Anchors need a balance update.... They have become a joke.

  • BrianLovesLisa
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    Major_Lag wrote: »
    Dahveed wrote: »
    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 are a joke, all right.

    I've successfully soloed anchors on my magplar... while wearing all completely broken armor... moreover, it was lvl 42 armor on a >CP160 character. :D
    Edit: also, using no buff food at all.

    So I had nearly 0 resistances, and very low offensive stats, because of the broken and massively underlevelled gear.
    Still, soloing the dolmens like that was zero challenge. It was just tedious, because it took about 3-4x as long as soloing them on a proper build would.

    Okay so what your saying is NERF templar
  • BrianLovesLisa
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    HaruKamui wrote: »
    notyuu wrote: »
    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...

    Scale it better then?

    Overland content in ESO is laughably easy. I wish there were veteran versions of the map

    is there an MMO where Overland is not laughably easy?

  • idk
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    Dahveed wrote: »
    A lot of people are missing the point of the OP...

    I mean, I show up to a dolmen - ANY dolmen, in any zone, anywhere in the game - and it is a complete joke.

    It does not matter if it's solo, with a small group, a large group, if I'm a new player or whatever. It's a totally pathetic joke.

    I've been playing casually on and off for years and I have NEVER had any problem with ANY overworld content, except for the odd (1 in 10?) overworld boss. Dolmens have ALWAYS been a pathetic joke.

    But if you show up to a dolmen and there are more than 4 players, it's literally almost impossible to even get more than maybe one or two hits on the bosses before they melt.

    I'm not just posting this because of gameplay reasons, I rarely do any "grinding" or racing to endgame, collect trinkets, etc etc... I play ES games for the lore, the immersion, and the role-playing....

    It absolutely OBLITERATES any sense of immersion the game has to offer when the biggest, baddest Daedric prince of them all, Molag Bal, shows up with his menacing, booming voice telling me how he wants to dominate the world... only to be b!tch-slapped like a little girl in two seconds. It's embarrassing.

    I think you missed the point of the OP. He is talking about a situation where there are about 20 players at a dolmen. All you have to do is read the first sentence to grasp that.

    I think it is unreasonable to expect dolmens to scale to very large groups and even more so using the complicated system to determine the scaling OP suggests.

    Besides, if you are dolmen surfing, which is what most *** dolmens are doing, they could care less about the challenge. It is about the XP and/or loot drops.

    Oh, oh, and if Zos really does lower our DPS with this update that will essentially be a buff to the dolmens. So do not complain about a dps nerf if you want dolmens buffed.
  • starkerealm
    starkerealm
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    HaruKamui wrote: »
    notyuu wrote: »
    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...

    Scale it better then?

    Overland content in ESO is laughably easy. I wish there were veteran versions of the map

    is there an MMO where Overland is not laughably easy?

    The Secret World... oh, wait, Funcom shut that down, and relaunched it with a combat overhaul that trivialized overland content. Nevermind.
  • starkerealm
    starkerealm
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    Dahveed wrote: »
    LegacyDM wrote: »
    Anchors did get balanced! Zos just did a 60% ish nerf across the board to all classes except warden! Haha

    Uhhh, trolling? What source is this?

    Trolling. PTS notes for 5.2, and in a surprise to no one, a lot of the DoTs got hit hard.

    Short version is that Stam Sorcs, Stam DKs, and Stamdens got a lot of new toys. StamDKs are probably the most interesting change, as it shifts to a more group damage enhancement role. Also, they throw rocks at people now. Stam Sorcs have a pet now, and Bound Armaments looks a little like Grim Focus. Stamdens got a couple of new stam morphs of Mag staple abilities.
  • furiouslog
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    martygod12 wrote: »
    Vildebill wrote: »
    A lot of people keep forgetting how it is to be new in a game. Five years ago when I hardly knew what a set was, I was light years from soloing a general. So easy for you, maybe, but easy for the new players, maybe not.

    Omg stop opposing with the "new players" argument already people. Guess what a lot of players in the game Are not new...

    Guess what? The vast majority of people playing the game, something in the range of 80% of the people you'll encounter, have never reached level 50. They are new, at least in so far as a discussion on making content challenging. Alienating them, and driving those new players from the game, by tuning exclusively for endgame players is a fantastic way to kill an MMO.

    The game is not "tuned excluisively" to those players. There are loads of casual options for questing that are way more interesting than the dolmens, which are an obvious and perfunctory repeatable quest, practically designed for grinding.

    For those complaining about immersion - why are there active dolmens once you have defeated Molag Bal? That makes no sense either from a continuity standpoint. Yes, it can be justified with some logical gymnastics, but under those conditions, the AD groups can also be justified, as can the ability for a newer player to solo a dolmen. The fact is that if they removed dolmens after the main quest, you could not farm a lot of set jewelry. Immersion needs to be balanced with other game priorities given that it is designed to appeal to a wide audience. This strains easy mental closure, but it's always an option to ignore the dolmens and focus on story-driven content.
  • Glurin
    Glurin
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    Jeremy wrote: »
    This may be a case of be careful what you ask for. Players keep asking for buffed overland content. ZOS is responding by nerfing dps by 50%.

    Reference: Current PTS patch notes.

    Sounds good to me. ^^

    It's fine for the people with good DPS, but it could be crippling for folks who have bad DPS.

    Or it could be a boon to them. A simple case of having never really been challenged. As long as it doesn't make the difficulty curve too steep, this could benefit them by encouraging them to grow stronger.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • FierceSam
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    Anchors work fine atm

    They are halfway between the challenge of a quest boss and a world boss and provide a fun way for new players to experience group content.

    When you first start doing them they are a real challenge, and it’s easy to measure your progression in the early stages of the game by seeing how quickly you become proficient at them until one day you can solo them... after that they are never really a challenge for you as a player, irrespective of how basic or low level your character is.

    They provide a good level of rewards and XP for everyone who takes part and some of the loot they drop is excellent.

    Alik’r dolmens are an interesting example as they are so close to weyshrines and are fantastically successful. They’re used by a huge number of players every day for a variety of reasons, fun, XP, Fighters Guild and jewellery farming among them. Compare the number of players doing them with the numbers doing dragons in Elsweyr, where you have to trek for ages just to get to the spawn points to see the difference. In Elsweyr only one of the three spawn points has any significant use.

    If ZOS were going to put any resources into changing anything related to anchors/geysers/dragons (which is unlikely), I’d much rather they put it into making the dragon fights more accessible and less tediously range oriented. Dragons are so much worse than anchors with their lame one shot mechanics and prescripted behaviours. At least when I do the same anchor I can have two different experiences..
  • JamieAubrey
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    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.

    Let me guess you were in Alik'r ?

    This is the go to farming location for new alts
  • redlink1979
    redlink1979
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    Dahveed wrote: »
    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.

    Already scales according how many players are near it.
    Can't make a hit? Don't worry if they're going down too fast atm because we are all going to do less damage once U24 goes live...

    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
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  • starkerealm
    starkerealm
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    furiouslog wrote: »
    martygod12 wrote: »
    Vildebill wrote: »
    A lot of people keep forgetting how it is to be new in a game. Five years ago when I hardly knew what a set was, I was light years from soloing a general. So easy for you, maybe, but easy for the new players, maybe not.

    Omg stop opposing with the "new players" argument already people. Guess what a lot of players in the game Are not new...

    Guess what? The vast majority of people playing the game, something in the range of 80% of the people you'll encounter, have never reached level 50. They are new, at least in so far as a discussion on making content challenging. Alienating them, and driving those new players from the game, by tuning exclusively for endgame players is a fantastic way to kill an MMO.

    The game is not "tuned excluisively" to those players. There are loads of casual options for questing that are way more interesting than the dolmens, which are an obvious and perfunctory repeatable quest, practically designed for grinding.

    For those complaining about immersion - why are there active dolmens once you have defeated Molag Bal? That makes no sense either from a continuity standpoint. Yes, it can be justified with some logical gymnastics, but under those conditions, the AD groups can also be justified, as can the ability for a newer player to solo a dolmen. The fact is that if they removed dolmens after the main quest, you could not farm a lot of set jewelry. Immersion needs to be balanced with other game priorities given that it is designed to appeal to a wide audience. This strains easy mental closure, but it's always an option to ignore the dolmens and focus on story-driven content.

    Wow, reading comprehension. What I said was, "'exclusively tuning' an MMO around endgame players is a good way to kill it." I've actually seen devs for other games who forgot new players were part of the ecosystem, and proceeded to drive them out of their game by configuring content around veteran players. I even played a pair of MMOs years ago where it was nearly impossible for new players to progress through base game content without assistance from endgame players, because content difficulty had been rebalanced to the level capped players running around in those areas.

    Hell, dev teams forgetting that newbies are part of their game is endemic. Not an example I was thinking of above, but Bungie's Destiny 2 team didn't see a problem with dropping 610 Light enemies directly into the path of a mandatory quest that you'll do almost as soon as you start, and is balanced around 20 Light. Even at 580 Light, those guys will one shot you and you cannot do damage to them. So, yeah, let's make this a new player experience. I wouldn't single them out, except this is the third time I've seen a developer make a similar mistake.

    Fortunately, ESO's structure means that particular mistake is extremely unlikely, but, it is important to remember how the new player experience flows. This was a problem with Morrowind, where the game would drop you in a relatively challenging zone (in contrast to the base game overland content.) This did affect how people approached the game. I know a few players who started right before Summerset dropped who still despise Vvardenfell because they were curbstomped right off the boat. Here's a shocker, but if the game curb stomps you on the way in, chances are, you're not going to stick around. This is less of an issue in single player titles where you've already gotten your money, and you can deliberately market towards that. But, MMOs are a bit different, because they are absolutely dependent on players coming in and sticking around. Want to see how "Dark Souls difficulty," works in an MMO, check out The Secret World by Funcom. No, not, Secret World Legends, check out the original one.
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