spartaxoxo wrote: »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.
You could work and improve all you wanted, it meant nothing if you didn't know the right people and had the exact right schedule.
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.
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.
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.
awesome, I really like this approach actually. helping vet have more accessibility for players that just want helms but leaving hm for players that want a challenge.
10 points for Gryffindor
It's laughable to think back of when White Gold Tower launched in 2015. I completed the dungeon on launch day, and since then there has been a lot of nerfs on the dungeon itself, plus a lot of champion points, new OP sets and stuff that's raised the DPS ceiling tremendously. And yet this dungeon needs a nerf three and a half years later.
If you aren't able to complete this dungeon, the content is not the problem. Not even remotely close.
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.
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.
KhajiitFelix wrote: »To make them possible for PvPers because they complain that they are too hard.
Almost every PvPer I know considers vet dungeons to be pretty easy or at least quite doable. In fact, I’ve met more PVEers that are worse at PvE than PvPers.
KhajiitFelix wrote: »To make them possible for PvPers because they complain that they are too hard.
Almost every PvPer I know considers vet dungeons to be pretty easy or at least quite doable. In fact, I’ve met more PVEers that are worse at PvE than PvPers.
On any given night in the PvP guild that I play with, we have members walking around in any number of skins, complete with Tic Toc Tormentor titles on, etc. They are also in some of the more “elite” trials guilds as well as our PvP guild. Some people are just good at the game.
@KhajiitFelix that's pretty funny accept most pvp players don't think those dungeons are hard and already have their sets from those places or from the golden.
KhajiitFelix wrote: »To make them possible for PvPers because they complain that they are too hard.
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!
Ffs dont be one of those peopleKhajiitFelix wrote: »To make them possible for PvPers because they complain that they are too hard.
There's a lot of damage reduction...and healers aren't needed in non-dlc maybe this is nail in coffin? ⚰️
Maybe this all planned for cp adjustment? I really don't understand though.