KhajiitFelix wrote: »But what about tryhards that complain the game is so easy?
N0TPLAYER2 wrote: »
And by normal I mean the same difficulty as the old dungeons and some DLC dungeons on the normal setting. I don’t think it’s fair to have “normal” dlc dungeons be vet difficulty and vet dlc dungeons be trial difficulty. That means only a minority of the player base get to form the tablet and see Abnur Tharne
I'm glad that there are more people agreeing with this sentiment than backing up the elitists in this thread.
Having a Normal version that has a reasonable level of difficulty for the 90% of the population that doesn't regularly complete Vet and Hard Mode isn't too much to ask for.
The people who want exponentially challenging content can still have that. Continue to make Vet and HM reflect the needs of that community.
Having a Normal mode in new DLC's that reflects the needs of the other community (the larger percentage of the playerbase) doesn't take away from the former group. There isn't a loss here. It's about accessibility.
I don't understand why the Vet/HM crowd needs to pipe in and say, "Git good" when the subject matter of this thread has nothing to do with them, since they don't do Normal mode to begin with.
What I would really like to see is the LFG have filters so you can toggle which DLC's show up.
ApostateHobo wrote: »Why are people so against having dungeons that aren't ridiculously difficult? You guys do realize the majority of the player base is "casual" according to you, and do in fact play for the story not to be challenged and show off their skillz. Not everyone wants their game to be a big lengthy challenge, or is capable of playing more challenging content for various reasons.
If they're going to make a dlc dungeon connected to the main story, then they will definitely need to make it more accessible to the majority of players somehow. Whether they give it a separate story mode or something it's not going to be the end of the world if a new dungeon doesn't take hours to do, or can't only be completed by an organized group of experienced players. I think people here tend to forget that this is still the Elder Scrolls, and a lot of people play it solely for that fact.
N0TPLAYER2 wrote: »
DarcyMardin wrote: »If these new dungeons are a crucial part of their new “year-long story,” they had better make them doable and acccessible by all players (on normal) AND provide us with a dungeon story mode so that we can actually take the time to hear and see the story that ZOS is so proud of.
Otherwise it’ll just be the usual “chase the elites thru the dungeon and watch them bail at the end before we can finish the quest and get our skill point.”
2. Is the "Normal" mode DLC you want a dungeon that cannot be failed by anyone? If not, please specify.
Having a Normal version that has a reasonable level of difficulty for the 90% of the population that doesn't regularly complete Vet and Hard Mode isn't too much to ask for.
And by normal I mean the same difficulty as the old dungeons and some DLC dungeons on the normal setting. I don’t think it’s fair to have “normal” dlc dungeons be vet difficulty and vet dlc dungeons be trial difficulty. That means only a minority of the player base get to form the tablet and see Abnur Tharne
I'm glad that there are more people agreeing with this sentiment than backing up the elitists in this thread.
Having a Normal version that has a reasonable level of difficulty for the 90% of the population that doesn't regularly complete Vet and Hard Mode isn't too much to ask for.
The people who want exponentially challenging content can still have that. Continue to make Vet and HM reflect the needs of that community.
Having a Normal mode in new DLC's that reflects the needs of the other community (the larger percentage of the playerbase) doesn't take away from the former group. There isn't a loss here. It's about accessibility.
I don't understand why the Vet/HM crowd needs to pipe in and say, "Git good" when the subject matter of this thread has nothing to do with them, since they don't do Normal mode to begin with.
What I would really like to see is the LFG have filters so you can toggle which DLC's show up.
Have an insightful
Serious question, I find Scalecaller Peak and Fang Lair quite easy on Veteran if you don't activate the hardmode, I'd even consider them easier (or equal) to several of the base game dungeons. Are those two really a problem for the average normal-random pug? Everyone is above Level 45 in the normal DLC dungeons, and I considered both dragon bones dungeons to be of a very fair level. ("Everyone can complete them, but the hardmode is really hard")
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Serious question, I find Scalecaller Peak and Fang Lair quite easy on Veteran if you don't activate the hardmode, I'd even consider them easier (or equal) to several of the base game dungeons. Are those two really a problem for the average normal-random pug?
And by normal I mean the same difficulty as the old dungeons and some DLC dungeons on the normal setting. I don’t think it’s fair to have “normal” dlc dungeons be vet difficulty and vet dlc dungeons be trial difficulty. That means only a minority of the player base get to form the tablet and see Abnur Tharne
KhajiitFelix wrote: »But what about tryhards that complain the game is so easy?
Serious question, I find Scalecaller Peak and Fang Lair quite easy on Veteran if you don't activate the hardmode, I'd even consider them easier (or equal) to several of the base game dungeons. Are those two really a problem for the average normal-random pug? Everyone is above Level 45 in the normal DLC dungeons, and I considered both dragon bones dungeons to be of a very fair level. ("Everyone can complete them, but the hardmode is really hard")
exeeter702 wrote: »KhajiitFelix wrote: »But what about tryhards that complain the game is so easy?
So wanting to have meaningful challenge and engagement makes you a tryhard..
Got it.
No DLC dungeon is harder than City of Ash 2, so there you go.
City of Ash 2 is a medium level dungeon. Every DLC dungeon is harder than it. I personally think that since the DLC dungeons this year are all tied to the story, they should be medium difficulty, similar to COA2. It'll make it easy enough for players to run through on Normal and get the story, but add a bit of a challenge without being mindnumbingly difficult. We've had 6 straight hard dungeons, each harder than the last.
KhajiitFelix wrote: »But what about tryhards that complain the game is so easy?
I don't mind them being difficult, but why does every DLC dungeon need to be a 2 hours run?
I don't mind them being difficult, but why does every DLC dungeon need to be a 2 hours run?
They aren't really.
Arguably CoA2 and Mazz can go with longest run if you actually kill all trash with at level teams.
However with march just skip the hunts the dungeon is doable in roughly 30-40 mins avg. Moonhunter isn't very long honestly.
*Edit forgot about bloodroot/ICP too. Those are quite lengthy.
No DLC dungeon is harder than City of Ash 2, so there you go.
City of Ash 2 is a medium level dungeon. Every DLC dungeon is harder than it. I personally think that since the DLC dungeons this year are all tied to the story, they should be medium difficulty, similar to COA2. It'll make it easy enough for players to run through on Normal and get the story, but add a bit of a challenge without being mindnumbingly difficult. We've had 6 straight hard dungeons, each harder than the last.
Well, except WGT, that's pretty much on the exact same level as CoAII, its pretty much the easiest DLC dungeon to date.
N0TPLAYER2 wrote: »
Which dungeons do you think are harder? What makes them harder than the boss with the two air atros in COA2? Or Valkyn Skoria?
People seem to have different perceptions of difficulty. For example, my least favourite DLC is ICP, whereas I've seen people call that the easiest DLC dungeon.
Running the dungeon multiple times and learning the fine points of the mechanics will make any of them look easier. Running it once and declaring it "too hard" will make them "too hard".