the "group" map dlc but the delves could benefit from a boost.
I know difficulty is a touchy subject here, since long time players (myself included) often breeze through the content that "New" players struggle with, but we long time players have the experience of learning how to play the game when it was more difficult and had to learn by trail and error. I think these changes would be good to make players really learn about the combat (not so complicated) and help make players group up more, even if it's not an official group just random huddle of people attempting the same content at the same time. Players who struggle at first will be reward with the sense of accomplishment so many of the long time players felt when we learned what worked better or worse.
These are just some quick simple thoughts based on the ease a non-dungeoning player with a crafted set, and overland mash-up, breezed through normal group dungeon content. I didn't bother to tweak my CP. I died maybe once every other dungeon, but that was because I didn't know anything about the fights or I got lazy and didn't notice my food ran out. Some might say, "but you've got all the CPs" and I have, which is certainly why normal group dungeons are easy (the few I've done so far) but it's a lot harder to get special groups going to do special dungeons than it is to /z /y or /s in a delve and see if anyone wants in on the action. There is still plenty of traffic in delves and public dungeons for people to just bundle up for 10 minutes and clean house.
I'm pretty much a solo player so I get that aspect, but if I actually struggled in the regular content more I'd probably be better about teaming up and being more social. Sometimes, if I see a player struggling in a fight, I'll try and give them a little boost, maybe throw them a heal or help knock their enemies down a chunk, things where I don't just wipe things for them but give them a second so that they might learn a little more about the game. PVE certainly shines here if you haven't gotten sick of it from doing it a millions times.
P.S. I can't seem to stop caring about this game, at least not until I can traverse the whole map. So much of Tamriel, untapped.
I've been soloing normal group dungeons now to finally work on some passives and see if I've missed any good content, and I've had a few thoughts.
(I still don't know the greater intricacies between I and II dungeons, but I think II is slightly more difficult and that's what I am going to base this post on.)
1. I think overland Delves should be scaled to level I normal Group Dungeons. Most people can still solo them, but if not it is an opportunity for Ad-hov grouping to encourage serendipitous social interactions and have players get a better grasp of combat in this game and a greater sense of achievement.
2. I think Public Dungeons should be scaled to level II normal Group Dungeons. Public dungeons are a laugh, I farm them regularly since everything in them is a push over. Even the "Group Challenges" don't need a group and are easier than an easy group dungeon boss. Where is the challenge if I wipe a "group challenge" in 10 secs? I am not even close to a pro PVE build/player.
3. Probably could bump Craglorn up accordingly. I recently farmed skyshards and other thing in the Craglorn delves, don't know why I was nervous. I know it's no longer the "group" map dlc but the delves could benefit from a boost.
I know difficulty is a touchy subject here, since long time players (myself included) often breeze through the content that "New" players struggle with, but we long time players have the experience of learning how to play the game when it was more difficult and had to learn by trail and error. I think these changes would be good to make players really learn about the combat (not so complicated) and help make players group up more, even if it's not an official group just random huddle of people attempting the same content at the same time. Players who struggle at first will be reward with the sense of accomplishment so many of the long time players felt when we learned what worked better or worse.
These are just some quick simple thoughts based on the ease a non-dungeoning player with a crafted set, and overland mash-up, breezed through normal group dungeon content. I didn't bother to tweak my CP. I died maybe once every other dungeon, but that was because I didn't know anything about the fights or I got lazy and didn't notice my food ran out. Some might say, "but you've got all the CPs" and I have, which is certainly why normal group dungeons are easy (the few I've done so far) but it's a lot harder to get special groups going to do special dungeons than it is to /z /y or /s in a delve and see if anyone wants in on the action. There is still plenty of traffic in delves and public dungeons for people to just bundle up for 10 minutes and clean house.
I'm pretty much a solo player so I get that aspect, but if I actually struggled in the regular content more I'd probably be better about teaming up and being more social. Sometimes, if I see a player struggling in a fight, I'll try and give them a little boost, maybe throw them a heal or help knock their enemies down a chunk, things where I don't just wipe things for them but give them a second so that they might learn a little more about the game. PVE certainly shines here if you haven't gotten sick of it from doing it a millions times.
P.S. I can't seem to stop caring about this game, at least not until I can traverse the whole map. So much of Tamriel, untapped.
Exploring was a lot more fun on this game when it actually required that you pay attention and play decently.
VaranisArano wrote: »From my experiences leveling new characters with no CP, soloing delves and public dungeons is a lot harder when you have no CP. Balancing sustain, damage, and healing on even a 130k health boss can require a couple tries. Endurance fights with waves of adds? Those can get dicey quickly - and I know how to play the character at low level. With CP? no problems. Without CP, regular boss fights are not that easy.
Doctordarkspawn wrote: »1. No. Lets not ruin the rest of the game for your prefrence. If any of this is non negotiable with sliders, then you will drive away most of the casual lifeblood still keeping this game alive.
Doctordarkspawn wrote: »2. Public dungeons are like the overland content, your never gonna do these over. I remember when these things required grouping. They were just never done. Sorry, driving players away from the content for your prefrence isn't the answer.
Doctordarkspawn wrote: »3. If anything, Craglorn needs to just become a repeatable Solo zone at overland difficulty and get it over with, because that's what people want. They tried to make it a group zone and it was litterally a ghost town within weeks. They turned it down to get people -there-, and even then only half the people are coming.
Doctordarkspawn wrote: »When will you learn your actions have consequences? Keep to your side of the room. Stop being greedy.
Doctordarkspawn wrote: »P.S: This is the single MMO with the most issues teaching it's players through gameplay. The game isn't good enough on this front to have difficult content make the playerbase stronger. You would need to adress those issues before these, and since most people bite the heads off of those who try, they'll never be adressed.
Doctordarkspawn wrote: »I still see people queue for dungeons with full CP with the worst builds possible because of how bad this game is at -teaching- people how to play through design. Expecting people to research a game they play for fun in order to play correctly is unrealistic and unreasonable.
Doctordarkspawn wrote: »Forcing the difficulty up will only drive people away, not make them better. You think people will become stronger through hitting a wall, but this isn't allways the case. Some just break, or give up. And right now, when the game is consistantly bad at pleasing the endgame populace, we need these people to stay.
[/quote]Doctordarkspawn wrote: »Think of someone other than yourself for once.
Sorry to say but I agree with those disagreeing above me. You hear the saying, "The road to Hell is paved with good intentions"? Your ideas have merit and I know for certain you have good intentions behind it, you don't want the game being just a giant push over. But realize, you're seeing the game through your eyes, not everyone elses. You have the gear, and the CP, and the experience to make the content a push over when a lot of other players just don't. I've seen quite a few people just get wrecked by trash mobs that I being my 690CP end-game armor sets self would easily down with two or three taps of a button.
Just because I think overland content should be a bit harder so I don't feel like much of a bulldozer doesn't mean I should make it even more inaccessible to everyone else below me. They have every right to experience content that I do, and just making it harder just means people will be unable to progress through it, much less complete.
kringled_1 wrote: »the group I initially started playing with mostly quit.