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.
And the flipside to that is the difficulty level of dlc dungeons limits the playability for the majority. Businesses succeed by appealing to lots of people. Those that don't tend to wildstar.
Does it irk people that bad that there is content that they refuse to learn that they need it dumbed down so much? Nermal is easy. Drops the same gear other than the monster set, which if you can't clear the place, isn't going to help you anyways.
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.
And the flipside to that is the difficulty level of dlc dungeons limits the playability for the majority. Businesses succeed by appealing to lots of people. Those that don't tend to wildstar.
"Wildstar" argument... we will have many people like you parroting that for atleast two months from now on. Your "majority" can still experience the story and the encounters on normal.
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.
And the flipside to that is the difficulty level of dlc dungeons limits the playability for the majority. Businesses succeed by appealing to lots of people. Those that don't tend to wildstar.
What are those issues? I'll tell you what the issue is: You can't clear vet nor you want work towards it, you want it handed out to you, therefore you do tons of mental gymnastics like "I have a work!" or "one-shot mechanics!". So you hope that when you whine long and loud enough ZOS might nerf those vets to the ground so you can "experience" it. You don't want normal, normal is too easy, even for you. But you can't be a**ed to put in some effort and time into it because you're the only one who has a job. And by "You" I mean all the others.Does it irk people that bad that there is content that they refuse to learn that they need it dumbed down so much? Nermal is easy. Drops the same gear other than the monster set, which if you can't clear the place, isn't going to help you anyways.
It doesn't irk me at all. What irks me is misrepresentation of issues.
disintegr8 wrote: »What is the point of running vet dungeons unless you want helmets?
Planar Inhibitor is a great example. Everyone knows it was a roadblock in that dungeon, a genuine PUG killer. Not the cool challenge it was meant to be but a MASSIVE disincentive to player engagement with the dungeon. While the mechanics are cool, the implementation of the mechanics were flawed.
Trancestor wrote: »This is why there needs to be an "extreme vet" mode for every dungeon, optimized for max cp players.
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.
Facefister wrote: »[
"Wildstar" argument... we will have many people like you parroting that for atleast two months from now on. Your "majority" can still experience the story and the encounters on normal.
When you have people cancelling ESO because they don’t want to be forced into DLC dungeon content (which was supposed to be a BONUS for them remember)
When you have thread after thread after thread demanding a way of AVOIDING DLC content
That’s when you know you have a problem. And kudos to ZOS for actually trying to deal with it. And double kudos to Finn for coming onto the thread to explain their thinking.
It’s only natural that ZOS should look at the failure points in the DLC dungeons and try to address them. Isn’t that what all the “I want a harder overland mode” posts are calling for? I’m glad they have begun to address this.
Planar Inhibitor is a great example. Everyone knows it was a roadblock in that dungeon, a genuine PUG killer. Not the cool challenge it was meant to be but a MASSIVE disincentive to player engagement with the dungeon. While the mechanics are cool, the implementation of the mechanics were flawed. I applaud anything that makes the various sequences of that fight more obvious, so players get the appropriate cues and can actually play through the dungeon without having to have a tutorial. That’s not dumbing it down, that’s correcting poor dungeon design.
Less sure about the BRF changes, in particular the removal of the stone atronarchs. Here the mechanics are very clear, so it’s very possible for a group that hasn’t done the dungeon before to understand what needs to be done. It isn’t all about DPS. What is hard is coordinating it all, focusing the boss, standing in the lava, dodging the fire Shalks attacks and prioritising the stone atronarchs while jumping on and off the island. I can see why it’s a stumbling block for many groups, but having done it, I’m not sure removing the atronarchs is the best way to deal with this.
One thing I’m certain of is I’m glad ZOS has ignored all those who say these dungeons are easy simply because their DPS is big enough to burn through any mechanics. If your strategy is simply to nuke everything, you might be successful, but you’re not playing the game. Your game wants to make vet just like normal, where the mechanics are invisible because they never fire off. And I’m sad that too often beating bosses is just about the DPS. I’d rather the game was about outwitting interesting mechanics than a constant series of inane DPS checks.
TL:DR kudos to ZOS and let’s hope this makes more players WANT to do this content
Facefister wrote: »What are those issues? I'll tell you what the issue is: You can't clear vet nor you want work towards it, you want it handed out to you, therefore you do tons of mental gymnastics like "I have a work!" or "one-shot mechanics!". So you hope that when you whine long and loud enough ZOS might nerf those vets to the ground so you can "experience" it. You don't want normal, normal is too easy, even for you. But you can't be a**ed to put in some effort and time into it because you're the only one who has a job. And by "You" I mean all the others.Does it irk people that bad that there is content that they refuse to learn that they need it dumbed down so much? Nermal is easy. Drops the same gear other than the monster set, which if you can't clear the place, isn't going to help you anyways.
It doesn't irk me at all. What irks me is misrepresentation of issues.
Planar Inhibitor is a great example. Everyone knows it was a roadblock in that dungeon, a genuine PUG killer. Not the cool challenge it was meant to be but a MASSIVE disincentive to player engagement with the dungeon. While the mechanics are cool, the implementation of the mechanics were flawed.
You're off your rocker. How were the mechanics flawed? It's an easy fight as long as you know the mechanics. It's not a dps check (even though you can burn through it if your group have the dps). The only one-shot mechanic is being caught by the blue flame, and that is preventable by using the pinion to switch the boss' aggro. The only reason to be stuck on this boss is that you don't know or care about said mechanics. Yet ultimately I agree with you - the planar inhibitor is a great example. It's the best example that ZOS are caving to people who don't want to put in a trivial amount of effort in learning a mechanic. The only times I get stuck on this fight is when I'm stuck with groups who want to burn the boss, don't have what it takes, and ignore attempts to explain the mechanics. When you have people trying to help and being ignored, do you really think it's the people doing the ignoring that should be catered to?
When you have people cancelling ESO because they don’t want to be forced into DLC dungeon content (which was supposed to be a BONUS for them remember)
When you have thread after thread after thread demanding a way of AVOIDING DLC content
That’s when you know you have a problem. And kudos to ZOS for actually trying to deal with it. And double kudos to Finn for coming onto the thread to explain their thinking.
It’s only natural that ZOS should look at the failure points in the DLC dungeons and try to address them. Isn’t that what all the “I want a harder overland mode” posts are calling for? I’m glad they have begun to address this.
Planar Inhibitor is a great example. Everyone knows it was a roadblock in that dungeon, a genuine PUG killer. Not the cool challenge it was meant to be but a MASSIVE disincentive to player engagement with the dungeon. While the mechanics are cool, the implementation of the mechanics were flawed. I applaud anything that makes the various sequences of that fight more obvious, so players get the appropriate cues and can actually play through the dungeon without having to have a tutorial. That’s not dumbing it down, that’s correcting poor dungeon design.
Less sure about the BRF changes, in particular the removal of the stone atronarchs. Here the mechanics are very clear, so it’s very possible for a group that hasn’t done the dungeon before to understand what needs to be done. It isn’t all about DPS. What is hard is coordinating it all, focusing the boss, standing in the lava, dodging the fire Shalks attacks and prioritising the stone atronarchs while jumping on and off the island. I can see why it’s a stumbling block for many groups, but having done it, I’m not sure removing the atronarchs is the best way to deal with this.
One thing I’m certain of is I’m glad ZOS has ignored all those who say these dungeons are easy simply because their DPS is big enough to burn through any mechanics. If your strategy is simply to nuke everything, you might be successful, but you’re not playing the game. Your game wants to make vet just like normal, where the mechanics are invisible because they never fire off. And I’m sad that too often beating bosses is just about the DPS. I’d rather the game was about outwitting interesting mechanics than a constant series of inane DPS checks.
TL:DR kudos to ZOS and let’s hope this makes more players WANT to do this content
profundidob16_ESO wrote: »
for the record: BRF stone atronachs mechanic was not clear at all, just like Plane inhibitor it's a clear case of bad and non-intuitive telegraphing or simply total lack of it. Of all the pugs I have led up to this very encounter to then see disband at this point not a single one understood by themselves that the stone atronachs 1-shot wipe the group after a timer expires until I typed it all out for them in full sentences in group chat.
Looking back in perspective I now have to admit: How could they have known actually unless they start reading the logs of why they died and put 1 and 1 together. But pugs also contain 9-year old non english native players and generally really don't read or analyze combat logs, not even the huge one that slams in your face after your die and screams in large font what killed you. They just close the dialogue box, rezz themselves on the spot only to go and make the same mistakes again over and over.
Now if the stone atronachs animation-wise had been replaced with a giant version of the volcano eruption that grows to 3 times the size of the ones that Galchobar does and then finally explode with 1 supernova BOOM visible throughout the entire island that would have solved the problem and made it crystal clear. That would have intuitively telegraphed to even the smallest kid (that can't read/understand english) that something grows over a 30sec timer and at the end it explodes resulting in 1shot wipe for the group so the only way to prevent that is kill it first.
They did it perfect with the hammer slam technique. That's how everything should visually correspond in the game and they got it right there.
If ESO devs expect the average ESO player to go look up and read online detailed guides or dig into combat logs they got it all wrong at the design phase ! =P
profundidob16_ESO wrote: »When you have people cancelling ESO because they don’t want to be forced into DLC dungeon content (which was supposed to be a BONUS for them remember)
When you have thread after thread after thread demanding a way of AVOIDING DLC content
That’s when you know you have a problem. And kudos to ZOS for actually trying to deal with it. And double kudos to Finn for coming onto the thread to explain their thinking.
It’s only natural that ZOS should look at the failure points in the DLC dungeons and try to address them. Isn’t that what all the “I want a harder overland mode” posts are calling for? I’m glad they have begun to address this.
Planar Inhibitor is a great example. Everyone knows it was a roadblock in that dungeon, a genuine PUG killer. Not the cool challenge it was meant to be but a MASSIVE disincentive to player engagement with the dungeon. While the mechanics are cool, the implementation of the mechanics were flawed. I applaud anything that makes the various sequences of that fight more obvious, so players get the appropriate cues and can actually play through the dungeon without having to have a tutorial. That’s not dumbing it down, that’s correcting poor dungeon design.
Less sure about the BRF changes, in particular the removal of the stone atronarchs. Here the mechanics are very clear, so it’s very possible for a group that hasn’t done the dungeon before to understand what needs to be done. It isn’t all about DPS. What is hard is coordinating it all, focusing the boss, standing in the lava, dodging the fire Shalks attacks and prioritising the stone atronarchs while jumping on and off the island. I can see why it’s a stumbling block for many groups, but having done it, I’m not sure removing the atronarchs is the best way to deal with this.
One thing I’m certain of is I’m glad ZOS has ignored all those who say these dungeons are easy simply because their DPS is big enough to burn through any mechanics. If your strategy is simply to nuke everything, you might be successful, but you’re not playing the game. Your game wants to make vet just like normal, where the mechanics are invisible because they never fire off. And I’m sad that too often beating bosses is just about the DPS. I’d rather the game was about outwitting interesting mechanics than a constant series of inane DPS checks.
TL:DR kudos to ZOS and let’s hope this makes more players WANT to do this content
for the record: BRF stone atronachs mechanic was not clear at all, just like Plane inhibitor it's a clear case of bad and non-intuitive telegraphing or simply total lack of it. Of all the pugs I have led up to this very encounter to then see disband at this point not a single one understood by themselves that the stone atronachs 1-shot wipe the group after a timer expires until I typed it all out for them in full sentences in group chat.
Looking back in perspective I now have to admit: How could they have known actually unless they start reading the logs of why they died and put 1 and 1 together. But pugs also contain 9-year old non english native players and generally really don't read or analyze combat logs, not even the huge one that slams in your face after your die and screams in large font what killed you. They just close the dialogue box, rezz themselves on the spot only to go and make the same mistakes again over and over.
Now if the stone atronachs animation-wise had been replaced with a giant version of the volcano eruption that grows to 3 times the size of the ones that Galchobar does and then finally explode with 1 supernova BOOM visible throughout the entire island that would have solved the problem and made it crystal clear. That would have intuitively telegraphed to even the smallest kid (that can't read/understand english) that something grows over a 30sec timer and at the end it explodes resulting in 1shot wipe for the group so the only way to prevent that is kill it first.
They did it perfect with the hammer slam technique. That's how everything should visually correspond in the game and they got it right there.
If ESO devs expect the average ESO player to go look up and read online detailed guides or dig into combat logs they got it all wrong at the design phase ! =P
profundidob16_ESO wrote: »When you have people cancelling ESO because they don’t want to be forced into DLC dungeon content (which was supposed to be a BONUS for them remember)
When you have thread after thread after thread demanding a way of AVOIDING DLC content
That’s when you know you have a problem. And kudos to ZOS for actually trying to deal with it. And double kudos to Finn for coming onto the thread to explain their thinking.
It’s only natural that ZOS should look at the failure points in the DLC dungeons and try to address them. Isn’t that what all the “I want a harder overland mode” posts are calling for? I’m glad they have begun to address this.
Planar Inhibitor is a great example. Everyone knows it was a roadblock in that dungeon, a genuine PUG killer. Not the cool challenge it was meant to be but a MASSIVE disincentive to player engagement with the dungeon. While the mechanics are cool, the implementation of the mechanics were flawed. I applaud anything that makes the various sequences of that fight more obvious, so players get the appropriate cues and can actually play through the dungeon without having to have a tutorial. That’s not dumbing it down, that’s correcting poor dungeon design.
Less sure about the BRF changes, in particular the removal of the stone atronarchs. Here the mechanics are very clear, so it’s very possible for a group that hasn’t done the dungeon before to understand what needs to be done. It isn’t all about DPS. What is hard is coordinating it all, focusing the boss, standing in the lava, dodging the fire Shalks attacks and prioritising the stone atronarchs while jumping on and off the island. I can see why it’s a stumbling block for many groups, but having done it, I’m not sure removing the atronarchs is the best way to deal with this.
One thing I’m certain of is I’m glad ZOS has ignored all those who say these dungeons are easy simply because their DPS is big enough to burn through any mechanics. If your strategy is simply to nuke everything, you might be successful, but you’re not playing the game. Your game wants to make vet just like normal, where the mechanics are invisible because they never fire off. And I’m sad that too often beating bosses is just about the DPS. I’d rather the game was about outwitting interesting mechanics than a constant series of inane DPS checks.
TL:DR kudos to ZOS and let’s hope this makes more players WANT to do this content
for the record: BRF stone atronachs mechanic was not clear at all, just like Plane inhibitor it's a clear case of bad and non-intuitive telegraphing or simply total lack of it. Of all the pugs I have led up to this very encounter to then see disband at this point not a single one understood by themselves that the stone atronachs 1-shot wipe the group after a timer expires until I typed it all out for them in full sentences in group chat.
Looking back in perspective I now have to admit: How could they have known actually unless they start reading the logs of why they died and put 1 and 1 together. But pugs also contain 9-year old non english native players and generally really don't read or analyze combat logs, not even the huge one that slams in your face after your die and screams in large font what killed you. They just close the dialogue box, rezz themselves on the spot only to go and make the same mistakes again over and over.
Now if the stone atronachs animation-wise had been replaced with a giant version of the volcano eruption that grows to 3 times the size of the ones that Galchobar does and then finally explode with 1 supernova BOOM visible throughout the entire island that would have solved the problem and made it crystal clear. That would have intuitively telegraphed to even the smallest kid (that can't read/understand english) that something grows over a 30sec timer and at the end it explodes resulting in 1shot wipe for the group so the only way to prevent that is kill it first.
They did it perfect with the hammer slam technique. That's how everything should visually correspond in the game and they got it right there.
If ESO devs expect the average ESO player to go look up and read online detailed guides or dig into combat logs they got it all wrong at the design phase ! =P
You do not need to read a guide. If you die 3 times to something then you know that that is an issue you need to look at and figure out how to do it. I've never read a guide for any 4 man content in this game excluding vbrp where I was too derpy to figure out how to deal with bug bomb.
Those attros in brf turn red and suddenly everyone dies. How many wipes till you realize that they need to be killed. Tunnel vision is bad. Pay attention and no guide is ever needed.
profundidob16_ESO wrote: »profundidob16_ESO wrote: »When you have people cancelling ESO because they don’t want to be forced into DLC dungeon content (which was supposed to be a BONUS for them remember)
When you have thread after thread after thread demanding a way of AVOIDING DLC content
That’s when you know you have a problem. And kudos to ZOS for actually trying to deal with it. And double kudos to Finn for coming onto the thread to explain their thinking.
It’s only natural that ZOS should look at the failure points in the DLC dungeons and try to address them. Isn’t that what all the “I want a harder overland mode” posts are calling for? I’m glad they have begun to address this.
Planar Inhibitor is a great example. Everyone knows it was a roadblock in that dungeon, a genuine PUG killer. Not the cool challenge it was meant to be but a MASSIVE disincentive to player engagement with the dungeon. While the mechanics are cool, the implementation of the mechanics were flawed. I applaud anything that makes the various sequences of that fight more obvious, so players get the appropriate cues and can actually play through the dungeon without having to have a tutorial. That’s not dumbing it down, that’s correcting poor dungeon design.
Less sure about the BRF changes, in particular the removal of the stone atronarchs. Here the mechanics are very clear, so it’s very possible for a group that hasn’t done the dungeon before to understand what needs to be done. It isn’t all about DPS. What is hard is coordinating it all, focusing the boss, standing in the lava, dodging the fire Shalks attacks and prioritising the stone atronarchs while jumping on and off the island. I can see why it’s a stumbling block for many groups, but having done it, I’m not sure removing the atronarchs is the best way to deal with this.
One thing I’m certain of is I’m glad ZOS has ignored all those who say these dungeons are easy simply because their DPS is big enough to burn through any mechanics. If your strategy is simply to nuke everything, you might be successful, but you’re not playing the game. Your game wants to make vet just like normal, where the mechanics are invisible because they never fire off. And I’m sad that too often beating bosses is just about the DPS. I’d rather the game was about outwitting interesting mechanics than a constant series of inane DPS checks.
TL:DR kudos to ZOS and let’s hope this makes more players WANT to do this content
for the record: BRF stone atronachs mechanic was not clear at all, just like Plane inhibitor it's a clear case of bad and non-intuitive telegraphing or simply total lack of it. Of all the pugs I have led up to this very encounter to then see disband at this point not a single one understood by themselves that the stone atronachs 1-shot wipe the group after a timer expires until I typed it all out for them in full sentences in group chat.
Looking back in perspective I now have to admit: How could they have known actually unless they start reading the logs of why they died and put 1 and 1 together. But pugs also contain 9-year old non english native players and generally really don't read or analyze combat logs, not even the huge one that slams in your face after your die and screams in large font what killed you. They just close the dialogue box, rezz themselves on the spot only to go and make the same mistakes again over and over.
Now if the stone atronachs animation-wise had been replaced with a giant version of the volcano eruption that grows to 3 times the size of the ones that Galchobar does and then finally explode with 1 supernova BOOM visible throughout the entire island that would have solved the problem and made it crystal clear. That would have intuitively telegraphed to even the smallest kid (that can't read/understand english) that something grows over a 30sec timer and at the end it explodes resulting in 1shot wipe for the group so the only way to prevent that is kill it first.
They did it perfect with the hammer slam technique. That's how everything should visually correspond in the game and they got it right there.
If ESO devs expect the average ESO player to go look up and read online detailed guides or dig into combat logs they got it all wrong at the design phase ! =P
You do not need to read a guide. If you die 3 times to something then you know that that is an issue you need to look at and figure out how to do it. I've never read a guide for any 4 man content in this game excluding vbrp where I was too derpy to figure out how to deal with bug bomb.
Those attros in brf turn red and suddenly everyone dies. How many wipes till you realize that they need to be killed. Tunnel vision is bad. Pay attention and no guide is ever needed.
Right. Now please go tell that to the 90% of pug population that keeps failing at this...
profundidob16_ESO wrote: »profundidob16_ESO wrote: »When you have people cancelling ESO because they don’t want to be forced into DLC dungeon content (which was supposed to be a BONUS for them remember)
When you have thread after thread after thread demanding a way of AVOIDING DLC content
That’s when you know you have a problem. And kudos to ZOS for actually trying to deal with it. And double kudos to Finn for coming onto the thread to explain their thinking.
It’s only natural that ZOS should look at the failure points in the DLC dungeons and try to address them. Isn’t that what all the “I want a harder overland mode” posts are calling for? I’m glad they have begun to address this.
Planar Inhibitor is a great example. Everyone knows it was a roadblock in that dungeon, a genuine PUG killer. Not the cool challenge it was meant to be but a MASSIVE disincentive to player engagement with the dungeon. While the mechanics are cool, the implementation of the mechanics were flawed. I applaud anything that makes the various sequences of that fight more obvious, so players get the appropriate cues and can actually play through the dungeon without having to have a tutorial. That’s not dumbing it down, that’s correcting poor dungeon design.
Less sure about the BRF changes, in particular the removal of the stone atronarchs. Here the mechanics are very clear, so it’s very possible for a group that hasn’t done the dungeon before to understand what needs to be done. It isn’t all about DPS. What is hard is coordinating it all, focusing the boss, standing in the lava, dodging the fire Shalks attacks and prioritising the stone atronarchs while jumping on and off the island. I can see why it’s a stumbling block for many groups, but having done it, I’m not sure removing the atronarchs is the best way to deal with this.
One thing I’m certain of is I’m glad ZOS has ignored all those who say these dungeons are easy simply because their DPS is big enough to burn through any mechanics. If your strategy is simply to nuke everything, you might be successful, but you’re not playing the game. Your game wants to make vet just like normal, where the mechanics are invisible because they never fire off. And I’m sad that too often beating bosses is just about the DPS. I’d rather the game was about outwitting interesting mechanics than a constant series of inane DPS checks.
TL:DR kudos to ZOS and let’s hope this makes more players WANT to do this content
for the record: BRF stone atronachs mechanic was not clear at all, just like Plane inhibitor it's a clear case of bad and non-intuitive telegraphing or simply total lack of it. Of all the pugs I have led up to this very encounter to then see disband at this point not a single one understood by themselves that the stone atronachs 1-shot wipe the group after a timer expires until I typed it all out for them in full sentences in group chat.
Looking back in perspective I now have to admit: How could they have known actually unless they start reading the logs of why they died and put 1 and 1 together. But pugs also contain 9-year old non english native players and generally really don't read or analyze combat logs, not even the huge one that slams in your face after your die and screams in large font what killed you. They just close the dialogue box, rezz themselves on the spot only to go and make the same mistakes again over and over.
Now if the stone atronachs animation-wise had been replaced with a giant version of the volcano eruption that grows to 3 times the size of the ones that Galchobar does and then finally explode with 1 supernova BOOM visible throughout the entire island that would have solved the problem and made it crystal clear. That would have intuitively telegraphed to even the smallest kid (that can't read/understand english) that something grows over a 30sec timer and at the end it explodes resulting in 1shot wipe for the group so the only way to prevent that is kill it first.
They did it perfect with the hammer slam technique. That's how everything should visually correspond in the game and they got it right there.
If ESO devs expect the average ESO player to go look up and read online detailed guides or dig into combat logs they got it all wrong at the design phase ! =P
You do not need to read a guide. If you die 3 times to something then you know that that is an issue you need to look at and figure out how to do it. I've never read a guide for any 4 man content in this game excluding vbrp where I was too derpy to figure out how to deal with bug bomb.
Those attros in brf turn red and suddenly everyone dies. How many wipes till you realize that they need to be killed. Tunnel vision is bad. Pay attention and no guide is ever needed.
Right. Now please go tell that to the 90% of pug population that keeps failing at this...
So vet needs to be nerfed for those people?
profundidob16_ESO wrote: »profundidob16_ESO wrote: »When you have people cancelling ESO because they don’t want to be forced into DLC dungeon content (which was supposed to be a BONUS for them remember)
When you have thread after thread after thread demanding a way of AVOIDING DLC content
That’s when you know you have a problem. And kudos to ZOS for actually trying to deal with it. And double kudos to Finn for coming onto the thread to explain their thinking.
It’s only natural that ZOS should look at the failure points in the DLC dungeons and try to address them. Isn’t that what all the “I want a harder overland mode” posts are calling for? I’m glad they have begun to address this.
Planar Inhibitor is a great example. Everyone knows it was a roadblock in that dungeon, a genuine PUG killer. Not the cool challenge it was meant to be but a MASSIVE disincentive to player engagement with the dungeon. While the mechanics are cool, the implementation of the mechanics were flawed. I applaud anything that makes the various sequences of that fight more obvious, so players get the appropriate cues and can actually play through the dungeon without having to have a tutorial. That’s not dumbing it down, that’s correcting poor dungeon design.
Less sure about the BRF changes, in particular the removal of the stone atronarchs. Here the mechanics are very clear, so it’s very possible for a group that hasn’t done the dungeon before to understand what needs to be done. It isn’t all about DPS. What is hard is coordinating it all, focusing the boss, standing in the lava, dodging the fire Shalks attacks and prioritising the stone atronarchs while jumping on and off the island. I can see why it’s a stumbling block for many groups, but having done it, I’m not sure removing the atronarchs is the best way to deal with this.
One thing I’m certain of is I’m glad ZOS has ignored all those who say these dungeons are easy simply because their DPS is big enough to burn through any mechanics. If your strategy is simply to nuke everything, you might be successful, but you’re not playing the game. Your game wants to make vet just like normal, where the mechanics are invisible because they never fire off. And I’m sad that too often beating bosses is just about the DPS. I’d rather the game was about outwitting interesting mechanics than a constant series of inane DPS checks.
TL:DR kudos to ZOS and let’s hope this makes more players WANT to do this content
for the record: BRF stone atronachs mechanic was not clear at all, just like Plane inhibitor it's a clear case of bad and non-intuitive telegraphing or simply total lack of it. Of all the pugs I have led up to this very encounter to then see disband at this point not a single one understood by themselves that the stone atronachs 1-shot wipe the group after a timer expires until I typed it all out for them in full sentences in group chat.
Looking back in perspective I now have to admit: How could they have known actually unless they start reading the logs of why they died and put 1 and 1 together. But pugs also contain 9-year old non english native players and generally really don't read or analyze combat logs, not even the huge one that slams in your face after your die and screams in large font what killed you. They just close the dialogue box, rezz themselves on the spot only to go and make the same mistakes again over and over.
Now if the stone atronachs animation-wise had been replaced with a giant version of the volcano eruption that grows to 3 times the size of the ones that Galchobar does and then finally explode with 1 supernova BOOM visible throughout the entire island that would have solved the problem and made it crystal clear. That would have intuitively telegraphed to even the smallest kid (that can't read/understand english) that something grows over a 30sec timer and at the end it explodes resulting in 1shot wipe for the group so the only way to prevent that is kill it first.
They did it perfect with the hammer slam technique. That's how everything should visually correspond in the game and they got it right there.
If ESO devs expect the average ESO player to go look up and read online detailed guides or dig into combat logs they got it all wrong at the design phase ! =P
You do not need to read a guide. If you die 3 times to something then you know that that is an issue you need to look at and figure out how to do it. I've never read a guide for any 4 man content in this game excluding vbrp where I was too derpy to figure out how to deal with bug bomb.
Those attros in brf turn red and suddenly everyone dies. How many wipes till you realize that they need to be killed. Tunnel vision is bad. Pay attention and no guide is ever needed.
Right. Now please go tell that to the 90% of pug population that keeps failing at this...
Oreyn_Bearclaw wrote: »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)
I am so glad you are not in charge of the combat design in this game. That might be the worst idea I have ever heard especially since you can acquire them with PVP currency.
If that is so...why are PvPers doing vet dungeons huh genius? Because i can guarantee you they DONT want to do them.
You WANT this game to fail (just like the rest who followed your rhetoric) *khm* wildstar *khm* rift *khm*... ... ...
Im glad that money people seems to be starting looking into things and have an issue with devs making stuff that looses money and will put devs into line....just like they did after epic disaster that was launch and Craglorn back in the days., becuase these "DLC dungeons" have SAME excact issues that epic fail "VET levels/areas" had back in the day.
Because guess what, here is a BIG revelation for you: game has to be financially viable to continue existing, unless you personally are prepared to cover all the losses they incur to keep it "your way".
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »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)
I am so glad you are not in charge of the combat design in this game. That might be the worst idea I have ever heard especially since you can acquire them with PVP currency.
If that is so...why are PvPers doing vet dungeons huh genius? Because i can guarantee you they DONT want to do them.
You WANT this game to fail (just like the rest who followed your rhetoric) *khm* wildstar *khm* rift *khm*... ... ...
Im glad that money people seems to be starting looking into things and have an issue with devs making stuff that looses money and will put devs into line....just like they did after epic disaster that was launch and Craglorn back in the days., becuase these "DLC dungeons" have SAME excact issues that epic fail "VET levels/areas" had back in the day.
Because guess what, here is a BIG revelation for you: game has to be financially viable to continue existing, unless you personally are prepared to cover all the losses they incur to keep it "your way".
I want a game to fail that I have been playing since beta. Yep, that must be it. You act like they are losing money on this game, which is a joke. You also fall under the delusion that someone is either a PVP player or a PVE player. Certainly there are people that full into that category, but I assure you, a lot of people do in fact play both. And if you want a PVP game that requires no outside work to build your character to be competitive, what in the world are you doing playing an MMO? Go play Call of Duty or something.
profundidob16_ESO wrote: »When you have people cancelling ESO because they don’t want to be forced into DLC dungeon content (which was supposed to be a BONUS for them remember)
When you have thread after thread after thread demanding a way of AVOIDING DLC content
That’s when you know you have a problem. And kudos to ZOS for actually trying to deal with it. And double kudos to Finn for coming onto the thread to explain their thinking.
It’s only natural that ZOS should look at the failure points in the DLC dungeons and try to address them. Isn’t that what all the “I want a harder overland mode” posts are calling for? I’m glad they have begun to address this.
Planar Inhibitor is a great example. Everyone knows it was a roadblock in that dungeon, a genuine PUG killer. Not the cool challenge it was meant to be but a MASSIVE disincentive to player engagement with the dungeon. While the mechanics are cool, the implementation of the mechanics were flawed. I applaud anything that makes the various sequences of that fight more obvious, so players get the appropriate cues and can actually play through the dungeon without having to have a tutorial. That’s not dumbing it down, that’s correcting poor dungeon design.
Less sure about the BRF changes, in particular the removal of the stone atronarchs. Here the mechanics are very clear, so it’s very possible for a group that hasn’t done the dungeon before to understand what needs to be done. It isn’t all about DPS. What is hard is coordinating it all, focusing the boss, standing in the lava, dodging the fire Shalks attacks and prioritising the stone atronarchs while jumping on and off the island. I can see why it’s a stumbling block for many groups, but having done it, I’m not sure removing the atronarchs is the best way to deal with this.
One thing I’m certain of is I’m glad ZOS has ignored all those who say these dungeons are easy simply because their DPS is big enough to burn through any mechanics. If your strategy is simply to nuke everything, you might be successful, but you’re not playing the game. Your game wants to make vet just like normal, where the mechanics are invisible because they never fire off. And I’m sad that too often beating bosses is just about the DPS. I’d rather the game was about outwitting interesting mechanics than a constant series of inane DPS checks.
TL:DR kudos to ZOS and let’s hope this makes more players WANT to do this content
for the record: BRF stone atronachs mechanic was not clear at all, just like Plane inhibitor it's a clear case of bad and non-intuitive telegraphing or simply total lack of it. Of all the pugs I have led up to this very encounter to then see disband at this point not a single one understood by themselves that the stone atronachs 1-shot wipe the group after a timer expires until I typed it all out for them in full sentences in group chat.
Looking back in perspective I now have to admit: How could they have known actually unless they start reading the logs of why they died and put 1 and 1 together. But pugs also contain 9-year old non english native players and generally really don't read or analyze combat logs, not even the huge one that slams in your face after your die and screams in large font what killed you. They just close the dialogue box, rezz themselves on the spot only to go and make the same mistakes again over and over.
Now if the stone atronachs animation-wise had been replaced with a giant version of the volcano eruption that grows to 3 times the size of the ones that Galchobar does and then finally explode with 1 supernova BOOM visible throughout the entire island that would have solved the problem and made it crystal clear. That would have intuitively telegraphed to even the smallest kid (that can't read/understand english) that something grows over a 30sec timer and at the end it explodes resulting in 1shot wipe for the group so the only way to prevent that is kill it first.
They did it perfect with the hammer slam technique. That's how everything should visually correspond in the game and they got it right there.
If ESO devs expect the average ESO player to go look up and read online detailed guides or dig into combat logs they got it all wrong at the design phase ! =P
Tan9oSuccka wrote: »profundidob16_ESO wrote: »profundidob16_ESO wrote: »When you have people cancelling ESO because they don’t want to be forced into DLC dungeon content (which was supposed to be a BONUS for them remember)
When you have thread after thread after thread demanding a way of AVOIDING DLC content
That’s when you know you have a problem. And kudos to ZOS for actually trying to deal with it. And double kudos to Finn for coming onto the thread to explain their thinking.
It’s only natural that ZOS should look at the failure points in the DLC dungeons and try to address them. Isn’t that what all the “I want a harder overland mode” posts are calling for? I’m glad they have begun to address this.
Planar Inhibitor is a great example. Everyone knows it was a roadblock in that dungeon, a genuine PUG killer. Not the cool challenge it was meant to be but a MASSIVE disincentive to player engagement with the dungeon. While the mechanics are cool, the implementation of the mechanics were flawed. I applaud anything that makes the various sequences of that fight more obvious, so players get the appropriate cues and can actually play through the dungeon without having to have a tutorial. That’s not dumbing it down, that’s correcting poor dungeon design.
Less sure about the BRF changes, in particular the removal of the stone atronarchs. Here the mechanics are very clear, so it’s very possible for a group that hasn’t done the dungeon before to understand what needs to be done. It isn’t all about DPS. What is hard is coordinating it all, focusing the boss, standing in the lava, dodging the fire Shalks attacks and prioritising the stone atronarchs while jumping on and off the island. I can see why it’s a stumbling block for many groups, but having done it, I’m not sure removing the atronarchs is the best way to deal with this.
One thing I’m certain of is I’m glad ZOS has ignored all those who say these dungeons are easy simply because their DPS is big enough to burn through any mechanics. If your strategy is simply to nuke everything, you might be successful, but you’re not playing the game. Your game wants to make vet just like normal, where the mechanics are invisible because they never fire off. And I’m sad that too often beating bosses is just about the DPS. I’d rather the game was about outwitting interesting mechanics than a constant series of inane DPS checks.
TL:DR kudos to ZOS and let’s hope this makes more players WANT to do this content
for the record: BRF stone atronachs mechanic was not clear at all, just like Plane inhibitor it's a clear case of bad and non-intuitive telegraphing or simply total lack of it. Of all the pugs I have led up to this very encounter to then see disband at this point not a single one understood by themselves that the stone atronachs 1-shot wipe the group after a timer expires until I typed it all out for them in full sentences in group chat.
Looking back in perspective I now have to admit: How could they have known actually unless they start reading the logs of why they died and put 1 and 1 together. But pugs also contain 9-year old non english native players and generally really don't read or analyze combat logs, not even the huge one that slams in your face after your die and screams in large font what killed you. They just close the dialogue box, rezz themselves on the spot only to go and make the same mistakes again over and over.
Now if the stone atronachs animation-wise had been replaced with a giant version of the volcano eruption that grows to 3 times the size of the ones that Galchobar does and then finally explode with 1 supernova BOOM visible throughout the entire island that would have solved the problem and made it crystal clear. That would have intuitively telegraphed to even the smallest kid (that can't read/understand english) that something grows over a 30sec timer and at the end it explodes resulting in 1shot wipe for the group so the only way to prevent that is kill it first.
They did it perfect with the hammer slam technique. That's how everything should visually correspond in the game and they got it right there.
If ESO devs expect the average ESO player to go look up and read online detailed guides or dig into combat logs they got it all wrong at the design phase ! =P
You do not need to read a guide. If you die 3 times to something then you know that that is an issue you need to look at and figure out how to do it. I've never read a guide for any 4 man content in this game excluding vbrp where I was too derpy to figure out how to deal with bug bomb.
Those attros in brf turn red and suddenly everyone dies. How many wipes till you realize that they need to be killed. Tunnel vision is bad. Pay attention and no guide is ever needed.
Right. Now please go tell that to the 90% of pug population that keeps failing at this...
Thing is....Nobody stops and takes 20 seconds to explain mechanics to perhaps someone that hasn’t run it before. Novel concept I know.
99.99% either start pointing fingers, kick or like a child, leave in a huff.