Maintenance for the week of September 15:
• [COMPLETE] Xbox: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• [COMPLETE] PlayStation®: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)

Why are they nerfing dungeons?

  • Rikumaru
    Rikumaru
    ✭✭✭✭✭
    spartaxoxo wrote: »
    Rikumaru 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.

    Sorry but that's completely untrue. You get to know people by learning the game, it literally happens naturally. You don't even need to go out of your way to communicate with people, often they chat with you, then add you and then you get to know some of their friends when you group up. And lets say for arguments sake, you couldn't do this. If you were determined enough, you could 100% find 3 other competent players out there to do said difficult dungeons. I literally have done this myself for D1 raids, finding 4 randoms to do hard mode with. As for the exact right schedule, what do you mean? You just need to take out, what a max of 1-2 hours to do said tasks? I wouldn't say that's a big commitment to have 1-2 hours of playtime at some point in a given week.
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • ezio45
    ezio45
    ✭✭✭✭✭
    ✭✭✭
    ZOS_Finn wrote: »
    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
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
    ✭✭✭✭✭
    ✭✭✭✭✭
    ZOS_Finn wrote: »
    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.

    Then hard modes should be expanded to be more the the last fight (apparently the plans for the next trial). In other words, what really really need are three tiers of difficulty. Pretty sure that has been suggested a few thousand times already. Haha
  • daemonios
    daemonios
    ✭✭✭✭✭
    ✭✭✭✭✭
    ezio45 wrote: »
    ZOS_Finn wrote: »
    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

    Cue players saying hard mode is too hard and please nerf now. That's basically what happened with vet already. ZOS took the original vet dungeons, which were entirely different encounters and mechanics than the normal version of the dungeon, and made "normal" modes for them nerfing the difficulty, and also the original normal dungeons and made vet versions of those simply packing more damage and hp. I was away for 2 years and when I came back was horrified to see what they did to the original dungeons. Not to mention that they never released the veteran versions of Arx Corinium, Blackheart Haven, Blessed Crucible, Direfrost Keep, Tempest Island, Selene's Web or Vaults of Madness. Guess they thought they couldn't charge players for those...
  • XxCaLxX
    XxCaLxX
    ✭✭✭✭✭
    Vildebill wrote: »
    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.

    I couldn’t agree more. You didnt even have to follow mechs on inhibitor boss anymore anyway. Two pretty good DPS can burn her before blue flames. They’re going the wrong way. Older content should be getting brought up to difficulty of new content instead of being nerfed.
  • Bevik
    Bevik
    ✭✭✭✭
    While one part of the nerfs are explained the other one might be hidden which is probably financial. A lot of people unsubscribe and buying worthy DLCs individually just to not run the dead long DLC dungeons as WGT and CoS especially with PUGs who can't complete a single dungeon and can't be arsed to learn the mechanics or the game overall. The game is being so PUG and casual friendly it's ruining the experienced players' game.

    I understand, it is all about numbers and statistics and had to be done as those dungeons are painful with PUGs and ignorant players. All the long dungeons must be nerfed atleast the normal versions, who is running Veteran and Hard Mode contents they know what they signed up for.
  • coj901
    coj901
    ✭✭✭
    This is good. I hate being forced to PvE for undaunted. If you want a challenge go PvP.
  • Jhalin
    Jhalin
    ✭✭✭✭✭
    ✭✭✭✭
    coj901 wrote: »
    This is good. I hate being forced to PvE for undaunted. If you want a challenge go PvP.

    PvP isn’t a challenge it’s just annoying
  • DeadlyRecluse
    DeadlyRecluse
    ✭✭✭✭✭
    ✭✭✭✭
    Meh.

    I'm okay with older dungeon content becoming more and more accessible over time.

    Planar inhibitor was a cool fight, though.
    Thrice Empress, Forever Scrub
  • TheBonesXXX
    TheBonesXXX
    ✭✭✭✭✭
    To make them possible for PvPers because they complain that they are too hard.

    Correction, so I can do it once get the gear and leave. Then I can kill people with it.

  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Because the specific fights they nerfed have too low of a completion ratio.

    People may dislike the move, but that's the likely reason.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Mr_Walker
    Mr_Walker
    ✭✭✭✭✭
    ✭✭✭✭
    Rikumaru 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 do realise that when you start to get a ping around the 400 mark, all those "easy to follow" mechanics become "you have to be exceptionally quick to avoid" mechanics, right?

  • Kotusha
    Kotusha
    ✭✭✭
    ZOS_Finn wrote: »
    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.

    Thank you!
  • XxCaLxX
    XxCaLxX
    ✭✭✭✭✭
    just make any future dlc dungeons with a hard mode option for every boss. If completing every boss in a dungeon on hard mode you’ll get double gear drops at the end plus double motifs for that dungeons when motifs are realeased. Also if that dungeon is a pledge give 3-4 keys for doing every boss on hard mode.

  • MajBludd
    MajBludd
    ✭✭✭✭✭
    ✭✭
    @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.
  • Smitch_59
    Smitch_59
    ✭✭✭✭✭
    Good news! Nerf all the dungeons, I say! If there was a difficulty slider for ESO, I'd be playing on easy!
    By Azura, by Azura, by Azura!
  • gamergirldk
    gamergirldk
    ✭✭✭✭
    I am also one of the ppl that avoid dlc vet..i like to use the lfg. And dlc vet is always an epic fail. Every dungons have atleast 1 pug killer boss.
    its just to hard to pug em im a avrage 30k-dps.
    Ppl (pug) have no patience for wipes so if u dont have a strong friend group and guild to learn fights with its fail on fail and ppl leave..
    i like the newer dlc dungons i would do them more now from lfg finder knowing its not just a massive wipe fest from the start.
    I am for a hm version on all bosses not just the last.
  • ccfeeling
    ccfeeling
    ✭✭✭✭✭
    ✭✭
    Is this the DLC dungeons nerfing phase 1 ?
  • MaxJrFTW
    MaxJrFTW
    ✭✭✭✭✭
    ✭✭
    Making easy dungeons even easier. I've said it before and i'll say it again, ESO has the most casual player base of any online game.

    Catering to the casuals killed WoW. Obviously these people didn't learn the lesson.
    "I don't know you, and I don't care to know you."
    ―Ulrich Leland, 3E 433
  • Raammzzaa
    Raammzzaa
    ✭✭✭✭✭
    Urvoth 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.
  • MaxJrFTW
    MaxJrFTW
    ✭✭✭✭✭
    ✭✭
    Raammzzaa wrote: »
    Urvoth 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.

    That guy was trolling. The average pvper is a lot more skilled than the average pver. Simply due to the fact that pvp takes a lot more skill than pve, which is just scripted encounters.
    "I don't know you, and I don't care to know you."
    ―Ulrich Leland, 3E 433
  • MythrialDrow
    MythrialDrow
    ✭✭✭
    This is great , people who have paid for the content may be able to have a chance now. There is no need for the “git gud” elite guilds to shout their mouths of at the mere mortals. By the way I have completed nearly all dungeons HM including DLC. Live and let live it’s a game. Everyone should be able to enjoy this beautiful masterpiece.
  • KhajiitFelix
    KhajiitFelix
    ✭✭✭✭✭
    MajBludd wrote: »
    @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.

    Another PvPer that thinks he is a god.
  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    To make them possible for PvPers because they complain that they are too hard.

    I hope this a joke . The average pvper has a better chance at picking up pve mechanics than the average pver. It’s the casual pve players that complain about dungeons, pvp players end up in bis gear no matter how hard a dungeon is.

  • D0PAMINE
    D0PAMINE
    ✭✭✭✭✭
    ✭✭
    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!

    Incorrect. Those high level elitest players write guides, make videos and run players through all the time.
  • Thevampirenight
    Thevampirenight
    ✭✭✭✭✭
    ✭✭
    Well point is if they keep it as it is, and only make harder and hrader content that more players can't be able to do . No one will bother buying the dlc dungeons. They would avoid them and then only the hard core players would play them. 100% of that content should be doable by every single player in the game. Maybe not at launch no, this gives those hard core elitists a chance of having a challenge. But at some point as the game progresses through new content they have to give everyone else a chance. Random Queues, I don't think many will queue up for vet content they cannot do. The mechanics in some of them from what I understand are extremely harsh. So they have to go through cycles here.


    New Content only the best and most prepared can do it. When its old content everyone should be able to do it. I am against skin selling for one simple reason. Players are charging so much gold for this. I am i against this.
    Why? Because players payed real money and sometimes they use ingame currrency to buy the content from someone who bought the content for them in trade for in game currency. Right now on Pc Na, going 200 gold per crown. A typical dungeon dlc would cost 300,000 gold. Now, with these skin runs or dungeon runs. 8mill gold to run through would be 40,000 crowns x 200. Estimating it, it would be close to 400 dollars. 99.99 dollars x 4 would be around 400$ worth in crown to gold ratio to be able to even have a chance of getting into a group for a skin run. I am sure some will force you to play a certain race, build, item sets and class as well to do the content. That would mean some of the gear might require you to do difficult content that you would not even be able to do without gear from the dlc content, which is to difficult for most to be even able to complete. So yeah this is a problem and this is why they need to nerf old content so players don't get extorted out of 400$ worth of crowns or in gold 8 million. Some even require 10 mil gold for gear. To even have a chance at the content most would have to sell a lot of things or buy and sell crowns to even have a chance and that is like 90% more then the content is worth realistically. People should be able to pay base cost of 300,000 gold or 1500 crowns period and no more on this. not 400$ worth of gold just for a chance for a skin.

    This is like say for example you buy a car with 200 euros, but then are told to be able to use your car you must pay 8 million dollars just to get the key to start said car. This is a funny example but basically what this is in the game. You bought the car but to get the key you have to pay in a different currency or same currency if you bought from a player who gifted the content to you for the cars 8 million dollar key the key would be very good players who can run you through it to get the skin. So basically the key to getting the content that is unlocked by achievements would be for the most part locked behind buy to get the content you payed for. To me that is ridiculous and I think most would agree if this was happening in real life not many would go for it.
    Edited by Thevampirenight on March 5, 2019 6:17AM
    PC NA
    Please add Fangs to Vampires.
  • TiaFrye
    TiaFrye
    ✭✭✭✭✭
    Maybe you all finally stop blaming casuals at any given oppotrunity? Half of casuals don't do DLC or vetDLC not because they can't but because they couldn't be botheted with it. We have other priorities, we're having a break from IRL in this game. I'd rather go and explore or decorate a house than spend my evening with usually toxic folks who's expecting me to understand them thelepatically. I do like some challenge, but only with friends. And after doing some DLC dungeons with friends I can say that no nerf will save a dungeon that is tiresome. There is only few fun ones, that I be glad to re-run, but that's it.
    Edited by TiaFrye on March 5, 2019 5:57AM
  • OgreShlong
    To make them possible for PvPers because they complain that they are too hard.
    Ffs dont be one of those people
  • D0PAMINE
    D0PAMINE
    ✭✭✭✭✭
    ✭✭
    Tasear wrote: »
    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.

    We still have healers being blamed for scripted one shots for a mechanic failed by the group in this game.
  • GarnetFire17
    GarnetFire17
    ✭✭✭✭
    They are focusing on hard modes as the challenging content especially the newer ones. There have been players that have have tried for a year or more to do some of these vet DLC dungeons not even in HM and gave up. Now they might actually try again.
Sign In or Register to comment.