Meh they can keep nerfing and dumbing down the game till people start to leave for all I care, I wanted an elder scrolls experience with friends but I'm not getting that experience because of these forced solo instances/quests.
They wouldn't have to nerf anything if they would allow you to get a person to join your group to help you, it is an MMO after all, these forced solo stuff should be optional.
That way the people that want easy mode can invite a friend.
And the people that want the challenge can just go in solo = no need for nerfs.
I can't count how many times I've heard of this Doshia referenced in chat, but I can't even remember the encounter - that's how easy it must've been.
Someone refresh my memory. When is Doshia encountered?
I can't count how many times I've heard of this Doshia referenced in chat, but I can't even remember the encounter - that's how easy it must've been.
Someone refresh my memory. When is Doshia encountered?
First main boss in Fighters Guild. She captured Merric. Or was that a rhetorical question o.O I'm not sure,
Doshia is a good example of a badly designed encounter. I went in there blind and got killed twice in quick succession because I had no idea what was going on. Any encounter that relies on the player failing multiple times in order to learn the encounter is one where the designer has failed utterly in their goal.
If the designer actually had a clue and knew what to do with it they would have put in a clue or two to let you know what to expect, a journal page or something would have sufficed.
All I have to say is if people are thinking Doshia is a difficult fight they are in for a surprise when they have to "Enter the Alchemist's Layer" for the Plague Bringer quest line when they hit 18.
That's how I feel about it too, but I guess the devs don't. Even if they think 2-3 is good, well, it took me 7 attempts to kill Norion the first time and thought the thrill of finally beating him was totally worth it.People shouldn't expect to run in and one-shot a boss. That's dumb. If people aren't dying on average 2-3 times, then that means the encounter isn't hard enough.
I also think that if the questline comes from a certain guild, it should be that "type" of class/build that would handle it best.
Doshia is a good example of a badly designed encounter. I went in there blind and got killed twice in quick succession because I had no idea what was going on. Any encounter that relies on the player failing multiple times in order to learn the encounter is one where the designer has failed utterly in their goal.
If the designer actually had a clue and knew what to do with it they would have put in a clue or two to let you know what to expect, a journal page or something would have sufficed.
Doshia is a good example of a badly designed encounter. I went in there blind and got killed twice in quick succession because I had no idea what was going on. Any encounter that relies on the player failing multiple times in order to learn the encounter is one where the designer has failed utterly in their goal.
If the designer actually had a clue and knew what to do with it they would have put in a clue or two to let you know what to expect, a journal page or something would have sufficed.
Doshia is NOT a poorly designed encounter. Dying is not equal to failure. Failure is giving up on the encounter completely, not stumbling a few times while learning. How many times did you fall off your bike when learning to ride? Lots right. Did you eventually learn? If you still can't ride your bike....then and only then have you failed.
Anyone who tells you that dying means you failed is either trolling (l2p n00b and the like) or really doesn't like to be challenged in anything.
dpayne83_ESO wrote: »My only question, if this is true, is why? I mean, if she was so hard how am I at my level and current point in the Fighters Guild quest line? Or other people for that matter? Are players not aware there are actual mechanics for that fight? Doshia is a breathe of fresh air for low level encounters because she required more than just "Go in and punch her a bunch of times without fear of dying" to beat her. I died once to her, told myself I wasn't going to whine or quit, and went and beat her on the second try.
Doshia is a good example of a badly designed encounter. I went in there blind and got killed twice in quick succession because I had no idea what was going on. Any encounter that relies on the player failing multiple times in order to learn the encounter is one where the designer has failed utterly in their goal.
If the designer actually had a clue and knew what to do with it they would have put in a clue or two to let you know what to expect, a journal page or something would have sufficed.
Doshia is NOT a poorly designed encounter. Dying is not equal to failure. Failure is giving up on the encounter completely, not stumbling a few times while learning. How many times did you fall off your bike when learning to ride? Lots right. Did you eventually learn? If you still can't ride your bike....then and only then have you failed.
Anyone who tells you that dying means you failed is either trolling (l2p n00b and the like) or really doesn't like to be challenged in anything.
Sorry, requiring someone to die multiple times is just inept and lazy, it trivializes death. Death is failure in a role playing game, it should not be just another game mechanic to be used. In addition, if you read the post you quoted, my point is that sending someone in clueless and requiring them to die to learn the special rules is what I object to, not the difficulty. I beat Doshia pre-nerf once I understood what was happening. I don't object to being killed in a difficult fight and having to try it again.
dpayne83_ESO wrote: »My only question, if this is true, is why?