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.
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.
@SaintSubwayy do they intend to make known at a later date what this reasoning was, assuming you're allowed to even tell us that?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
I remember playing Doom 2 and having my behind handed to me in Nightmare mode. The max I could ever finish it in was Ultra Violence. I would have loved to finish it in Nightmare and God knows I tried till the heavens cried.
But I couldn't. To this day, decades later, I remember it with fondness.
Had id software nerfed the nightmare mode, it would have long been forgotten.
profundidob16_ESO wrote: »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"
And here's a genius reply from someone else today:
"If we're talking about doctors as in saving human lives out in the real world we have a valid need for them to be truly skilled and keep the bar high. But we're talking about people here playing a virtual game to pass their free time and simply have fun. Should we play all TV content in a mix of 6 different languages as well to make people do effort and increase their language skills ?"
Because of some entitled people who believe they should be able to complete every single piece of content in the game without actually working to improve at the game. Welcome to gaming in 2019.
KhajiitFelix wrote: »To make them possible for PvPers because they complain that they are too hard.
Because of some entitled people who believe they should be able to complete every single piece of content in the game without actually working to improve at the game. Welcome to gaming in 2019.
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.
As a aside, Hard Modes, in our view, are the space where we can challenge players that seek to push themselves to the limit in four-player content. With this in mind, we have no plans to make any changes to reduce that difficulty.
There is no other reason for these changes other than looking at numbers and making adjustments to get more players into and completing these encounters.
As a aside, Hard Modes, in our view, are the space where we can challenge players that seek to push themselves to the limit in four-player content. With this in mind, we have no plans to make any changes to reduce that difficulty.
As a aside, Hard Modes, in our view, are the space where we can challenge players that seek to push themselves to the limit in four-player content. With this in mind, we have no plans to make any changes to reduce that difficulty.
MLGProPlayer wrote: »What's the point of DLC dungeons if they don't have mechanics? Why would I buy them now?
There is no other reason for these changes other than looking at numbers and making adjustments to get more players into and completing these encounters. We will continue this process in the hopes of a better experience for all players.
Hey folks, we wanted to touch base to help explain some of the Dungeon difficulty adjustments in today’s patch and our reasoning behind them. The changes were first started during the Wrathstone update but just didn’t quite get finished in time. These changes were done as part of an evaluation of completion rates and drop off. We took a look at all of the Dungeon bosses and how often they were completed in relation to how often they were fought. We narrowed down several that seemed to be stumbling blocks for players and dungeons as a whole. From there we evaluated the bosses individually, auditing all of their abilities to see what was killing players and how each ability or add related to the fight’s overall difficulty.
There is no other reason for these changes other than looking at numbers and making adjustments to get more players into and completing these encounters. We will continue this process in the hopes of a better experience for all players. We appreciate that some players like the difficulty of encounters and we strive to maintain some of that while alleviating some of the break points. We hope this has cleared some things up for those players questioning the changes.
As a aside, Hard Modes, in our view, are the space where we can challenge players that seek to push themselves to the limit in four-player content. With this in mind, we have no plans to make any changes to reduce that difficulty.
You didn't buy them before.....so why does it matter? Your argument is invalid.MLGProPlayer wrote: »What's the point of DLC dungeons if they don't have mechanics? Why would I buy them now?