"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."
The only semi meaninful information would be normal/vet completion, you cant possibly know how many people have access to it (everyone with ESO+ have access, yet small number actually accessed it).
But then again, that would assume that everyone that completed normal is interested in doing/completing vet.
Yes, normal/vet completion is the only meaningful information. But access is the context by which that information is viewed.
When the data says that 2.6% of people have completed nRoM, that's 2.6% of people who have ever touched the game on that platform. That includes people who quit the game long before Hist was even released. That's the default context. Which is pretty damn worthless. Access rate provides a better context.
No its not, and unless ZOS gives you access data, youre out of luck.
The meaninful data is latest DLC dungeon vs base game dungeons. The rate is ABBYSMAL and showing SHARP falloff, and keeping in mind that newer dungeons cost more and more to make and they are not paying off. And keep in mind we are comaring ALL base game dungeons against a single dungeon DLC, comparing individual base game dungeons would prove to be even worse bet for DLC dungeons. Or comparing all base game dungeons with ALL DLC dungeons combined (which would end up as 4.5% vs 0.1%)Splattercat_83 wrote: »Thevampirenight wrote: »And allow Casuels a chance of getting the personalities and skins.
That right there is the problem. A skin is a sign of the players skill, thats what makes them worth anything. Some of them are straight up butt ugly and the only reason to wear them would be to show that Ive put in the work. Every Tom, ***, and Harry would be walking around with one on, whats so special in that?
How about we go back to the old days where if you wanted the skin, you had to "git good" Is that to much to ask?
How about ZOS stops wasting a lot of money on making something that barely anyone buys/plays....like DLC dungeons alltogether? Seems you prefer that. Then you can walk in your "special" ugly costume and cry about it all you want.
They have to sell motifs/outfit styles in cash shop, thats how badly these DLC dungeons are faring, so instead letting people play content they make,"special" rewards go straight to cash shop. How "special" do you feel now?
[snip]I am curious too, but not keen on discussing pretty meningless data (and data you mention is pretty meningless, you can have all kinds of data and keep reaching to make it look meaningful, but it wont make it any less meaningless).
As i said, if you procure any more meaninful data from ZOS, you are welcome to present and discuss it.
"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.
Or maybe stop making PvP players grind PvE for best PvP gear?
As i said before, monster sets should ONLY work in dungeons/trials (instanced content) and be like any other 2 piece bonus in anything that is NOT dungeon/trial (same as 3 piece trial sets....which should be extended to 5 pieces bonus as well)
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.
Let me preface what i'm about to say with a little story. When ZOS first introduced monster helms forever ago, I felt that as a player I would never get them, ever. They were cool, interesting looking, but I accepted that at my skill level I would never see them. My first few times in the v2 dungeons didn't help much but since then, after having switched from dps to tank, getting comfortable in vet dungeons, even making the step from vet dungeons to vet trials as a healer off a vFH HM pug, now I can comfortably complete that end game content on any role and enjoy it. I wouldn't have been able to if the difficulty of the content was pushed more and more into a wall, with incredibly easy normal mode, watered down vet, then the sudden spike.
I honestly feel a part of the problem is that most of the game is so easy that players are never put in the position to improve themselves, they see what they do is passable for overland content and believe there is nothing more they can learn or do to improve, and when facing a challenging boss that only requires proper kill order feel that is impossible to beat. To those of you who weren't here before the first fighters guild quest line boss, Doshia, at release she was a challenge. If you didn't know how to kill a harvester you weren't going to have a good time. But since the fight was long, and only really ended when you showed you had learned how to kill one, after beating her I haven't had issues with harvesters ever since.
The game lacks that now, and these nerfs simply remove chances for players to learn things and improve themselves. It's not that I feel entitled to my achievements, but that if players refuse to even try to learn, try to improve, future content will be watered down more and more, leaving people who actually enjoy engaging fights with nothing while vet mode is nerfed to be in line with normal.
We recently removed a handful of unnecessary and off topic comments from this thread. Please ensure that the discussion remains civil, constructive, and free of insults or personal attacks. Thank you for your understanding.
ruikkarikun wrote: »We recently removed a handful of unnecessary and off topic comments from this thread. Please ensure that the discussion remains civil, constructive, and free of insults or personal attacks. Thank you for your understanding.
Thank you. Please listen less to 1-3% elitists who has static groups and perfect gear and 24/7 who can close any hard mode.
For the rest, try to close this veteran (not even HM) with dungeon finder or zone seeking. If you don't have static group you will feel how hard it is. I always wonder, just go and try it with pugs, because it's an a majority of the game, and you elitists are more more less.
I play from Asia with around 350+ ping with frequent lag and these elitist hardcore pros will never know our pain.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?
GarnetFire17 wrote: »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.
Not only that, they provide third party websites and databases, and mods.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!
Incorrect. Those high level elitest players write guides, make videos and run players through all the time.
Not to mention that there are major issues with bash (amongst other things...):
1. The game doesn't teach you how to do it.
2. You can't assign it to a single key (big mistake).
3. If you don't play with a mouse and/or you try to reassign its components to 2 keys, it doesn't seem to work properly.
These kind of fundamental issues need to be sorted out before you can expect PUGs to deal with non-standard mechanics, in dungeons.
1. You have to use bash to get through the tutorial.
2. you can bind bash to a single key.
I looked at keybindings and I didn't see Bash there?
Maybe I missed it - will look again when I can log back on.
...and it's been a while, but I don't think I had to use Bash to get through the tutorial?
Do you mean the new tutorial?
If so, I haven't done that.
Not to mention that there are major issues with bash (amongst other things...):
1. The game doesn't teach you how to do it.
2. You can't assign it to a single key (big mistake).
3. If you don't play with a mouse and/or you try to reassign its components to 2 keys, it doesn't seem to work properly.
These kind of fundamental issues need to be sorted out before you can expect PUGs to deal with non-standard mechanics, in dungeons.
1. You have to use bash to get through the tutorial.
2. you can bind bash to a single key.
I looked at keybindings and I didn't see Bash there?
Maybe I missed it - will look again when I can log back on.
...and it's been a while, but I don't think I had to use Bash to get through the tutorial?
Do you mean the new tutorial?
If so, I haven't done that.
It's under combat > interrupt
Not to mention that there are major issues with bash (amongst other things...):
1. The game doesn't teach you how to do it.
2. You can't assign it to a single key (big mistake).
3. If you don't play with a mouse and/or you try to reassign its components to 2 keys, it doesn't seem to work properly.
These kind of fundamental issues need to be sorted out before you can expect PUGs to deal with non-standard mechanics, in dungeons.
1. You have to use bash to get through the tutorial.
2. you can bind bash to a single key.
I looked at keybindings and I didn't see Bash there?
Maybe I missed it - will look again when I can log back on.
...and it's been a while, but I don't think I had to use Bash to get through the tutorial?
Do you mean the new tutorial?
If so, I haven't done that.
while I guess technically you didn't have to in the original the first miniboss (the warden something) always had a fairly long cast and the game told you to interrupt it.
The keybinding for bash is called Interrupt, it's listed under the combat section after crouch
ruikkarikun wrote: »We recently removed a handful of unnecessary and off topic comments from this thread. Please ensure that the discussion remains civil, constructive, and free of insults or personal attacks. Thank you for your understanding.
Thank you. Please listen less to 1-3% elitists who has static groups and perfect gear and 24/7 who can close any hard mode.
For the rest, try to close this veteran (not even HM) with dungeon finder or zone seeking. If you don't have static group you will feel how hard it is. I always wonder, just go and try it with pugs, because it's an a majority of the game, and you elitists are more more less.
I'm actually starting to see a pattern here, and it makes me wonder if the difference in group communication opportunities on the different platforms creates a different end game culture. Are you on PC @ruikkarikun ?
On Xbox, when you pug a dungeon, we have the option to use voice comms to communicate with one another (provided they're working that day...it definitely comes with its own challenges), and it not only makes it easier to get through unfamiliar content together, but also facilitates the growth of connections and resultant friendships/partnerships and potential guild invites. There are no "static groups" as you've put it, because we have a very wide and complex social network in place on console, and this network extends across both PvE and PvP, and even intertwines the two. On PC, you're stuck typing everything out, which isn't feasible mid battle. It's actually pretty lonely and isolating playing on PC, and I enjoy the culture there far less because of it.
On Xbox, I'm part of a trader guild, a PvP guild, a social guild that fosters new players and we teach them rotations and level appropriate raid mechanics, a PvE guild with a wide range of players mostly trending toward end game, and a super sweaty end game raid guild. This exposes me (and many others) to a really wide range of people at all levels and ensures the average player doesn't really get pigeon holed into only one portion of the game, unless they actively choose to keep themselves there. There seems to be far less intrinsic separation of skill level on console than on PC.
predareaper wrote: »I'm honestly salty about this, if you don't put in the effort to achieve a win, why should you expect the content to be nerfed, most of these fights could be done with 20 to 30k dps without many wipes so that isnt the problem, people asking for these nerfs where just borderline incompetent and/or wanted to play "their way" (Aka no mecanics/good looking sets and skills, Ive met a few), please, if you read this and asked for these nerfs, consider finding help on why you are so bad at the game and improve.
ruikkarikun wrote: »We recently removed a handful of unnecessary and off topic comments from this thread. Please ensure that the discussion remains civil, constructive, and free of insults or personal attacks. Thank you for your understanding.
Thank you. Please listen less to 1-3% elitists who has static groups and perfect gear and 24/7 who can close any hard mode.
For the rest, try to close this veteran (not even HM) with dungeon finder or zone seeking. If you don't have static group you will feel how hard it is. I always wonder, just go and try it with pugs, because it's an a majority of the game, and you elitists are more more less.
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.
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.
predareaper wrote: »this is just a failure of the model. The vet dlc dungeons are inaccessible because they are designed for players who have the following:
voice coms
guild backup to learn encounters
light weaving
many pugs wont have any of this and thus failure and avoidance will be the result in many cases.
its not so much a skill thing as an organization thing.
Guilds in this game are weak because of the traders
many players dont like or use light weaving
pc players need 3rd party voice coms
Stop telling people to L2P and figure out why they dont want to.
Light weaving is endorsed by the game if youre not doing it youre failing basic game mecanics, organization is skill, díscord is free to use(no real need to speak if youre being explained, text can do) and console has voice chat, again, failure to search to improve ones self is not the reason to nerf content
Or maybe stop making PvP players grind PvE for best PvP gear?
As i said before, monster sets should ONLY work in dungeons/trials (instanced content) and be like any other 2 piece bonus in anything that is NOT dungeon/trial (same as 3 piece trial sets....which should be extended to 5 pieces bonus as well)
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.
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 was trolling?
predareaper wrote: »this is just a failure of the model. The vet dlc dungeons are inaccessible because they are designed for players who have the following:
voice coms
guild backup to learn encounters
light weaving
many pugs wont have any of this and thus failure and avoidance will be the result in many cases.
its not so much a skill thing as an organization thing.
Guilds in this game are weak because of the traders
many players dont like or use light weaving
pc players need 3rd party voice coms
Stop telling people to L2P and figure out why they dont want to.
Light weaving is endorsed by the game if youre not doing it youre failing basic game mecanics, organization is skill, díscord is free to use(no real need to speak if youre being explained, text can do) and console has voice chat, again, failure to search to improve ones self is not the reason to nerf content
Mate, give it up - you've been massively outclassed.
Maybe you should learn to forum before trying this again?
ruikkarikun wrote: »We recently removed a handful of unnecessary and off topic comments from this thread. Please ensure that the discussion remains civil, constructive, and free of insults or personal attacks. Thank you for your understanding.
Thank you. Please listen less to 1-3% elitists who has static groups and perfect gear and 24/7 who can close any hard mode.
For the rest, try to close this veteran (not even HM) with dungeon finder or zone seeking. If you don't have static group you will feel how hard it is. I always wonder, just go and try it with pugs, because it's an a majority of the game, and you elitists are more more less.