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New dungeons better be normal

  • Numerikuu
    Numerikuu
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    Numerikuu 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
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    Numerikuu wrote: »
    Numerikuu 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.
  • Ardan147
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    What most makes DLC dungeons more difficult than the base game dungeons is the various mechanics, which you CAN'T just DPS your way through. If you attempt to ignore a boss mechanic, it WILL punish you for it (and prevent you from finishing the dungeon). Especially on veteran, but even with some normal DLC dungeons (i.e., Moon Hunter Keep).

    One particular fight that it's seemingly easier for a group to completely screw up on normal as opposed to veteran is the final boss in Fang Lair, by trying to burn down the boss too quickly so that his health drops to the threshold for summoning that line of ghosts while one (or more) of the summoning crystals are still active. Which is pretty much impossible to have happen on vet as the spawns from the summoning crystals will kill you first if the crystals aren't destroyed immediately.
    This creature called a songbird. What a devious creation! This winged nuisance erodes sanity with its incessant chirping. What a brilliant form of torture!
  • Zathras
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    Numerikuu wrote: »
    Numerikuu 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.
    For a moment, nothing happened. Then, after a second or so, nothing continued to happen. - Douglas Adams

    It is a rare mind indeed that can render the hitherto non-existent blindingly obvious. The cry 'I could have thought of that' is a very popular and misleading one, for the fact is that they didn't, and a very significant and revealing fact it is too. - Douglas Adams
  • Numerikuu
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    Then make normal easier. There is no reason to touch vet.

    That, I can certainly agree with.
  • Facefister
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    Libonotus 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 :(
    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.
  • Mr_Walker
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    Numerikuu wrote: »
    Numerikuu 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.

    Cool with that. 100% agreement.
  • Facefister
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    Btw, where are those "10k dps guy who never dies to anything" folks?
  • AlnilamE
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    Numerikuu wrote: »
    Numerikuu 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.

    Normal is fine the way it is. People just need to pay attention and learn the mechanics.
    The Moot Councillor
  • AlnilamE
    AlnilamE
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    Numerikuu wrote: »
    Numerikuu 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.

    And if any player takes the time to get through the DLC dungeons on normal 2-3 times, they will know what's going on and they will be able to get through them with ease after that. Players should be awake during dungeons, they shouldn't be a snooze fest.
    The Moot Councillor
  • Itzmichi
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    When did the playerbase lost its motivation to become better?
    Here, have a chill pill 💊!
  • lokulin
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    Itsmichi wrote: »
    When did the playerbase lost its motivation to become better?

    About the same time ZOS decided it was better to chase new players with gimmicks rather than improve the game and retain existing ones.
    I've hidden your signature.
  • Libonotus
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    Numerikuu wrote: »
    Numerikuu 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
  • Libonotus
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    Libonotus 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:
    Libonotus wrote: »
    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
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    Libonotus wrote: »
    Libonotus 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:
    Libonotus wrote: »
    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?

    You do realize that post was made by YOU. It's a quote...
  • MLGProPlayer
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    Libonotus wrote: »
    Numerikuu wrote: »
    Numerikuu 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.
  • FlyingSwan
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    Numerikuu 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.

    I very much doubt it's a common experience for people to 'break down' over a dungeon. 1) because it's just a game, but mainly 2) even the toughest new vDLC dungeons are quite straightforward for a correctly geared and co-ordinated group. Now, that's not always a PUG and vMHK certainly seems to trip up many PUGs (as does vSCP), but we run it in the guild with newer vet geared players all the time and it's a doozy when we can talk about mechs on Discord. HM is certainly a challenge, but nothing up with that, a challenge is always fun even the times we do not clear. For those that struggle with vet modes of DLC we tell them to run normal a few times to baseline their understanding, same advice goes out to anyone in this thread. Normal mode DLC content is very easy to clear and will prep you for the vet mode.

    The game should have a gradient of content with a long life, because we get so little content out of ZOS anyway. As I say, I can remember when people QQ'd over nWGT, and now vWGT and vICP are things we can all do with our eyes closed and speed runs on PUGs are regularly accomplished. Time moves on, content needs to also.

    Edited by FlyingSwan on January 17, 2019 3:46AM
  • Libonotus
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    Libonotus wrote: »
    Libonotus 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:
    Libonotus wrote: »
    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.
    Edited by Libonotus on January 17, 2019 3:43AM
  • Libonotus
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    Libonotus wrote: »
    Numerikuu wrote: »
    Numerikuu 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.

    I literally wasn’t I just briefly mentioned that vet dungeons are now harder than old vet dungeons as an example. You do know the difference between using something as an example to further strengthen a point and actually arguing to make vet dungeons easier dontyou? I haven’t argued once in my posts to make vet dungeons easier, I don’t care about vet dungeons because the casual player won’t be doing those.
  • Libonotus
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    Libonotus wrote: »
    Numerikuu wrote: »
    Numerikuu 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.

    You’ve clearly read what you wanted to read and ignored the rest. You’re putting words into my mouth that I haven’t actually said. You probably won’t read these replies cause it ruins your whole argument so I guess we’re done here.
  • Libonotus
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    Libonotus wrote: »
    Numerikuu wrote: »
    Numerikuu 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.

  • AlnilamE
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    Libonotus wrote: »
    Libonotus wrote: »
    Libonotus 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:
    Libonotus wrote: »
    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.

    Which base game dungeon, though? FG1? Blessed Crucible? Direfrost Keep? Vaults of Madness? Banished Cells I?

    Because normal dungeons have a difficulty curve, which is tied to their level before One Tamriel and is related to the order in which they are unlocked for a new character in the Dungeon Finder as they level.

    What are we talking about here?
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  • MattT1988
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    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.
    Edited by MattT1988 on January 17, 2019 3:49AM
  • Numerikuu
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    MattT1988 wrote: »
    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.

    Ask Zenimax. It'd honestly be interesting to see.

    Warframe did this, then removed trials from the game once they realized just how few people were actually playing them, then moved the rewards from trials to other game modes that everyone could work towards to and obtain instead of the elite few.
  • DirkRavenclaw
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    ElliottXO wrote: »
    I don't mind them being difficult, but why does every DLC dungeon need to be a 2 hours run?

    They should be all 2 hours or more, a Dungeon is a 4 person raid Instance, nothing to do quick inbeetween
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  • ArchMikem
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    mairwen85 wrote: »
    How about this: players play the game, skill up, advance and progress until they can complete the new dungeons.

    Rich used the term "Bonkers" to describe the Dungeon Hardmodes, so if that means its even worse than HotR and Dragonbones, then OP makes a fair point.
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  • Ashtaris
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    I want these dungeons to be so soul crushingly difficult that it makes vCR+3 look like a cakewalk in comparison.

    I hate trolls ;p
  • Mr_Walker
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    ElliottXO wrote: »
    I don't mind them being difficult, but why does every DLC dungeon need to be a 2 hours run?

    They should be all 2 hours or more, a Dungeon is a 4 person raid Instance, nothing to do quick inbeetween

    Agreed, it's not like people should have jobs. Or a life. Frankly, if ESO isn't their life, I don't want them in a dungeon with me. Filthy casuals. No sir, no casuals for me!
  • Wifeaggro13
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    Libonotus 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 :(

    What you want is a story mode which will be the normal
  • Undefwun
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    Some people really don't read well. No one asked there to not be vet or hard content. They ware asking for a cake walk mode to stroll around in and look at what is a quite beautiful game. I use a 3rd party program to give the game appearance a bit more umph (contrast and slight saturation). They are also not asking for equal rewards (or at least shouldn't be).

    Ironic that a lot of the posters complaining about toxicity of 'elitists' and 'try hards' are just as toxic.

    I see one of the main issue between the two camps of 'gimme soloable cakewalk' and 'git gud', is this. They don't understand each other. Group 1 wants to smell the flowers, Group wants to bang their head against mechanics and tough bosses and get gear.

    Group 2 just doesn't grasp that some people don't care about analysing their latest parse to see where they can cram another 1k dps in or up the score on a trial run.. etc etc. They don't understand that some ppl really don't wanna git gud. They don't care. They want to run a Khajit Magblade cos they think its cute and their bars are not optimised for killing things the quickest way possible. They like how that skill looks maybe.

    I think what creates the knee jerk reaction of "NO! GIT GUD" is, they fear is that Group 1 wants the same rewards as Group 2 gets for doing the hard content. I believe that is a fair call.

    If there is a cakewalk mode - please grade the rewards accordingly. Super low drop rate, green and maybe no jewellery. If you are just there for the story and that's your way of playing the entire game, you don't need the gear anyway.


    I am closer to group 2 than 1, but I am in a streamer's social guild that takes alot of brand new or newer players (he puts out a massive beginners video with every chapter) and have run a few through their first dungeons. And there is people that really are scared of doing them. I am also in a progression guild and some of those guys are ridiculously good at the game, that in turn I feel like the anchor and sometimes don't answer calls for runs.

    I agree if it's story based, yes everyone should be able to see it one way or another. Especially in the context of a year long continuing story.

    I am also a firm believer that it is fine to lock items (cosmetic or otherwise), sets and so forth behind harder content. You want the best gear, you want the latest motifs etc, yes get better at the game because you pay to play the game, you did NOT pay to get everything handed to you. I have issues with people that have that kind of entitlement .
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