The thing is, creating different levels of dungeons won't work, because:
players: but we want to complete vet content to get the skins / etc. too!
players who put effort into vet content: you just need to practice and learn the mechanics
players: but it's a game! Games should be fun and not require any effort. I don't have time for mechanics
Zos: fine we'll make it easier
No matter how many levels there are higher levels will always bring some sort of reward that casual players would also want to get but wouldn't be willing to out effort in it.
Of course I am generilizing as sometimes people can't do hard content for other reasons than laziness
We just block the meteor--we never stack it. It just tickles if it's blocked. During the first week of PTS, we did try stacking, and the results were inconclusive. It seemed to reduce damage sometimes, and sometimes it didn't. In any case, ever since that ability was adjusted during the later PTS weeks, it's become pretty inconsequential--just block and you're fine.profundidob16_ESO wrote: »Upon pulling the very first thrash pack dps player 1 runs away with the meteor aoe, blowing himself up and clearly demonstrating he has no clue about the mechanics of trash. I kindly explain in groupchat that you're supposed to share it like Siroria
To be fair, we don't bother with taunting the adds either. But they are definitely kill priorities and we drop ults on them since they are far more dangerous than the boss itself.profundidob16_ESO wrote: »The tank clearly demonstrates not knowing that he has to taunt the adds and the dps that they don't feel a need to kill the adds.
I'm impressed such a group made it that far though.profundidob16_ESO wrote: »Last boss Stonekeeper
We just block the meteor--we never stack it. It just tickles if it's blocked. During the first week of PTS, we did try stacking, and the results were inconclusive. It seemed to reduce damage sometimes, and sometimes it didn't. In any case, ever since that ability was adjusted during the later PTS weeks, it's become pretty inconsequential--just block and you're fine.profundidob16_ESO wrote: »Upon pulling the very first thrash pack dps player 1 runs away with the meteor aoe, blowing himself up and clearly demonstrating he has no clue about the mechanics of trash. I kindly explain in groupchat that you're supposed to share it like SiroriaTo be fair, we don't bother with taunting the adds either. But they are definitely kill priorities and we drop ults on them since they are far more dangerous than the boss itself.profundidob16_ESO wrote: »The tank clearly demonstrates not knowing that he has to taunt the adds and the dps that they don't feel a need to kill the adds.I'm impressed such a group made it that far though.profundidob16_ESO wrote: »Last boss Stonekeeper
Reistr_the_Unbroken wrote: »Nah, it’s kinda the opposite. Some forumgoer on here basically told me to play the minority’s way or don’t play them at all cause I’d be “a burden to my group” for trying dungeons for the first time. They also said something along the lines of “thanks for not queuing”.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...
Most people play for fun.
Most people don't want everything to be too easy; but, they don't want to feel forced to do hard content.
Some of those people want to be able to choose to do it.
Then there's you - the highly verbal minority - who wants to force everyone else to do what you want to do.
Even though that means killing the games you play.
Wildstar being the latest casualty.
IMO what’s actually happening here is the majority is forcing the minority to accept a diluted game experience. The nerfing of the dlc dungeons effectively limits the replay value for that minority.
Yea, that makes sense if the group has low awareness and isn't killing them. The spheres are most deadly during the laser phases because many times you just don't have the option of sidestepping the wave and you just gotta eat it. But during the laser phase, everyone is stacked together anyway, so it doesn't matter if the wave targets the tank.profundidob16_ESO wrote: »The taunting of spheres is mainly for their shooting of the aoe circle so it goes to tank instead of dps/healer. One can even interrupt them but usually too much stuff is going on for anyone to actually have time to interrupt them and dps can better spend their time killing them.
Okay, thanks, that's good to know. We were stacking during that first PTS week, but there were a few times when we died even when stacked, so I was doubting that we had understood it correctly.per person you stack extra the dmge reduces. Stack with all 4 and you take zero dmge and can even maximize dps through it for perfectionist's sake (not that any of it matters on trash ofc =P) It seems to be 100% accurately working to me so far but you're right. With a good health pool even blocking/shielding through it is possible.
DLC dungeons have an obvious issues: no one wants to play them and ZOS is losing money on them. Completion and interest rates in these dungeons are an epic failure for ZOS. So they have 2 choices: make them much more popular or just stop making them. And shoving all the rewards (that you are crying about) didn't help a bit...as they just show up on cash shop to mitigate utter participation/interest and financial failure.
Seems you just cant grasp why are they nerfing them, thus your topic on the forums, and the answer was given to you plenty of times yet you just ignore it and rant on.
No, you have absolutely no concept what hard work is, and it has all to do with real life when someone uses "hard work" in reference to computer game.
Not to mention the absolutely toxic "community" (nicely shown in these kind of threads) that has formed up around "dungeon DLCs"....it rivals raid level toxicity! No, you're not really helping.
Yeah, and if their employer finds out theyre playing computer games im sure he will be understanding about their "hard work". Not.
ZOS is not in financial crisis (ESO at least, FO76 is another matter completely), but these DLC dungeons are dead content that costed $$ and resources to produce, and dev hours are quite finite resource, meaning if theyre working on that dead content they are not working on something that could keep other 99.9% occupied.
Where have i "angrily lashed" on anyone? Not my problem people cant handle the facts (or are "hard working" at disbelieving them).
zadrotscrolls wrote: »Yeah, and if their employer finds out theyre playing computer games im sure he will be understanding about their "hard work". Not.
ZOS is not in financial crisis (ESO at least, FO76 is another matter completely), but these DLC dungeons are dead content that costed $$ and resources to produce, and dev hours are quite finite resource, meaning if theyre working on that dead content they are not working on something that could keep other 99.9% occupied.
Where have i "angrily lashed" on anyone? Not my problem people cant handle the facts (or are "hard working" at disbelieving them).
Why do you think dlc dungeons is dead content? Is there any statistics?
New players care. ❤️Girl_Number8 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.
I mean most of us have done these too many times over and over, so who cares, Cx. We know the mechanics by heart and what to do to the point that even vet trials are not what they were and plus many guilds cheese them anyway but that is a different matter. This is simply what happens when we have played the same game for years, which is why they have newer content added more then any other game without fail. Zos, does meet their mark on that because we have a lot of new exciting things coming towards us in Elsweyr.
I just think a lot of the comments that were made are toxic and unnecessary. Zos made a decision and this gives more of a enjoyable experience to newer random groups on old content. Which is good since most players, even myself, run with their guildies. And from our experience and time in the game is the reason why we burn through this stuff so fast. I was happy when I achieved my first vMoL clear but I am more happy that ESO has new life always coming into it.
You can always make a NA or EU account that is opposite of what you already have and create some fun by starting fresh. Especially, if getting 'The Unchained' title is boring and too easy for you.
zadrotscrolls wrote: »Why do you think dlc dungeons is dead content? Is there any statistics?
Tan9oSuccka wrote: »zadrotscrolls wrote: »Yeah, and if their employer finds out theyre playing computer games im sure he will be understanding about their "hard work". Not.
ZOS is not in financial crisis (ESO at least, FO76 is another matter completely), but these DLC dungeons are dead content that costed $$ and resources to produce, and dev hours are quite finite resource, meaning if theyre working on that dead content they are not working on something that could keep other 99.9% occupied.
Where have i "angrily lashed" on anyone? Not my problem people cant handle the facts (or are "hard working" at disbelieving them).
Why do you think dlc dungeons is dead content? Is there any statistics?
I’m sure it’s anecdotal, however, I never run them and my friends and guild mates don’t either.
It’s more a time thing for me. They take way too long. Rewards are not worth the time.
I’ve been doing them on normal for the skill point and never running them again.
LadySinflower wrote: »At the risk of p*ss*ng some people off let me give a point of view from the other side of the issue. I am a CP380 magblade and I guess I'm a DPS even though I haven't built my character for anything specific to dungeons. I had no clue when I started the game and she (my toon) is a Nord. I am not an elite anything and doubt I will ever be. I've never been in any of the dungeons you're talking about even on easy mode. The reason is because the rare times I do try to group for a dungeon there's always some jerk worried about my low CP level or complaining when I don't immediately know mechanics (despite never having been in the place before). I'm not looking for a freebie and it would be no fun if you could one-shot the boss and be done. But I do get frustrated and give up if after 100+ tries at something it is still overwhelming despite my best efforts to understand how to beat the mechanics. Maybe I suck at it, and I'm sure you're a better player than me, but I'd be willing to guess that there are more who suck than those who don't. Some people will try 3-4 times and give up if they think the difficulty is too insane. People in general are not patient and many (if not most) are looking for instant gratification even in a known difficult task in a video game. I bet there are more of me (who falls into neither category), the easy-giver-uppers, and the IG seekers in the game than there are the "I beat so-and-so on vet mode at level 15 with mismatch gear and no healer or tank in the group what is wrong with you" people.
ZoS can't make money if they only cater to a small percentage of the community. If they make content hard enough for only the 1% of the 1% and it drives everybody else away, nobody else gets to see the gear or other rewards they worked so hard to build into the game. And believe me, every dev who designed one of those things is more than eager to see their creation being used and enjoyed by the player base. If only a select few can earn any rewards and the other 99.9% cannot, people will start to complain. There are those who complain in forums or feedback, and there are those who just cancel all subscriptions and/or stop playing. If ZoS sees a lot of that happening they will attempt to study the problem. Whether you agree that they are right or wrong they will make decisions based on that research.
Then they start to make changes that they hope will keep them from losing more players. And there will be a few 0.1%ers who will rage quit because they are making it "too easy." If you're in ZoS's shoes, who can your bottom line better afford to lose? 1000 elitists or 1,000,000 people who quit because they thought it was too difficult? You know the complaints. "No chance to earn rewards." "Everything out of reach." "I don't have time to gain the skill levels required." "I don't want to grind. I want to have fun." "I want to see something right away for my efforts." "I'm paying money. Don't I have that right?" "I spent an hour in one room and still didn't beat it! I don't have enough playing time available to spend a whole hour in one room!"
ZoS doesn't want to lose anybody. They want everybody's money. When given the choice of maybe driving away a tiny percentage of players to attract and keep a much larger majority, what side do you think will win? The people sitting in the seats doing the work do care, but they don't make the big decisions. Money makes the big decisions. So they nerf and tweak and make people angry. It's just gonna happen. Not everybody is great at these games, but they are mass-marketed to everybody. We don't get a choice of who picks up the game, how much effort they will put into it, or how much skill they will develop. But we do have to deal with the fallout when they *** enough to get the company to make changes (which will then result in more bitching but that's a rant for another day).
TL;DR ZoS makes these decisions based on the majority of the player base (and their money), who are probably not as good a player as you are.
vet and HM should be a goal for newer players not a "right" .. you can already 3 ( sometimes 4 DPS ) every 4 man in the game. It is even most times "safer" to do so since you skip most mechs.
Okay, I'm going to play devil's advocate here.
The whole "healer won't be needed anymore" thing is a red herring. The two fights that got the heaviest nerfs are Planar and Bull. In either of these cases, the things that are nerfed are things that a healer won't have helped you with anyway. Every experienced group (the kind that would go healerless) just straight burn Planar without ever cycling the pinion, so the pinion change doesn't affect them. Getting caught during the blue phase is a guaranteed death that cannot be saved with healing so the snare change just means if I'm PUGing I can handle blue phase solo without relying on the puglets to grab the pinion to save me. (Plus, it's not a very intuitive mechanic--I've spent a lot of keystrokes trying to explain how it works.)
For the bull boss, if you fail to kill the stone atronachs quickly enough, they will wipe you, and a healer will at most buy you a few extra seconds.
So, in practical terms, what actually changed with respect to healer need? Nothing.
So why were these changes made? Well, whenever I queue for a random vet and get Bloodroot and see the blue portal at the entrance, it's always been the bull boss. Same thing with vWGT. If I get queued into a half-completed instance, I already know exactly where that blue portal is going to take me.
The final bosses weren't heavily nerfed. The Hard Modes weren't touched. I suspect ZOS thinks that this makes for a better progression of difficulty through the dungeon.
19.27% reached level 50
4.5 - 23.4% completed all the base DC dungeons, 4.4 - 22.8% completed all the base EP and AD dungeons
2.6 - 13.5% completed RoM
2.4 - 12.5% completed CoS
1.6 - 8.3% completed BRF
1.6 - 8.3% completed FH
1.4 - 7.3% completed SCP
1.4 - 7.3% completed Fang Lair
.7 - 3.6% completed MoS
.6 - 3.1% completed MHK
Seems perfectly reasonable to me, especially cosindering Wolfhunter has only been available a few months. The rest are sitting at pretty healthy completion rates nearing 10%
Facefister wrote: »19.27% reached level 50
4.5 - 23.4% completed all the base DC dungeons, 4.4 - 22.8% completed all the base EP and AD dungeons
2.6 - 13.5% completed RoM
2.4 - 12.5% completed CoS
1.6 - 8.3% completed BRF
1.6 - 8.3% completed FH
1.4 - 7.3% completed SCP
1.4 - 7.3% completed Fang Lair
.7 - 3.6% completed MoS
.6 - 3.1% completed MHK
Seems perfectly reasonable to me, especially cosindering Wolfhunter has only been available a few months. The rest are sitting at pretty healthy completion rates nearing 10%
The "19.27%" doesn't take quitters, pvpers or any other people who are not interested in dungeons into account.
i dont understand why people are complaining. anytime you ask someone who cries about these nerfs to run a vet DLC with you they complain its too hard.
i guess they just want to complain and arent invested in anything to begin with
IMO what’s actually happening here is the majority is forcing the minority to accept a diluted game experience. The nerfing of the dlc dungeons effectively limits the replay value for that minority.