James-Wayne wrote: »SaintSubwayy wrote: »but why they nerf them I dunno....maybe they have a Idea on how to progress with CP changes, and are already wokring on adjustments for the content.
Agreed. I think there is some big changes coming soon.
Because it sets the floor for new content and what is expected from players, how are you going to improve if everything stays easy and when you are faced with a challenge instead of getting better you wait for it to get nerfed, new players Will not improve if the content doesnt force them to.
Prof_Bawbag wrote: »Strange people mention mechanics and it's just a case of others getting good. Stating people should be willing to learn. I've been in grps where mechanics were irrelevant because of the dps on show. There have even been people in those groups that have admitted they have no idea about most of the mechanics because the bosses are dead before those mechanics even come into play.
How is burning *** down asap learning dungeon mechanics?
Especially old ones like Cradle of Shadows and Bloodroot etc... They are already easy to complete compared to new ones, and they were easy to do with 3 DDs. Now there is no need for a healer.
Just wow. Some changes here that completly remove any interesting stuff some fights had to offer.
Dungeons
White Gold Tower
Planar Inhibitor
Heat Stroke will now be fully cleansed from a player that disrupts the Inhibitor Pinion.
Heat Stroke now correctly appear as a debuff, and no longer stacks beyond 12.
Fixed an issue with the visual effects for Heat Stroke not appearing correctly.
The Inhibitor Pinion now reactivates faster after interacting with it.
Your character will no longer suffer a stacking snare during Daedric Catastrophe when being chased by the Planar Inhibitor.
Added a targeting telegraph to the player that the Planar Inhibitor is chasing during Daedric Catastrophe.
Increased the time it takes for Plane Meld Rifts to summon the first Dremora.
Plane Meld Rifts now only summon a single Dremora total.
Magma Diver and Cataclysmic Geyser can now be dodged.
Updated various telegraphs to be more visible and informative.
I mean what is left in that encounter after this? it's just another boring "tank takes it" boss
Because it sets the floor for new content and what is expected from players, how are you going to improve if everything stays easy and when you are faced with a challenge instead of getting better you wait for it to get nerfed, new players Will not improve if the content doesnt force them to.
So... they take away some difficult dungeons in a patch where they add two new difficult dungeons. People who like the tough content have the new dungeons and trifectas to chew on. And older DLC dungeons now fall in difficulty to fill that difficulty gap and act as stepping stones for people who are moving up the difficulty ladder.
My initial reaction to all this was "NOOOOO, HOW DARE YOU NERF THIS?!" But the more I think about it, the more I think it's the right thing to do. Difficult content still exists and there is still material to challenge those who want a challenge. As much as I lament the nerfs to the older DLC dungeons, I have to admit I haven't touched them in months. And if their nerfs give people a stepping stone between base game dungeons and the newer DLC dungeons, then that's probably a good thing.
profundidob16_ESO wrote: »Bottomline there is only 1 step left for ZOS in order to complete these changes for random group finder:
-Rename "Normal" dungeon queue to "Story mode". (all the people of lesser skill have been screaming for ages for a modus where mechanics don't matter)
-Rename "Veteran" dungeon queue to "Normal" (for people who want to learn mechanics and apply them)
and then everything fits nicely !
(and the 3% skilled people that actually like a challenge go play Dark Souls =P)
HappyLittleTree wrote: »Prof_Bawbag wrote: »Strange people mention mechanics and it's just a case of others getting good. Stating people should be willing to learn. I've been in grps where mechanics were irrelevant because of the dps on show. There have even been people in those groups that have admitted they have no idea about most of the mechanics because the bosses are dead before those mechanics even come into play.
How is burning *** down asap learning dungeon mechanics?
Exactly so why make them even easier?
Here's something a guildmate said today in discord it's just genius:
Could you imagine in school or at work if you’re like “excuse me... I don’t think I’m good enough to get this degree... could you make it easier?”
“Sure! You’ll be a Doctor yet"
HappyLittleTree wrote: »ZOS has probably a bigger future vision for the game which they have to lay the foundation for, so for now i will watch their steps and enjoy the game^^
HappyLittleTree wrote: »ZOS has probably a bigger future vision for the game which they have to lay the foundation for, so for now i will watch their steps and enjoy the game^^
They have a very specific reason why they did it. I cannot tell you since we are under NDA but they arent doing it to negatively affect healers in any way.
The reason that I was given is the reason that many people in this thread had already suspected: Their metrics showed that the completion rates were too low.
Because Dark Souls is perceived as a "hardcore" game which is not. That game rewards preparation and intelligent playing well and punishes "yolo" actions hard. Since your average "gamer" loves to pull off "yolo" action, Dark Souls became the "hardcore game for hardcore gamers"-memeprofundidob16_ESO wrote: »Bottomline there is only 1 step left for ZOS in order to complete these changes for random group finder:
-Rename "Normal" dungeon queue to "Story mode". (all the people of lesser skill have been screaming for ages for a modus where mechanics don't matter)
-Rename "Veteran" dungeon queue to "Normal" (for people who want to learn mechanics and apply them)
and then everything fits nicely !
(and the 3% skilled people that actually like a challenge go play Dark Souls =P)
What is this obsession with dark souls? I havent even played that game because its single player. ESO and Dark souls are 2 very different games, please stop comparing them with each other.
Dagoth_Rac wrote: »I know the upcoming Trial in Elsweyr is going to have a Hard Mode for every boss, not just the final boss. Perhaps that is something ZOS intend to add to all DLC bosses, eventually? For now, they are toning down some of the PUG-Killer bosses as an immediate step, but these mechanics will one day come back as hard mode for that boss? Adding hard modes to each boss in all DLC Dungeons/Trials, not just the final boss, would be an interesting way to add a "third tier" to DLC Trials/Dungeons that uses existing game functionality.
Just put a "Scroll of Glorious Battle" before every boss. Then, casual players can play Normal, mid-tier players can play Veteran, and top-tier players can play Veteran Hard Mode. You could even mix and match hard mode and non-hard mode of different bosses within one instance based on group. Just don't read scroll if you realize this particular boss is just not going to happen on hard mode with current group, even if you do all the other bosses in hard mode.
The big problem with endgame group content right now is that Normal is too easy for 90% of players and Veteran is too hard for 90% of players. And requests that everyone just "git gud" are not realistic. Those requests basically come down to, "Why can't 100% of players be Top 10% players!?" There will always be players of varying skill. Exceptionally good, exceptionally bad, and everything in between.
ZOS need to figure out a way to make content appealing to a wider range of players. These latest changes are just shuffling around who it appeals to (i.e., from top-tier to mid-tier). But hopefully it is a first step.
Dagoth_Rac wrote: »I know the upcoming Trial in Elsweyr is going to have a Hard Mode for every boss, not just the final boss. Perhaps that is something ZOS intend to add to all DLC bosses, eventually? For now, they are toning down some of the PUG-Killer bosses as an immediate step, but these mechanics will one day come back as hard mode for that boss? Adding hard modes to each boss in all DLC Dungeons/Trials, not just the final boss, would be an interesting way to add a "third tier" to DLC Trials/Dungeons that uses existing game functionality.
Just put a "Scroll of Glorious Battle" before every boss. Then, casual players can play Normal, mid-tier players can play Veteran, and top-tier players can play Veteran Hard Mode. You could even mix and match hard mode and non-hard mode of different bosses within one instance based on group. Just don't read scroll if you realize this particular boss is just not going to happen on hard mode with current group, even if you do all the other bosses in hard mode.
The big problem with endgame group content right now is that Normal is too easy for 90% of players and Veteran is too hard for 90% of players. And requests that everyone just "git gud" are not realistic. Those requests basically come down to, "Why can't 100% of players be Top 10% players!?" There will always be players of varying skill. Exceptionally good, exceptionally bad, and everything in between.
ZOS need to figure out a way to make content appealing to a wider range of players. These latest changes are just shuffling around who it appeals to (i.e., from top-tier to mid-tier). But hopefully it is a first step.
Facefister wrote: »Dagoth_Rac wrote: »I know the upcoming Trial in Elsweyr is going to have a Hard Mode for every boss, not just the final boss. Perhaps that is something ZOS intend to add to all DLC bosses, eventually? For now, they are toning down some of the PUG-Killer bosses as an immediate step, but these mechanics will one day come back as hard mode for that boss? Adding hard modes to each boss in all DLC Dungeons/Trials, not just the final boss, would be an interesting way to add a "third tier" to DLC Trials/Dungeons that uses existing game functionality.
Just put a "Scroll of Glorious Battle" before every boss. Then, casual players can play Normal, mid-tier players can play Veteran, and top-tier players can play Veteran Hard Mode. You could even mix and match hard mode and non-hard mode of different bosses within one instance based on group. Just don't read scroll if you realize this particular boss is just not going to happen on hard mode with current group, even if you do all the other bosses in hard mode.
The big problem with endgame group content right now is that Normal is too easy for 90% of players and Veteran is too hard for 90% of players. And requests that everyone just "git gud" are not realistic. Those requests basically come down to, "Why can't 100% of players be Top 10% players!?" There will always be players of varying skill. Exceptionally good, exceptionally bad, and everything in between.
ZOS need to figure out a way to make content appealing to a wider range of players. These latest changes are just shuffling around who it appeals to (i.e., from top-tier to mid-tier). But hopefully it is a first step.
Or just introduce a third difficulty where you have a chance to golden jewelry.
Baltharuch wrote: »Can we get some developer notes or something? I'm really curious as to the reasoning behind removing mechanics and the rest of the nerfs. What's the goal they had in mind with this, other than the speculation in this thread?
goldenarcher1 wrote: »Baltharuch wrote: »Can we get some developer notes or something? I'm really curious as to the reasoning behind removing mechanics and the rest of the nerfs. What's the goal they had in mind with this, other than the speculation in this thread?
It's quite simple really.
How often do you see it in zone chat>"LFG pledges non-DLC"
Insta-wipe mechanics don't go down well with the majority of the player-base.
dlc dungeons nerfed???
GOOD!!!
but all the dlc dungeons need several more nerfs because dlc dungeons are too hard.
i am only referring to normal mode! dont change veteran and hard mode, or make it harder. i dont care. i dont do veteran content. i leave thta nonsense for the meta chasing alcast drone toxic elitists!
we filthy casuals want to play the dlc dungeon content just on normal and we want it vastly nerfed to be more accessible.
this will not have any negative effects on meta chasing alcast drone toxic elitists who just play veteran anyway.
SaintSubwayy wrote: »They have a very specific reason why they did it. I cannot tell you since we are under NDA but they arent doing it to negatively affect healers in any way. ....
well sounds very likely to be the CP nuke we're expecting to hit with elsweyr
Wifeaggro13 wrote: »SaintSubwayy wrote: »They have a very specific reason why they did it. I cannot tell you since we are under NDA but they arent doing it to negatively affect healers in any way. ....
well sounds very likely to be the CP nuke we're expecting to hit with elsweyr
the CP system should have been fixed and expanded upon years ago. but its not unlike ZOS to put in a good half finished system then back peddle on it because its easier to nerf it then complete it.