Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
They are a joke, all right.Just throwing some ideas out there, because holy mother of Talos, anchors are perhaps the biggest joke in any video game I have ever played in my life.
Just showed up to an anchor that had about 20 players there and I literally couldn't even get a single hit on any enemy before the entire thing was cleared.
Right, but clearly the scaling is pitifully inadequate, when the Alik'r dolmens are over in an instant.to those saying "just make them scale based on the number of people there"
they already do, solo an anchor and you'll find it has like 2 waves at the most, but get a group and the two jumps to about 12...
to those saying "just make them scale based on the number of people there"
they already do, solo an anchor and you'll find it has like 2 waves at the most, but get a group and the two jumps to about 12...
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
And scaling the quantity of mobs is not enough, with such AoE spam the mobs are dying in 1 GCD.
The quality (difficulty) of the mobs needs to scale as well.
Just showed up to an anchor that had about 20 players there and I literally couldn't even get a single hit on any enemy before the entire thing was cleared.
Just showed up to an anchor that had about 20 players there and I literally couldn't even get a single hit on any enemy before the entire thing was cleared.
Some kind of scaling balance update is required to make these things at least somewhat less of a total farce.
Not sure how exactly, but when an anchor drops the power level of enemies ought to scale somehow with the number of players in the zone.
It could shake things up a bit if (let's say) a group of 8 players tries to take down an anchor in a zone that has 60 players in it. Since the anchor now would scale to a higher level based on some sort of calculation (I dunno, the number of players in the zone divided by 3, let's say), this anchor would now be scaled for 20 players instead of 8, so that those 8 players would have a harder time clearing it.
It could provide incentive to ppl in the zone to call for and to provide help in taking one down. It could get really interesting in a heavily populated zone and it takes a good group of 20 players to actually cooperate to take down a hefty anchor.
Just throwing some ideas out there, because holy mother of Talos, anchors are perhaps the biggest joke in any video game I have ever played in my life. They just spawn and then instantly disappear.... They are supposed to be this big cool, menacing thing spawned by the Daedric Lord of Schemes, but they can't even withstand a wet fart from a small band of adventurers.
It's really sad.
Just showed up to an anchor that had about 20 players there and I literally couldn't even get a single hit on any enemy before the entire thing was cleared.
Some kind of scaling balance update is required to make these things at least somewhat less of a total farce.
Not sure how exactly, but when an anchor drops the power level of enemies ought to scale somehow with the number of players in the zone.
It could shake things up a bit if (let's say) a group of 8 players tries to take down an anchor in a zone that has 60 players in it. Since the anchor now would scale to a higher level based on some sort of calculation (I dunno, the number of players in the zone divided by 3, let's say), this anchor would now be scaled for 20 players instead of 8, so that those 8 players would have a harder time clearing it.
It could provide incentive to ppl in the zone to call for and to provide help in taking one down. It could get really interesting in a heavily populated zone and it takes a good group of 20 players to actually cooperate to take down a hefty anchor.
Just throwing some ideas out there, because holy mother of Talos, anchors are perhaps the biggest joke in any video game I have ever played in my life. They just spawn and then instantly disappear.... They are supposed to be this big cool, menacing thing spawned by the Daedric Lord of Schemes, but they can't even withstand a wet fart from a small band of adventurers.
It's really sad.
to those saying "just make them scale based on the number of people there"
they already do, solo an anchor and you'll find it has like 2 waves at the most, but get a group and the two jumps to about 12...
Remember doing an dolmen just after a server reboot.It’s a pipe dream of mine that any overland content become even a slight challenge to players.
A great, useful, purposeful idea that would actually encourage people to improve themselves as they progress.
But that’s not “casual toddler” friendly, so unfortunately it won’t happen
spartaxoxo wrote: »It's okay for low levels to have old base game content to grind, you know. Not everything in the game needs to be about you.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
spartaxoxo wrote: »It's okay for low levels to have old base game content to grind, you know. Not everything in the game needs to be about you.
100% fair. but in that same vein, its pretty hard for a casual lowbie to get even a single hit in with how quickly some of those zergs smash through the dolmen. making it so that the boss dies in half a minute instead of a single global cooldown will actualy help those very same lowbies.