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Normal / Veteran system is out of whack

Rudrani
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Most normal content is too dramatically easier than the vet. And in some cases, the vet content is way too easy. I think the whole system needs an overhaul to his:

Every instance has THREE versions

1) Easy
2) Medium
3) Hard

For all the base-game dungeons and trials

1) current normal = easy
2) current vet = medium
3) a new harder version = hard

For all the dlc dungeons, trials, arenas...

1) current normal = easy
3) curent vet = hard
2) something new halfway between easy and hard settings = medium
  • Rudrani
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    and ofc, the rewards should be scaled to the difficulty.

    more transmutes for medium, most transmutes for hard.
    more gold more drops per tier
    more xp ofc

    hard modes can include undaunted plunder.
  • Kurat
    Kurat
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    Everything you described already exists.
    Current normals = easy
    Current vet = medium
    Current hard mode = hard

    Some dungeons and trials also have option to activate HM for other bosses not just last boss.
  • Grianasteri
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    I would tend to agree.

    Its a complex issue because as the game has moved on, with astronomical levels of power creep, it has effectively broken overland and dungeons, with only DLC vet providing any kind of challenge. That was not inevitable, it has been managed very very poorly from the start, sadly.

    In order of difficulty I would say it is thus...

    Base game normal
    Base game vet
    DLC normal
    DLC vet

    There is some cross over and blurred lines between base game vet and dlc normal, these can be quite similar levels of challenge depending on the dungeon.

    Therefore, one hugely needed overhaul I feel is the dungeons, to bring them into line with power creep. I mean we just dont even need healers anymore. I ran every pledge yesterday on vet, with no healer. Thats just a broken system, given the core mechanics of so much of the game is healing, dps and tanking, for one to simply be irrelevant in so much dungeon content (not all), seems deeply flawed.
  • Artemis_X_
    Artemis_X_
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    A medium setting would be nice. As a tank learning vet dlcs it's a nightmare. Normal is easy and offers very limited exposure to the mechanics, vet hits hard and is full of tricky mechanics you can't really practice with on normal.
    Edited by Artemis_X_ on March 3, 2021 12:27PM
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    Yeah, would be nice to see some additional difficulty modes, so players can select the difficulty that fits for them.
    For me personally I'd like to see something harder than the current hardmodes, especially for the older content. Some of those old dungeons and raids have some really fun mechanics. But since they were balanced in a time when dps, hps and damage mitigation were much lower we don't really see those mechanics anymore.
    Additionally I think the jump between normal and vet is too drastic in some cases for new players, so it would be nice to have some inbetween difficutly there.
  • etchedpixels
    etchedpixels
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    I don't see the problem with some vet dungeons being relatively easy compared with others - you need things for people learning vet content or taking the first steps into it. To me the bigger problem is the fact that some vet content is really not much harder than normal (eg vet fg1 or vet city of ash 1) yet others like selene's go from "hohum" to "ouch"
    Too many toons not enough time
  • BXR_Lonestar
    BXR_Lonestar
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    The problem is that normal difficulty isn't anywhere close to veteran difficulty in terms of punishing you for not doing the mechanics. This may be good for beginner groups, but it makes doing normal absolutely useless as a tool to prepare you for doing the dungeon on veteran. People ought to be doing normal versions to learn mechanics, and once you master those mechanics, you do veteran, where the difficulty is cranked up because incoming damage and boss/minion HP is increased.
  • Narvuntien
    Narvuntien
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    I think the most obvious example of this is Maelstrom.

    Normal: 30 min, never die. Veteran: 4 hours constant death (at least past the halfway point)
  • MakeMeUhSamich
    MakeMeUhSamich
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    The issue is Easy, Medium, and Hard are completely subjective.
  • Starlock
    Starlock
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    The issue is Easy, Medium, and Hard are completely subjective.

    Yes, this is generally the issue.

    We do know the developers apparently track completion rates, which they probably use an indicator of difficulty to help iron out the subjectivity. Wouldn't it be interesting if they would share completion rates across platforms for various dungeons with the player base?
  • MakeMeUhSamich
    MakeMeUhSamich
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    That would be interesting!
  • Rudrani
    Rudrani
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    Kurat wrote: »
    Everything you described already exists.
    Current normals = easy
    Current vet = medium
    Current hard mode = hard

    Some dungeons and trials also have option to activate HM for other bosses not just last boss.

    Not at all...

    Vet on base game stuff is too easy, and the hard mode makes no difference. So I am saying keep normal as easy, make vet medium (hm is a bonus on final boss), make a more difficult version for hard.

    Vet on DLC stuff is sliiiiiiiightly too hard, especially the hard modes. So keep it as the hard version of the dungeon/trial, and make something easier as the medium.

  • stefj68
    stefj68
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    if you want hard content do them naked
  • FrancisCrawford
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    Narvuntien wrote: »
    I think the most obvious example of this is Maelstrom.

    Normal: 30 min, never die. Veteran: 4 hours constant death (at least past the halfway point)

    Basically agreed, although a few mechanics still matter in normal. (My list is ice floes, spiderlings, and poison flowers, mainly.)
  • Lintashi
    Lintashi
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    Difficulty is very subjective, and depends on whole group, not individual. And please, no scaling rewards. I am on the verge of ragequitting every second time I try to pug daily pledge, because people with 300cp go to vetdlc, do the quest, do 5k damage, and try to enable hm. After some wipes, they say, that it is their first run, they do not know any mechanics but they absolutely need hm. And not even vetdlc have this. Just this week, me (as healer) and my tank friend had to duo Tempest island last boss. Both dps admitted, that they do not know mechanics, just decided to be carried for transmutes. Since me and my friend are not faking our roles, we were forced to spend 15 mins on a single boss. If rewards will be scaled or dungeons get any more difficult, random groups will not be able to do this content, since everyone will choose higher difficulty, and secretly hope for carry. As for not going with randoms, sometimes people play as duo, trio, and pick last person as random. I wonder, if upcoming companion system will let me have npc dd, that hits more than 5k, and stays alive longer than some actual players.
  • Rudrani
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    Absolute values are subjective, but relative values are not.

    In other words if FG1 normal = x difficulty, let medium = 2x and let hard = 3x

    Devs have to figure out what the value of x is.
  • Kurat
    Kurat
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    If they added another difficulty then queue times would be even longer. So leave as is.
  • Snow_White
    Snow_White
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    If you think dungeons are too easy, try queueing as a (real) tank. Some groups really struggle to overcome base game, normal mode mechanics.

    Same thing happens in base game vet. The player that’s trying to get their first monster helm is not having the same experience as the player who decons 50 helms a week.
    Edited by Snow_White on March 8, 2021 8:30AM
  • zaria
    zaria
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    Rudrani wrote: »
    Kurat wrote: »
    Everything you described already exists.
    Current normals = easy
    Current vet = medium
    Current hard mode = hard

    Some dungeons and trials also have option to activate HM for other bosses not just last boss.

    Not at all...

    Vet on base game stuff is too easy, and the hard mode makes no difference. So I am saying keep normal as easy, make vet medium (hm is a bonus on final boss), make a more difficult version for hard.

    Vet on DLC stuff is sliiiiiiiightly too hard, especially the hard modes. So keep it as the hard version of the dungeon/trial, and make something easier as the medium.
    Agree, only reason to not do HM in most base dungeons is if very weak group or fake tank, Yes you can hold soft taunt on the atronauts in BC2 or use inner fire but you will take some damage.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Rudrani
    Rudrani
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    Snow_White wrote: »
    If you think dungeons are too easy, try queueing as a (real) tank. Some groups really struggle to overcome base game, normal mode mechanics.

    Same thing happens in base game vet. The player that’s trying to get their first monster helm is not having the same experience as the player who decons 50 helms a week.

    I didn't say "the game is too easy, make it harder"

    I said,

    1) easy mode = current normal modes
    2) medium mode = current vet/hm on base game stuff, and an **EASIER** version of current vet/hm on DLC stuff
    3) hard mode = a **HARDER** version of current base game stuff, and the current DLC vet modes
  • Tannus15
    Tannus15
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    Yup, i've been thinking this for a while now.

    HM should be set at the start of the dungeon, not just the last boss, and there should be gold jewel drops for the clear
  • deleted008293
    deleted008293
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    Back in 2017 when I was already pushing for a difficulty between n and v i was approached with same hate as you might see here...

    We dont care about hard mode. Capisci? Some players are looking for some extra mechanics and challenges and they are not getting that from veteran content and not many teams are able to do hard mode. Thats what people never seems to understand.

    We need a giant nerf on veteran content right now. And then added one diffiulty after... Or in between. but that makes no sense. Or a towering system with multiple difficulties.
    Edited by deleted008293 on March 9, 2021 4:12AM
  • graybeardII
    graybeardII
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    Dont we already have a hard mode I ran a vet hard mode last night isnt that what your looking for not sure how its activated but it was a lot harder than normal vet
  • Kurat
    Kurat
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    Alot of people bail if dlc dungeon pops, even on normal and you want harder difficulties lmao
  • deleted008293
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    I do not thing you got my point...

    We have normal content which is a walk in the park for pretty much everyone.
    We got Veteran content with optional hard modes which make things pretty complicated. Try to pug a trial on veteran and you are guaranteed to join a wipe fest party. Turn Hard mode on and watch.

    What I wanted to say is that we need something in between normal and veteran but a mode that also have its own hard mode. Most people are used to normal and veteran content so it make sense that we get something in between and named it veteran and then veteran content should be renamed to something else much more fancier.

    I pug a lot in zone chat so I have a bit more experience there over some core teams and guild runs most of you are having. I do core raiding too but for ex even there we struggle. Why? Because many players do not have the luxury to play the game too much and for that reason they cannot practice or improve in some content. And right now normal content teach you literally NOTHING. While veteran is like umm now what?
    Edited by deleted008293 on March 9, 2021 4:34AM
  • Rudrani
    Rudrani
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    Exactly, Nordmarian. Tht's exactly my point.

    I'm saying the normal on DLC should be easier - the current normal should be considered "medium"

    The vet on non-DLC should be harder - the current vet should be considered "medium"
  • Wing
    Wing
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    Starlock wrote: »
    The issue is Easy, Medium, and Hard are completely subjective.

    Yes, this is generally the issue.

    We do know the developers apparently track completion rates, which they probably use an indicator of difficulty to help iron out the subjectivity. Wouldn't it be interesting if they would share completion rates across platforms for various dungeons with the player base?

    the OG vet DLC dungeons we were able to see completions a bit based on the completion achievement on consoles.

    it was less then 2% of the entire player base.

    and over time as the new dungeons released and there reputation for being overly difficult grew that completion rate has only declined. new dungeons are most likely under .5% completion rate by players.

    most players just dont care for that content, and you cannot force people to do hard stuff, they will just move on to another game.
    ESO player since beta.
    previously full time subscriber, beta-2024, now off and on, game got too disappointing.
    PC NA
    ( ^_^ )

    You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods -Xenogears
    DK one trick
  • Kwoung
    Kwoung
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    I will agree that the jump from Normal to Vet on the current system is sorta ridiculous and there should be a mode between that actually teaches the mechanics and requires you use them, while not necessarily destroying and demoralizing the group attempting it who may not be ready for full on vet, but walks through normal modes.

    That was my experience with most vet dungeons when I was growing up in game, normal was way to easy so we tried vet... and literally had zero chance of completing it. A stepping stone that trained the mechanics would have been nice, since the normal dungeons basically don't have any mechanics that you notice. Normal is like: Oh, were we supposed to do something there? Nevermind, the boss is dead already.
  • Zenzuki
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    Kwoung wrote: »
    I will agree that the jump from Normal to Vet on the current system is sorta ridiculous and there should be a mode between that actually teaches the mechanics and requires you use them, while not necessarily destroying and demoralizing the group attempting it who may not be ready for full on vet, but walks through normal modes.

    That was my experience with most vet dungeons when I was growing up in game, normal was way to easy so we tried vet... and literally had zero chance of completing it. A stepping stone that trained the mechanics would have been nice, since the normal dungeons basically don't have any mechanics that you notice. Normal is like: Oh, were we supposed to do something there? Nevermind, the boss is dead already.

    ^^^ This!

    A "middle/medium" or whatever you wish to call it, where players that have gotten comfortable with normal clears, but have never seen any of the mechanics, need a "step" between normal and vet modes.

    A level that introduces the dungeon mechanics into the gameplay while not brutalizing the players continuously while they're attempting to figure them out! This would do wonders for MANY PLAYERS that wish to step into this arena, but are gun shy of attempting it in vet mode with spreed-running try-hards (or others) that expect a person to already know all of them. Turning these players off to doing them completely and thus removing fresh future prospects from existing and new dungeon/trial content.

    After a while, players that have used this mid-level to learn the mechanics and have gotten comfortable with clearing, will step up again (as they did from normal to medium) to the vet and harder content in a more natural learning curve. They'll be more confident in their ability to understand what they're seeing, what they should be doing at any given time and overall contribute positively to the group outcome.

    This should make for a Tamriel that sees a lot more players (competently) engaging in the harder end game content, which should make everyone happy!
    Can Open...
    Worms EVERYWHERE!
  • Stahlor
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    DLC HM have to give way better rewards. It's just ridiculous, that you get the same rewards for Fungal Grotto 1 HM and Stonegarden HM.
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