MLGProPlayer wrote: »Very good. Maybe this will get more players involved. The small minority of players who run more difficult content have a blind spot for the average ESO player. I do not. I'm married to one, and have friends who also fall into the casual category. The average player does not want to be challenged beyond their limits, and they don't want to make this game a life goal. Accessibility matters, and this sort of thing is a step in the right direction. Hard mode isn't being nerfed, and there's no need to be snide about the skill level of players who just want to have fun. Sad, really, that any of that even needs to be said.
Accessibility was always there. It was called normal mode. Vet was supposed to be for those looking for a challenge.
True. ZoS nerfing dungeons is like you getting a participation trophy... Useless, and rewards laziness...
"Why are they nerfing dungeons?"
DLC dungeons are waste of money. Unles they make them immensly popular....somehow, motifs, gear and all other rewards as "encouragement" failed miserably, no one wants to play them no matter what devs do and how much rewards they shower players with. And now shoving main STORY into them....is a big fail on ZOSs part.
"Just some stats from PS4 trophies.
4.5% of all ESO PS4 players have cleared all DC base game group dungeons, 4.4% for AD and EP group dungeons at least on normal.
2.6% have cleared Mazzatun and 2.4% have completed Cradle of Shadows at least on normal difficulty.
1.6% have completed Bloodroot Forge and the same number have completed Falkreath Hold on at least normal difficulty.
1.4% have cleared Scalecaller and the same number have cleared Fang Lair on at least normal difficulty.
0.7% have cleared March of Sacrifices on at least normal, and 0.6% have cleared MHK on at least normal difficulty.
When you start looking at the completion rates for both dungeons on veteran in each pack, you’re at 0.5% for Shadows of the Hist, 0.2% for Horns of the Reach and Dragon Bones, and 0.1% for Wolfhunter."
I believe those stats are from all players...not only ESO players...at least on XB that is the case...
profundidob16_ESO wrote: »@ZOS_Finn
Finn,
I cannot tell the number of veteran random pug groups I've tried to guide through some dungeons only to find out they not only were clueless on mechanics but simply did not even meet the absolute minimum dps. But what really strikes me is hearing that same answer over and over again from these players that were clearly in no way ready for veteran:
"I'm sorry, I'm only here for the monster set. I never play dungeons, only pvp but I need this monster set and it only drops in veteran..."
I never thought I would say this but perhaps it's time to make monster sets drop in normal too, in order to avoid this. The old argument of "Let's keep the monster sets locked behind at least some skill left in the game for God's sake..." seems no longer valid.
After all they can get the shoulders by doing normal pledges, why make those people ruin veteran random group experiences by denying them monster heads to drop in the normal version, which obviously suits them 10 times better ?
At the same time the hardmodes should be more beneficial as well. Hardmode should give the shoulders as well because no one runs dlc for keys.
Zos is a business. Dungeon dlc is currently a big part of the content produced, two new packs each year. And the majority of players don’t even want them. If they weren’t included in ESO+, the situation would be even worse. Games don’t fail from making their content accessible. It’s exactly the opposite. Someone at zos is smart enough to look at the sales and player stats for these dungeons and make some (very small, very blown out of proportion in this thread) changes.
"Why are they nerfing dungeons?"
DLC dungeons are waste of money. Unles they make them immensly popular....somehow, motifs, gear and all other rewards as "encouragement" failed miserably, no one wants to play them no matter what devs do and how much rewards they shower players with. And now shoving main STORY into them....is a big fail on ZOSs part.
"Just some stats from PS4 trophies.
4.5% of all ESO PS4 players have cleared all DC base game group dungeons, 4.4% for AD and EP group dungeons at least on normal.
2.6% have cleared Mazzatun and 2.4% have completed Cradle of Shadows at least on normal difficulty.
1.6% have completed Bloodroot Forge and the same number have completed Falkreath Hold on at least normal difficulty.
1.4% have cleared Scalecaller and the same number have cleared Fang Lair on at least normal difficulty.
0.7% have cleared March of Sacrifices on at least normal, and 0.6% have cleared MHK on at least normal difficulty.
When you start looking at the completion rates for both dungeons on veteran in each pack, you’re at 0.5% for Shadows of the Hist, 0.2% for Horns of the Reach and Dragon Bones, and 0.1% for Wolfhunter."
@MikaHR What percentage of the people have achievements such as "Shadows of the Hist Explorer"? That's the one where you get the loyalty reward personality just for porting into the dungeon. I think those are better baselines--that's the number of people who have access to the DLC and have bothered to at least set foot inside to get the free collectible. Kinda curious how the clearance rates for each DLC compares to the access rate of that DLC.
MLGProPlayer wrote: »Very good. Maybe this will get more players involved. The small minority of players who run more difficult content have a blind spot for the average ESO player. I do not. I'm married to one, and have friends who also fall into the casual category. The average player does not want to be challenged beyond their limits, and they don't want to make this game a life goal. Accessibility matters, and this sort of thing is a step in the right direction. Hard mode isn't being nerfed, and there's no need to be snide about the skill level of players who just want to have fun. Sad, really, that any of that even needs to be said.
Accessibility was always there. It was called normal mode. Vet was supposed to be for those looking for a challenge.
True. ZoS nerfing dungeons is like you getting a participation trophy... Useless, and rewards laziness...
If you want a real trophy, go win some real trophies...in real world.
Someone playing computer games talking about "participation trophies", "uselessness" and "laziness"....
"Why are they nerfing dungeons?"
DLC dungeons are waste of money. Unles they make them immensly popular....somehow, motifs, gear and all other rewards as "encouragement" failed miserably, no one wants to play them no matter what devs do and how much rewards they shower players with. And now shoving main STORY into them....is a big fail on ZOSs part.
"Just some stats from PS4 trophies.
4.5% of all ESO PS4 players have cleared all DC base game group dungeons, 4.4% for AD and EP group dungeons at least on normal.
2.6% have cleared Mazzatun and 2.4% have completed Cradle of Shadows at least on normal difficulty.
1.6% have completed Bloodroot Forge and the same number have completed Falkreath Hold on at least normal difficulty.
1.4% have cleared Scalecaller and the same number have cleared Fang Lair on at least normal difficulty.
0.7% have cleared March of Sacrifices on at least normal, and 0.6% have cleared MHK on at least normal difficulty.
When you start looking at the completion rates for both dungeons on veteran in each pack, you’re at 0.5% for Shadows of the Hist, 0.2% for Horns of the Reach and Dragon Bones, and 0.1% for Wolfhunter."
"Why are they nerfing dungeons?"
DLC dungeons are waste of money. Unles they make them immensly popular....somehow, motifs, gear and all other rewards as "encouragement" failed miserably, no one wants to play them no matter what devs do and how much rewards they shower players with. And now shoving main STORY into them....is a big fail on ZOSs part.
"Just some stats from PS4 trophies.
4.5% of all ESO PS4 players have cleared all DC base game group dungeons, 4.4% for AD and EP group dungeons at least on normal.
2.6% have cleared Mazzatun and 2.4% have completed Cradle of Shadows at least on normal difficulty.
1.6% have completed Bloodroot Forge and the same number have completed Falkreath Hold on at least normal difficulty.
1.4% have cleared Scalecaller and the same number have cleared Fang Lair on at least normal difficulty.
0.7% have cleared March of Sacrifices on at least normal, and 0.6% have cleared MHK on at least normal difficulty.
When you start looking at the completion rates for both dungeons on veteran in each pack, you’re at 0.5% for Shadows of the Hist, 0.2% for Horns of the Reach and Dragon Bones, and 0.1% for Wolfhunter."
@MikaHR What percentage of the people have achievements such as "Shadows of the Hist Explorer"? That's the one where you get the loyalty reward personality just for porting into the dungeon. I think those are better baselines--that's the number of people who have access to the DLC and have bothered to at least set foot inside to get the free collectible. Kinda curious how the clearance rates for each DLC compares to the access rate of that DLC.
This isn't a PS4 Trophy, so we can't see this percentage. But if i read it correctly only 17% even reached level 50. So it isn't surprising that the completion percentage is that low. But it looks like only ZOS has relevant data to know this..
MLGProPlayer wrote: »Very good. Maybe this will get more players involved. The small minority of players who run more difficult content have a blind spot for the average ESO player. I do not. I'm married to one, and have friends who also fall into the casual category. The average player does not want to be challenged beyond their limits, and they don't want to make this game a life goal. Accessibility matters, and this sort of thing is a step in the right direction. Hard mode isn't being nerfed, and there's no need to be snide about the skill level of players who just want to have fun. Sad, really, that any of that even needs to be said.
Accessibility was always there. It was called normal mode. Vet was supposed to be for those looking for a challenge.
True. ZoS nerfing dungeons is like you getting a participation trophy... Useless, and rewards laziness...
If you want a real trophy, go win some real trophies...in real world.
Someone playing computer games talking about "participation trophies", "uselessness" and "laziness"....
Whats the point of achievements then? Why people play this kind of games? I do it for the achievement, and when that achievement lose value, i feel bad because i tried so hard to earn that achievement.
I wanted to show the "nerfing" example of that in real life by talking about participation trophies. This game already has that, you get free stuff just by porting in anyway...
kylewwefan wrote: »I can’t wait for this on console. You know I Pug a lot. DLC dungeons come up and you see that blue portal of despair....
For awhile now, I’ve been thinking that hardmode scroll should be at the beginning of the dungeon and not the end. Thank you for clearing up that will never happen.
And after sifting through 6 pages of bull *** found some green writing that wasn’t just “ comments been removed to blah blah blah.
Good Job Finn. And thank you.
MartiniDaniels wrote: »Honestly saying I don't see how all that will help not-so-experienced people in any way. I mean if you managed to get to vVelidreth, you already have enough skill/dps to complete her mechanics and so on. Nerf to Gladobthar is just an insult. I mean without stone atro and with nerfed shalks it's just easy-peasy even for group with 15k dps. But that group still won't complete final boss.
So changes look like pointless making it easier and more boring for seasoned players but won't helping much to newbies/potatoes.
All this does is make it boring for the endgame player. Everybody is very quick to point at the low completion rates for dlc as justification for these nerfs but why is it ok to kill my enjoyment of the game just because I'm in a minority? It's not ok to nerf my fun, and other people's just because there aren't that many of us.
How much effort do they really put in to keep their endgame players playing this game? I can't keep subbing to something that's going to get boring. And it is going to get boring if the game keeps going this way.
MLGProPlayer wrote: »Very good. Maybe this will get more players involved. The small minority of players who run more difficult content have a blind spot for the average ESO player. I do not. I'm married to one, and have friends who also fall into the casual category. The average player does not want to be challenged beyond their limits, and they don't want to make this game a life goal. Accessibility matters, and this sort of thing is a step in the right direction. Hard mode isn't being nerfed, and there's no need to be snide about the skill level of players who just want to have fun. Sad, really, that any of that even needs to be said.
Accessibility was always there. It was called normal mode. Vet was supposed to be for those looking for a challenge.
True. ZoS nerfing dungeons is like you getting a participation trophy... Useless, and rewards laziness...
If you want a real trophy, go win some real trophies...in real world.
Someone playing computer games talking about "participation trophies", "uselessness" and "laziness"....
profundidob16_ESO wrote: »
All this does is make it boring for the endgame player. Everybody is very quick to point at the low completion rates for dlc as justification for these nerfs but why is it ok to kill my enjoyment of the game just because I'm in a minority? It's not ok to nerf my fun, and other people's just because there aren't that many of us.
How much effort do they really put in to keep their endgame players playing this game? I can't keep subbing to something that's going to get boring. And it is going to get boring if the game keeps going this way.
Have you cleared HM in all DLC dungeons before getting bored ? Have you gotten challenger achievement in all DLC ?
You will be fine, trust me.
Swen_von_Walhallion wrote: »KhajiitFelix wrote: »To make them possible for PvPers because they complain that they are too hard.
PhAhAHAhAhA
git gud dude,
vet DLC hm dungeons are EZ for true skilled PvPers, we have the reflexes, we have the superior animation canceling, and we don`t need 40k dummy dps to "Think that" we are able to complete some content.
And yeah we dont need healers, just because we keep our selfhealing and shields up 24/7 because this is what GOOD player should do.
problem with skilled PvP palyers they have nearly 0 DPS comapred to skiled PvE players. And get two skilled PvP players as Dd when i play tank is pain even in easy non DLC dung, bc with low DPS its sooo long and soooboring
Yeah PvP players seem to be bringing interesting attitude of late that pve players aren't skilled and all we do is play with test dummy, but I honestly see hardly any team tactics in cydrolli. Hell the sieges which could of use real teamwork but...
As someone who spent a while failing to get through the Planar Inhibitor, I can understand these changes. I am in favour of anything that makes more people WANT to play the DLC content.
However, these changes highlight a fundamental issue with ZOS's dungeon design. There is no space for learning.
In normal mode, there are no mechanics if you have sufficient DPS - see the DoM's King Narilmor and/or the Symphony of Blades. If you have the dps, none of the mechanics that appear in vet ever take place, so it is impossible to learn them.
For me, understanding the mechanics and learning how to defeat them is what makes a dungeon challenging and fun, whatever your level. You cannot do this on normal as dps trumps the mechanics every time. This has an impact on vet versions as it's only here that players encounter these mechanics for the first time and this reveals the issue ZOS has with their dungeon design.
The fundamental issue ZOS have designed themselves into is that the only way to understand and learn a dungeon's mechanics is to jump straight into vet and there is NO difference between vet and vet HM until the final boss. So the Planar Inhibitor, like Galchobar is identical for everyone. And a short time after release everyone is just supposed to KNOW how they work and how to defeat them. Which makes it pretty unforgiving for players new to the dungeon (however experienced they might be).
The only effective way to deal with this in the short term is to nerf the non-final bosses (and non-HM final bosses), making vet mode easier, thus creating an environment where the mechanics are visible, but not catastrophically fatal. The fact that this is what normal mode SHOULD be is immaterial. The longer term solution will be to either make groups choose between vet and vet HM much earlier in the dungeon, or to give each boss their own, individual HM version.
TL:DR it should be easier to learn the mechanics, but still challenging to do them on HM. That's the way to get more players into the DLC content. Which is what we all want.
NordSwordnBoard wrote: »Oh boy, a few days ago I pugged as a tank on random vet - they couldn't beat Bloodspawn. I was saying in chat how the boss is the original target dummy, used to check a player's dps. In other words, about 15k group dps will beat it.
I left after the roof caved in three times. I still don't want dungeon content to get easier, I want the players to adapt and evolve.
BennyButton wrote: »@ZOS_Finn
I know that this is something that is released on PSN and XBOX as trophies or achievements (showing the percentage of people who complete certain things), but I feel like it would be nice to see the completion numbers for PC-NA/EU to help us make sense of the changes you are making and no doubt will continue to make.
Since you have indicated that you yourself have seen these numbers and based your decisions on it, I feel like it's not super difficult to display in some capacity.