MLGProPlayer wrote: »MLGProPlayer wrote: »I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
While I agree that there should be a difficulty for those that love the challenge, making it to the same levels as trials, when there are trials for that very purpose, is a bit much--especially when it only caters to a small percentage of the player base. Have it be its own mode perhaps. Use a scroll from the start of the dungeon to activate the difficulty. But to make it the default difficulty? Nah. Tired of hearing my friends literally break down from trying to complete these dungeons, then quitting the game because of it or avoiding dungeons altogether.
Games should be a fun time waster, not a soul crushing experience.
Trials are 12-man content. Dungeons are 4-man content. i can form a vet dungeon group in 15 minutes. I need 2-3 hours to form a trial group. I don't run trials for this reason.
If vet is too hard for you, you have normal mode.
MLGProPlayer wrote: »MLGProPlayer wrote: »I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
While I agree that there should be a difficulty for those that love the challenge, making it to the same levels as trials, when there are trials for that very purpose, is a bit much--especially when it only caters to a small percentage of the player base. Have it be its own mode perhaps. Use a scroll from the start of the dungeon to activate the difficulty. But to make it the default difficulty? Nah. Tired of hearing my friends literally break down from trying to complete these dungeons, then quitting the game because of it or avoiding dungeons altogether.
Games should be a fun time waster, not a soul crushing experience.
Trials are 12-man content. Dungeons are 4-man content. i can form a vet dungeon group in 15 minutes. I need 2-3 hours to form a trial group. I don't run trials for this reason.
If vet is too hard for you, you have normal mode.
Except vet is becoming more akin to vetHM, while normal is the new vet. I get there needs to be some sort of progression, but when it gets to the point that the majority have difficulties doing normal mode or avoid the dungeons altogether, you have a problem. A design problem. Your players should want to do your dungeons, not actively avoid and dread them.
Agree. It also translates to sales. I don't buy the dungeon DLCs. I have access through my sub, and have bought every chapter plus other DLCs to support the game, but I'm not going to buy content that seems to be increasingly designed by a small pool of end game raiders.MLGProPlayer wrote: »MLGProPlayer wrote: »I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
While I agree that there should be a difficulty for those that love the challenge, making it to the same levels as trials, when there are trials for that very purpose, is a bit much--especially when it only caters to a small percentage of the player base. Have it be its own mode perhaps. Use a scroll from the start of the dungeon to activate the difficulty. But to make it the default difficulty? Nah. Tired of hearing my friends literally break down from trying to complete these dungeons, then quitting the game because of it or avoiding dungeons altogether.
Games should be a fun time waster, not a soul crushing experience.
Trials are 12-man content. Dungeons are 4-man content. i can form a vet dungeon group in 15 minutes. I need 2-3 hours to form a trial group. I don't run trials for this reason.
If vet is too hard for you, you have normal mode.
Except vet is becoming more akin to vetHM, while normal is the new vet. I get there needs to be some sort of progression, but when it gets to the point that the majority have difficulties doing normal mode or avoid the dungeons altogether, you have a problem. A design problem. Your players should want to do your dungeons, not actively avoid and dread them.
MLGProPlayer wrote: »Then make normal easier. There is no reason to touch vet.
You can finish all normal DLC dungeons with ease, they're not hard, they just require a bit more game sense and skill from the player but not too much. Anyone, including "super" casuals, can finish them as long as they invest a bit attention.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
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
While I agree that there should be a difficulty for those that love the challenge, making it to the same levels as trials, when there are trials for that very purpose, is a bit much--especially when it only caters to a small percentage of the player base. Have it be its own mode perhaps. Use a scroll from the start of the dungeon to activate the difficulty. But to make it the default difficulty? Nah. Tired of hearing my friends literally break down from trying to complete these dungeons, then quitting the game because of it or avoiding dungeons altogether.
Games should be a fun time waster, not a soul crushing experience.
Trials are 12-man content. Dungeons are 4-man content. i can form a vet dungeon group in 15 minutes. I need 2-3 hours to form a trial group. I don't run trials for this reason.
If vet is too hard for you, you have normal mode.
Except vet is becoming more akin to vetHM, while normal is the new vet. I get there needs to be some sort of progression, but when it gets to the point that the majority have difficulties doing normal mode or avoid the dungeons altogether, you have a problem. A design problem. Your players should want to do your dungeons, not actively avoid and dread them.
Then make normal easier. There is no reason to touch vet.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
While I agree that there should be a difficulty for those that love the challenge, making it to the same levels as trials, when there are trials for that very purpose, is a bit much--especially when it only caters to a small percentage of the player base. Have it be its own mode perhaps. Use a scroll from the start of the dungeon to activate the difficulty. But to make it the default difficulty? Nah. Tired of hearing my friends literally break down from trying to complete these dungeons, then quitting the game because of it or avoiding dungeons altogether.
Games should be a fun time waster, not a soul crushing experience.
Trials are 12-man content. Dungeons are 4-man content. i can form a vet dungeon group in 15 minutes. I need 2-3 hours to form a trial group. I don't run trials for this reason.
If vet is too hard for you, you have normal mode.
Except vet is becoming more akin to vetHM, while normal is the new vet. I get there needs to be some sort of progression, but when it gets to the point that the majority have difficulties doing normal mode or avoid the dungeons altogether, you have a problem. A design problem. Your players should want to do your dungeons, not actively avoid and dread them.
Then make normal easier. There is no reason to touch vet.
MLGProPlayer wrote: »MLGProPlayer wrote: »I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
While I agree that there should be a difficulty for those that love the challenge, making it to the same levels as trials, when there are trials for that very purpose, is a bit much--especially when it only caters to a small percentage of the player base. Have it be its own mode perhaps. Use a scroll from the start of the dungeon to activate the difficulty. But to make it the default difficulty? Nah. Tired of hearing my friends literally break down from trying to complete these dungeons, then quitting the game because of it or avoiding dungeons altogether.
Games should be a fun time waster, not a soul crushing experience.
Trials are 12-man content. Dungeons are 4-man content. i can form a vet dungeon group in 15 minutes. I need 2-3 hours to form a trial group. I don't run trials for this reason.
If vet is too hard for you, you have normal mode.
Except vet is becoming more akin to vetHM, while normal is the new vet. I get there needs to be some sort of progression, but when it gets to the point that the majority have difficulties doing normal mode or avoid the dungeons altogether, you have a problem. A design problem. Your players should want to do your dungeons, not actively avoid and dread them.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
While I agree that there should be a difficulty for those that love the challenge, making it to the same levels as trials, when there are trials for that very purpose, is a bit much--especially when it only caters to a small percentage of the player base. Have it be its own mode perhaps. Use a scroll from the start of the dungeon to activate the difficulty. But to make it the default difficulty? Nah. Tired of hearing my friends literally break down from trying to complete these dungeons, then quitting the game because of it or avoiding dungeons altogether.
Games should be a fun time waster, not a soul crushing experience.
Trials are 12-man content. Dungeons are 4-man content. i can form a vet dungeon group in 15 minutes. I need 2-3 hours to form a trial group. I don't run trials for this reason.
If vet is too hard for you, you have normal mode.
Except vet is becoming more akin to vetHM, while normal is the new vet. I get there needs to be some sort of progression, but when it gets to the point that the majority have difficulties doing normal mode or avoid the dungeons altogether, you have a problem. A design problem. Your players should want to do your dungeons, not actively avoid and dread them.
Then make normal easier. There is no reason to touch vet.
MLGProPlayer wrote: »MLGProPlayer wrote: »That's an incredibly selfish request. Endgame players already don't get a lot of content. Taking dungeons away from us too isn't happening. Casuals get 40+ hours of quest content annually. Endgame players get 4 dungeons and 2 trials/arenas. The bulk of new content released is for casuals/new players.
Having said that, I'm fine with a cakewalk normal mode.
Really though, I'm perplexed as to why they even put story content in a dungeon, knowing full well that many players don't play dungeons.
UM HELLO
There'll be vet versions for you to do.
Are you ignorant or just didnt bother to read the post?
It's incredibly selfish to expect new players/players who dont frequent dungeons/ the pve scene to "get good" just so you have some hardcore 'normal' dlc dungeons that are tied into the story.
Quoting you:I don’t think it’s fair to have “normal” dlc dungeons be vet difficulty and vet dlc dungeons be trial difficulty.
I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
MLGProPlayer wrote: »MLGProPlayer wrote: »That's an incredibly selfish request. Endgame players already don't get a lot of content. Taking dungeons away from us too isn't happening. Casuals get 40+ hours of quest content annually. Endgame players get 4 dungeons and 2 trials/arenas. The bulk of new content released is for casuals/new players.
Having said that, I'm fine with a cakewalk normal mode.
Really though, I'm perplexed as to why they even put story content in a dungeon, knowing full well that many players don't play dungeons.
UM HELLO
There'll be vet versions for you to do.
Are you ignorant or just didnt bother to read the post?
It's incredibly selfish to expect new players/players who dont frequent dungeons/ the pve scene to "get good" just so you have some hardcore 'normal' dlc dungeons that are tied into the story.
Quoting you:I don’t think it’s fair to have “normal” dlc dungeons be vet difficulty and vet dlc dungeons be trial difficulty.
I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
You do know the difference between vet dungeon difficulty and vet trial right?
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
While I agree that there should be a difficulty for those that love the challenge, making it to the same levels as trials, when there are trials for that very purpose, is a bit much--especially when it only caters to a small percentage of the player base. Have it be its own mode perhaps. Use a scroll from the start of the dungeon to activate the difficulty. But to make it the default difficulty? Nah. Tired of hearing my friends literally break down from trying to complete these dungeons, then quitting the game because of it or avoiding dungeons altogether.
Games should be a fun time waster, not a soul crushing experience.
Trials are 12-man content. Dungeons are 4-man content. i can form a vet dungeon group in 15 minutes. I need 2-3 hours to form a trial group. I don't run trials for this reason.
If vet is too hard for you, you have normal mode.
Except vet is becoming more akin to vetHM, while normal is the new vet. I get there needs to be some sort of progression, but when it gets to the point that the majority have difficulties doing normal mode or avoid the dungeons altogether, you have a problem. A design problem. Your players should want to do your dungeons, not actively avoid and dread them.
Then make normal easier. There is no reason to touch vet.
No one was ever talking about making vet easier. HELLO
MLGProPlayer wrote: »I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
While I agree that there should be a difficulty for those that love the challenge, making it to the same levels as trials, when there are trials for that very purpose, is a bit much--especially when it only caters to a small percentage of the player base. Have it be its own mode perhaps. Use a scroll from the start of the dungeon to activate the difficulty. But to make it the default difficulty? Nah. Tired of hearing my friends literally break down from trying to complete these dungeons, then quitting the game because of it or avoiding dungeons altogether.
Games should be a fun time waster, not a soul crushing experience.
MLGProPlayer wrote: »MLGProPlayer wrote: »That's an incredibly selfish request. Endgame players already don't get a lot of content. Taking dungeons away from us too isn't happening. Casuals get 40+ hours of quest content annually. Endgame players get 4 dungeons and 2 trials/arenas. The bulk of new content released is for casuals/new players.
Having said that, I'm fine with a cakewalk normal mode.
Really though, I'm perplexed as to why they even put story content in a dungeon, knowing full well that many players don't play dungeons.
UM HELLO
There'll be vet versions for you to do.
Are you ignorant or just didnt bother to read the post?
It's incredibly selfish to expect new players/players who dont frequent dungeons/ the pve scene to "get good" just so you have some hardcore 'normal' dlc dungeons that are tied into the story.
Quoting you:I don’t think it’s fair to have “normal” dlc dungeons be vet difficulty and vet dlc dungeons be trial difficulty.
I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
You do know the difference between vet dungeon difficulty and vet trial right?
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
While I agree that there should be a difficulty for those that love the challenge, making it to the same levels as trials, when there are trials for that very purpose, is a bit much--especially when it only caters to a small percentage of the player base. Have it be its own mode perhaps. Use a scroll from the start of the dungeon to activate the difficulty. But to make it the default difficulty? Nah. Tired of hearing my friends literally break down from trying to complete these dungeons, then quitting the game because of it or avoiding dungeons altogether.
Games should be a fun time waster, not a soul crushing experience.
Trials are 12-man content. Dungeons are 4-man content. i can form a vet dungeon group in 15 minutes. I need 2-3 hours to form a trial group. I don't run trials for this reason.
If vet is too hard for you, you have normal mode.
Except vet is becoming more akin to vetHM, while normal is the new vet. I get there needs to be some sort of progression, but when it gets to the point that the majority have difficulties doing normal mode or avoid the dungeons altogether, you have a problem. A design problem. Your players should want to do your dungeons, not actively avoid and dread them.
Then make normal easier. There is no reason to touch vet.
No one was ever talking about making vet easier. HELLO
You were, in the original post.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
While I agree that there should be a difficulty for those that love the challenge, making it to the same levels as trials, when there are trials for that very purpose, is a bit much--especially when it only caters to a small percentage of the player base. Have it be its own mode perhaps. Use a scroll from the start of the dungeon to activate the difficulty. But to make it the default difficulty? Nah. Tired of hearing my friends literally break down from trying to complete these dungeons, then quitting the game because of it or avoiding dungeons altogether.
Games should be a fun time waster, not a soul crushing experience.
Trials are 12-man content. Dungeons are 4-man content. i can form a vet dungeon group in 15 minutes. I need 2-3 hours to form a trial group. I don't run trials for this reason.
If vet is too hard for you, you have normal mode.
Except vet is becoming more akin to vetHM, while normal is the new vet. I get there needs to be some sort of progression, but when it gets to the point that the majority have difficulties doing normal mode or avoid the dungeons altogether, you have a problem. A design problem. Your players should want to do your dungeons, not actively avoid and dread them.
Then make normal easier. There is no reason to touch vet.
No one was ever talking about making vet easier. HELLO
You were, in the original post.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
While I agree that there should be a difficulty for those that love the challenge, making it to the same levels as trials, when there are trials for that very purpose, is a bit much--especially when it only caters to a small percentage of the player base. Have it be its own mode perhaps. Use a scroll from the start of the dungeon to activate the difficulty. But to make it the default difficulty? Nah. Tired of hearing my friends literally break down from trying to complete these dungeons, then quitting the game because of it or avoiding dungeons altogether.
Games should be a fun time waster, not a soul crushing experience.
Trials are 12-man content. Dungeons are 4-man content. i can form a vet dungeon group in 15 minutes. I need 2-3 hours to form a trial group. I don't run trials for this reason.
If vet is too hard for you, you have normal mode.
Except vet is becoming more akin to vetHM, while normal is the new vet. I get there needs to be some sort of progression, but when it gets to the point that the majority have difficulties doing normal mode or avoid the dungeons altogether, you have a problem. A design problem. Your players should want to do your dungeons, not actively avoid and dread them.
Then make normal easier. There is no reason to touch vet.
No one was ever talking about making vet easier. HELLO
You were, in the original post.
MLGProPlayer wrote: »MLGProPlayer wrote: »That's an incredibly selfish request. Endgame players already don't get a lot of content. Taking dungeons away from us too isn't happening. Casuals get 40+ hours of quest content annually. Endgame players get 4 dungeons and 2 trials/arenas. The bulk of new content released is for casuals/new players.
Having said that, I'm fine with a cakewalk normal mode.
Really though, I'm perplexed as to why they even put story content in a dungeon, knowing full well that many players don't play dungeons.
UM HELLO
There'll be vet versions for you to do.
Are you ignorant or just didnt bother to read the post?
It's incredibly selfish to expect new players/players who dont frequent dungeons/ the pve scene to "get good" just so you have some hardcore 'normal' dlc dungeons that are tied into the story.
Quoting you:I don’t think it’s fair to have “normal” dlc dungeons be vet difficulty and vet dlc dungeons be trial difficulty.
I think it's very fair that vet dungeons are "vet trial" difficulty. Like I said, endgame players get almost no content. The fact that you want to even take this away from us is incredibly selfish.
You do know the difference between vet dungeon difficulty and vet trial right?
Where did I say that I wanted to take away vet dungeon difficulty? The whole point and the whole argument is about making the normal dungeons exactly that, normal, like the base game dungeons considering they’re tied to the story. I never said anything about changing the vet difficulty. My whole posts have been about changing the normal difficulty in the upcoming dlc. Your inability to see this and put words in my mouth which I haven’t explicitly said, in a sad attempt to devalue my points, is tantamount to ignorance.
You know, I keep hearing people say the “majority of players don’t do veteran content” or “majority of players are casual who hate dungeons” or “these dungeons only appeal to a small percentage of the playerbase” but no one has put up any proof or stats to back up the claim.
I don't mind them being difficult, but why does every DLC dungeon need to be a 2 hours run?
How about this: players play the game, skill up, advance and progress until they can complete the new dungeons.
Silver_Strider wrote: »I want these dungeons to be so soul crushingly difficult that it makes vCR+3 look like a cakewalk in comparison.
DirkRavenclaw 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