Soul19reaper wrote: »Well this is a good step afterall it's not a souls game and those vet content were being completed only by a minority of playerbase like 2 or 3% which isn't good for playerbase nor the company , most of dlc dungeons were useless cause only high level elitist are able to complete but now it might be for the rest of audience as well!
Soul19reaper wrote: »Well this is a good step afterall it's not a souls game and those vet content were being completed only by a minority of playerbase like 2 or 3% which isn't good for playerbase nor the company , most of dlc dungeons were useless cause only high level elitist are able to complete but now it might be for the rest of audience as well!
This will not make healers widely unnecessary. I think people worry about that way too much. Only a very, very small percentage of people on the game prefer to form groups for vet dlc without healers. My pug-proof healer has most of the dlc dungeon achievements and can get a group faster than any of my toons, despite not being my main.
Zos has the stats on how many people are actually completing these dungeons. I think it is great they they are making them just a little more accessible.
Soul19reaper wrote: »Well this is a good step afterall it's not a souls game and those vet content were being completed only by a minority of playerbase like 2 or 3% which isn't good for playerbase nor the company , most of dlc dungeons were useless cause only high level elitist are able to complete but now it might be for the rest of audience as well!
I am honestly curious though? Where did people struggle with some of these changes. Then again I like pugging content..so should probably rejoice.. still seems excessive though.
Soul19reaper wrote: »Well this is a good step afterall it's not a souls game and those vet content were being completed only by a minority of playerbase like 2 or 3% which isn't good for playerbase nor the company , most of dlc dungeons were useless cause only high level elitist are able to complete but now it might be for the rest of audience as well!
First people cry about that story is locked behind dungeon content in a MMORPG ...wooow. A Game where you should play with people.
Now content that is called VETERAN Dungeons (the name says it for me content that is build for players that want a challenge with their character) will get nerfed that more pugs can do them?
Holy. Always did play eso hardcore casual but never had any problems with Dungeons, Its just that if you suck with your class and your rotation, dont do the *** that is going on in dungeons you die and cant beat them. If you come back better , you can do it like many people did before.
Gaming 2019 is really all about ...nah no learning , no time investment just chilling *** and give money for fancy stuff.
This is great news. More people will be able to complete more content while there is still hard content for the players that want a challenge. Everyone hits their skill ceiling sooner or later so it is great that people that previously couldn't complete some of the older content might now be able to.
This is great news. More people will be able to complete more content while there is still hard content for the players that want a challenge. Everyone hits their skill ceiling sooner or later so it is great that people that previously couldn't complete some of the older content might now be able to.
I'm disappointed. They removed many interesting machanics.
How are players supposed to learn for harder content if not in these dungeons?
We need fights that require active mechanic gameplay and these changes make a lot of fights that required that less interesting.
We need palyers to actively engage with mechanics and these changes do not encourage that at all.
We're talking about veteran dungeons here, if you want to complete a veteran DLC dungeons you should play mechanics.
Swen_von_Walhallion wrote: »KhajiitFelix wrote: »To make them possible for PvPers because they complain that they are too hard.
PhAhAHAhAhA
git gud dude,
vet DLC hm dungeons are EZ for true skilled PvPers, we have the reflexes, we have the superior animation canceling, and we don`t need 40k dummy dps to "Think that" we are able to complete some content.
And yeah we dont need healers, just because we keep our selfhealing and shields up 24/7 because this is what GOOD player should do.
problem with skilled PvP palyers they have nearly 0 DPS comapred to skiled PvE players. And get two skilled PvP players as Dd when i play tank is pain even in easy non DLC dung, bc with low DPS its sooo long and soooboring
Not to mention that there are major issues with bash (amongst other things...):
1. The game doesn't teach you how to do it.
2. You can't assign it to a single key (big mistake).
3. If you don't play with a mouse and/or you try to reassign its components to 2 keys, it doesn't seem to work properly.
These kind of fundamental issues need to be sorted out before you can expect PUGs to deal with non-standard mechanics, in dungeons.
you can't nerf content into the floor because someone can't do a *HARD MODE*
LiraTaurwen wrote: »I didn't even get the chance to try them on veteran mode yet
This is great news. More people will be able to complete more content while there is still hard content for the players that want a challenge. Everyone hits their skill ceiling sooner or later so it is great that people that previously couldn't complete some of the older content might now be able to.
This is fine, sure. But how can players learn the harder content if the gap between the difficulties gets bigger and bigger? How can endgame or progression guilds recruit people if they don't learn how to handle different types of mechanics first? It seems that every fight that requires players to do mechanics is too much these days...
This is great news. More people will be able to complete more content while there is still hard content for the players that want a challenge. Everyone hits their skill ceiling sooner or later so it is great that people that previously couldn't complete some of the older content might now be able to.
This is fine, sure. But how can players learn the harder content if the gap between the difficulties gets bigger and bigger? How can endgame or progression guilds recruit people if they don't learn how to handle different types of mechanics first? It seems that every fight that requires players to do mechanics is too much these days...
This increases the difficulty gap between vet dungeons and higher difficulty content like DLC HMs and vet trials. But this decreases the difficulty gap between normal dungeons and vet dungeons. So which gap is the harder gap to cross, for people who are working their way up the difficulty ladder? I guess ZOS thought that it was the latter.How are players supposed to learn for harder content if not in these dungeons?
Not to mention that there are major issues with bash (amongst other things...):
1. The game doesn't teach you how to do it.
2. You can't assign it to a single key (big mistake).
3. If you don't play with a mouse and/or you try to reassign its components to 2 keys, it doesn't seem to work properly.
These kind of fundamental issues need to be sorted out before you can expect PUGs to deal with non-standard mechanics, in dungeons.
1. You have to use bash to get through the tutorial.
2. you can bind bash to a single key.
HappyLittleTree wrote: »Dumbing down the game because of people that are not willing to learn mechanics is just stupid.
ZOS_GinaBruno wrote:Decreased the effectiveness of all negative effects related to the Diseased Spores.
[...]
Decreased the damage done by Deadly Spikes in the catacombs.
I don't like these nerfs, and I think that the older DLC dungeons have already been indirectly nerfed by way of power creep (that does not come from CP).
But the hyperbolic nature of some of these comments is ridiculous. The Hard Modes are untouched. While these changes don't encourage healers, they don't discourage them either.
This is great news. More people will be able to complete more content while there is still hard content for the players that want a challenge. Everyone hits their skill ceiling sooner or later so it is great that people that previously couldn't complete some of the older content might now be able to.
If white gold tower is too hard you should go into something like City of Ash 2 and get better intead of going into WGT. If you couldnt do pre nerf wgt than you should practice instead of having wgt nerfed.
We have about 500 more cp now than when wgt released and somehow it gets a nerf now? It just makes no sense.
Not to mention that there are major issues with bash (amongst other things...):
1. The game doesn't teach you how to do it.
2. You can't assign it to a single key (big mistake).
3. If you don't play with a mouse and/or you try to reassign its components to 2 keys, it doesn't seem to work properly.
These kind of fundamental issues need to be sorted out before you can expect PUGs to deal with non-standard mechanics, in dungeons.
1. You have to use bash to get through the tutorial.
2. you can bind bash to a single key.
I looked at keybindings and I didn't see Bash there?
Maybe I missed it - will look again when I can log back on.
...and it's been a while, but I don't think I had to use Bash to get through the tutorial?
Do you mean the new tutorial?
If so, I haven't done that.