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.
There is no other reason for these changes other than looking at numbers and making adjustments (...)
We will continue this process in the hopes of a better experience for all players.
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.
These encounters were also stopping groups in normal mode, so would it have been possible to just disable those mechanics for normal mode dlc dungeons but keep them in place for the vet versions for the players who wanted to push themselves throughout the entire dungeon? I agree that those mechanics were a bit much for normal modes, but veteran content is supposed to be more difficult.
frozzzen101 wrote: »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.
Does that mean that HM Velidreth is unaffected with those changes?
Merlin13KAGL wrote: »@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’m going to preface my next comment by saying I’m a huge, huge fan of this game and have been extremely pleased with all new content for some time now. But this, this is a bonehead move. PVE endgame outside of trials was just eliminated. What? We can still do hard mode on the final boss? So everything to that point is cake and then we read the scroll and flip on insanely hard mode? Come on! You guys are going to have to do more work on this. The great disparity between normal and veteran modes has long been an issue. So you’re introducing another disparity within veteran mode? The game finally gets it right with dungeons that require tanking and healing and now what? It’s just four dps facerolling these things again? Eliminating a difficulty tier was not what was called for. Posts in these forums have asked for more, not less difficulty levels. There have been many, many requests for a difficulty level between normal and veteran, and a story mode. I refuse to believe that is some kind of mission impossible for you guys. You’ll spend who knows how much effort changing things that absolutely nobody asked for, like racial passives, and then when it comes to important endgame content you come up with a quick fix? And it’s another nerf? You’re really giving ammunition to the forums here.
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. [...]
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.
I’m going to preface my next comment by saying I’m a huge, huge fan of this game and have been extremely pleased with all new content for some time now. But this, this is a bonehead move. PVE endgame outside of trials was just eliminated. What? We can still do hard mode on the final boss? So everything to that point is cake and then we read the scroll and flip on insanely hard mode? Come on! You guys are going to have to do more work on this. The great disparity between normal and veteran modes has long been an issue. So you’re introducing another disparity within veteran mode? The game finally gets it right with dungeons that require tanking and healing and now what? It’s just four dps facerolling these things again? Eliminating a difficulty tier was not what was called for. Posts in these forums have asked for more, not less difficulty levels. There have been many, many requests for a difficulty level between normal and veteran, and a story mode. I refuse to believe that is some kind of mission impossible for you guys. You’ll spend who knows how much effort changing things that absolutely nobody asked for, like racial passives, and then when it comes to important endgame content you come up with a quick fix? And it’s another nerf? You’re really giving ammunition to the forums here.
That's what newer DLC dungeons are for.
KhajiitFelix wrote: »To make them possible for PvPers because they complain that they are too hard.
I’m going to preface my next comment by saying I’m a huge, huge fan of this game and have been extremely pleased with all new content for some time now. But this, this is a bonehead move. PVE endgame outside of trials was just eliminated. What? We can still do hard mode on the final boss? So everything to that point is cake and then we read the scroll and flip on insanely hard mode? Come on! You guys are going to have to do more work on this. The great disparity between normal and veteran modes has long been an issue. So you’re introducing another disparity within veteran mode? The game finally gets it right with dungeons that require tanking and healing and now what? It’s just four dps facerolling these things again? Eliminating a difficulty tier was not what was called for. Posts in these forums have asked for more, not less difficulty levels. There have been many, many requests for a difficulty level between normal and veteran, and a story mode. I refuse to believe that is some kind of mission impossible for you guys. You’ll spend who knows how much effort changing things that absolutely nobody asked for, like racial passives, and then when it comes to important endgame content you come up with a quick fix? And it’s another nerf? You’re really giving ammunition to the forums here.
That's what newer DLC dungeons are for.
The game just got smaller. Is that desirable? It got bigger for some people. But, smaller for that small percentage of people that have been alluded to as some kind of elitist minority. I’m no elitist. I’m just a guy that’s played and subbed since day one. Why should my game get smaller? The goal should be to make everybody’s game bigger. One of the developers stated above there was no plan to revisit older dungeons. Why on earth not? All the work that went into those? Why would you not want to get more replay value by adding more difficulty levels to them? Possibly even more mechanics that “everybody” hates. Games continually struggle with replay value. Adding replay value to all dungeons no matter what skill or experience level players are concerned seems like a no brainer to me.
MLGProPlayer wrote: »What's the point of DLC dungeons if they don't have mechanics? Why would I buy them now?
luizpaulom17 wrote: »I’m going to preface my next comment by saying I’m a huge, huge fan of this game and have been extremely pleased with all new content for some time now. But this, this is a bonehead move. PVE endgame outside of trials was just eliminated. What? We can still do hard mode on the final boss? So everything to that point is cake and then we read the scroll and flip on insanely hard mode? Come on! You guys are going to have to do more work on this. The great disparity between normal and veteran modes has long been an issue. So you’re introducing another disparity within veteran mode? The game finally gets it right with dungeons that require tanking and healing and now what? It’s just four dps facerolling these things again? Eliminating a difficulty tier was not what was called for. Posts in these forums have asked for more, not less difficulty levels. There have been many, many requests for a difficulty level between normal and veteran, and a story mode. I refuse to believe that is some kind of mission impossible for you guys. You’ll spend who knows how much effort changing things that absolutely nobody asked for, like racial passives, and then when it comes to important endgame content you come up with a quick fix? And it’s another nerf? You’re really giving ammunition to the forums here.
That's what newer DLC dungeons are for.
The game just got smaller. Is that desirable? It got bigger for some people. But, smaller for that small percentage of people that have been alluded to as some kind of elitist minority. I’m no elitist. I’m just a guy that’s played and subbed since day one. Why should my game get smaller? The goal should be to make everybody’s game bigger. One of the developers stated above there was no plan to revisit older dungeons. Why on earth not? All the work that went into those? Why would you not want to get more replay value by adding more difficulty levels to them? Possibly even more mechanics that “everybody” hates. Games continually struggle with replay value. Adding replay value to all dungeons no matter what skill or experience level players are concerned seems like a no brainer to me.
M8, U talk about elitism when there is no eleitism here... U just have to learn how to play the game to do thoses Dgs... I play with 250 ping, like all other brazilians and people here still can beat all content with no big problems... U just salty cause U dont really want to train your rotation, learn mechanics and get good like everyone else... There is almost no elitism in ESO, people will take U to anythin if U can beat more than 30k, different to Wow where there is a Dps Ladder and people will kick U if U are down on the dps race, even when U are just having a bad day or ping issues... That is real elitism!
Your world is only small while U decide to keep yourself in your bubble and pretending that the game should be like U want and not that U need to get better at it!
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.
These encounters were also stopping groups in normal mode, so would it have been possible to just disable those mechanics for normal mode dlc dungeons but keep them in place for the vet versions for the players who wanted to push themselves throughout the entire dungeon? I agree that those mechanics were a bit much for normal modes, but veteran content is supposed to be more difficult.
Some of these changes also affected Normal modes. We continue to evaluate the Normal modes as well.
@Tyrion87 We have no plans to go back and retroactively make older content more difficult.frozzzen101 wrote: »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.
Does that mean that HM Velidreth is unaffected with those changes?
Some of the overall ability changes to Veteran would affect Hard Mode but not overly so.
Remind me how the game is balanced around pro, or "elitist" as many people throw around without even knowing what it means.
To me it just seems this is catering to the lowest common denominator, great stuff zos...
I'm sure these "new players" will now be able to complete the content if you make it so easy you can just switch off your brain.
Emma_Overload wrote: »Finally ZOS is doing something to make DLC relevant to the masses.
Keep the nerfs coming until all these DLC are puggable... then they will be worth buying!
There is no other reason for these changes other than looking at numbers and making adjustments (...)
Sadly, but by looking at numbers regardless of context, you've deprived several dungeons of their only hard moments. For example White-Gold Tower. Now it will be soloable on normal difficulty.We will continue this process in the hopes of a better experience for all players.
But do we really need this? We are on nerf rush since Murkmire. Maybe it's enough?
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!