Oreyn_Bearclaw wrote: »If you only do random normals for transmute, then why would you care if people are speed running? People typically speed run for weapons from bosses (hopefully smart loot puts a dent in this) and transmute crystals (could be solved if there were better PVE ways to get them).
@Oreyn_Bearclaw
That is why I do dungeons, not what I want to do while I am in the dungeon. I have no interest in speed running the dungeon. If I am going to sit through the PUG queue, I really want to experience the dungeon from front to end. I also might get into a dungeon I have never been in, although as time progresses, this will be less likely.
It is a little like paying full price for a movie (queue time wait) but by the time you get there, it is just ending (warp to last boss, already in progress). That is especially cool if it is not a movie I have seen before.
Again, I am not sure how this will work. I lived for years without doing dungeons on even an occasional basis. I am doing them now because I decided that is the lowest bar for getting transmute stuff. If ZOS makes it annoying, I just go back to not doing dungeons and skip that part of the game that uses transmute thingies.
spartaxoxo wrote: »I wish they would tone the damage down on this game, because it's just too high when compared to other aspects of the game. But the developers of this game have always favored damage over everything else when it comes to balancing. I think they like it that way.
No. It really is not. The damage is perfectly tuned when vet players are doing vet content, with some achievements already basically impossible for 99.99% of the playerbase. Instead of constantly nerfing people for no good reason whatsoever, people should stop using endgame builds for tutorial level content or accept that it will trivialize that content. The only thing needed is to add a story mode to pull people trying to roleplay out of rnd for that, and some a challenge mode to the overland story bosses. That's about the only times there's any legit conflict between playersbase power levels.
Enough with the nerfs
perfiction wrote: »Idk, I don't enjoy dungeons if I'm stuck as a healer/tank in a pug with 15k group dps. Wasting 10 minutes to kill one boss is not my definition of fun.
+people queue for RNDs because they want transmutes and exp, not because they want to 'enjoy' the dungeon for 1000th time. That's why they speedrun.
spartaxoxo wrote: »I wish they would tone the damage down on this game, because it's just too high when compared to other aspects of the game. But the developers of this game have always favored damage over everything else when it comes to balancing. I think they like it that way.
No. It really is not. The damage is perfectly tuned when vet players are doing vet content, with some achievements already basically impossible for 99.99% of the playerbase. Instead of constantly nerfing people for no good reason whatsoever, people should stop using endgame builds for tutorial level content or accept that it will trivialize that content. The only thing needed is to add a story mode to pull people trying to roleplay out of rnd for that, and some a challenge mode to the overland story bosses. That's about the only times there's any legit conflict between playersbase power levels.
Enough with the nerfs
Yes, it really is.
I never said "nerf" players. There are better ways to tone down the damage output, such as improve enemy defenses. And I am talking about Veteran content as well. If you have ever seen what a group of experienced Veteran players stacking offense can do to one of the base Vet dungeons for example you would not be saying this. Because it is no where near "perfectly tuned". lol It's a joke.
And the game should be designed with "endgame builds" in mind as well. No one should be able to use specific builds and obliterate the game.
spartaxoxo wrote: »spartaxoxo wrote: »I wish they would tone the damage down on this game, because it's just too high when compared to other aspects of the game. But the developers of this game have always favored damage over everything else when it comes to balancing. I think they like it that way.
No. It really is not. The damage is perfectly tuned when vet players are doing vet content, with some achievements already basically impossible for 99.99% of the playerbase. Instead of constantly nerfing people for no good reason whatsoever, people should stop using endgame builds for tutorial level content or accept that it will trivialize that content. The only thing needed is to add a story mode to pull people trying to roleplay out of rnd for that, and some a challenge mode to the overland story bosses. That's about the only times there's any legit conflict between playersbase power levels.
Enough with the nerfs
Yes, it really is.
I never said "nerf" players. There are better ways to tone down the damage output, such as improve enemy defenses. And I am talking about Veteran content as well. If you have ever seen what a group of experienced Veteran players stacking offense can do to one of the base Vet dungeons for example you would not be saying this. Because it is no where near "perfectly tuned". lol It's a joke.
And the game should be designed with "endgame builds" in mind as well. No one should be able to use specific builds and obliterate the game.
Yes, endgame builds should be able to obliterate early content. It's called progression. True end game content is already quite difficult, and no base game vets and Craglorn are not true end game. And endgame builds are tuned well for endgame content.
Most people in this game don't obliterate that content. They do it a perfectly fine pace. Mid and early game content have no business being tuned for the top 10%.
spartaxoxo wrote: »spartaxoxo wrote: »I wish they would tone the damage down on this game, because it's just too high when compared to other aspects of the game. But the developers of this game have always favored damage over everything else when it comes to balancing. I think they like it that way.
No. It really is not. The damage is perfectly tuned when vet players are doing vet content, with some achievements already basically impossible for 99.99% of the playerbase. Instead of constantly nerfing people for no good reason whatsoever, people should stop using endgame builds for tutorial level content or accept that it will trivialize that content. The only thing needed is to add a story mode to pull people trying to roleplay out of rnd for that, and some a challenge mode to the overland story bosses. That's about the only times there's any legit conflict between playersbase power levels.
Enough with the nerfs
Yes, it really is.
I never said "nerf" players. There are better ways to tone down the damage output, such as improve enemy defenses. And I am talking about Veteran content as well. If you have ever seen what a group of experienced Veteran players stacking offense can do to one of the base Vet dungeons for example you would not be saying this. Because it is no where near "perfectly tuned". lol It's a joke.
And the game should be designed with "endgame builds" in mind as well. No one should be able to use specific builds and obliterate the game.
Yes, endgame builds should be able to obliterate early content. It's called progression. True end game content is already quite difficult, and no base game vets and Craglorn are not true end game. And endgame builds are tuned well for endgame content.
Most people in this game don't obliterate that content. They do it a perfectly fine pace. Mid and early game content have no business being tuned for the top 10%.
We just fundamentally disagree.
No boss should be dying in a couple of seconds, especially not in Veteran content. That's not balanced and spoils the fun of other players.
Some Veteran Content is difficult. But it's usually made so with complex mechanics that can instantly kill you or stupid DPS races that demand you create one of those "endgame builds". And that's not a healthy situation for the game, especially one that is suppose to thrive on diversity and player choice.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »I wish they would tone the damage down on this game, because it's just too high when compared to other aspects of the game. But the developers of this game have always favored damage over everything else when it comes to balancing. I think they like it that way.
No. It really is not. The damage is perfectly tuned when vet players are doing vet content, with some achievements already basically impossible for 99.99% of the playerbase. Instead of constantly nerfing people for no good reason whatsoever, people should stop using endgame builds for tutorial level content or accept that it will trivialize that content. The only thing needed is to add a story mode to pull people trying to roleplay out of rnd for that, and some a challenge mode to the overland story bosses. That's about the only times there's any legit conflict between playersbase power levels.
Enough with the nerfs
Yes, it really is.
I never said "nerf" players. There are better ways to tone down the damage output, such as improve enemy defenses. And I am talking about Veteran content as well. If you have ever seen what a group of experienced Veteran players stacking offense can do to one of the base Vet dungeons for example you would not be saying this. Because it is no where near "perfectly tuned". lol It's a joke.
And the game should be designed with "endgame builds" in mind as well. No one should be able to use specific builds and obliterate the game.
Yes, endgame builds should be able to obliterate early content. It's called progression. True end game content is already quite difficult, and no base game vets and Craglorn are not true end game. And endgame builds are tuned well for endgame content.
Most people in this game don't obliterate that content. They do it a perfectly fine pace. Mid and early game content have no business being tuned for the top 10%.
We just fundamentally disagree.
No boss should be dying in a couple of seconds, especially not in Veteran content. That's not balanced and spoils the fun of other players.
Some Veteran Content is difficult. But it's usually made so with complex mechanics that can instantly kill you or stupid DPS races that demand you create one of those "endgame builds". And that's not a healthy situation for the game, especially one that is suppose to thrive on diversity and player choice.
Anything actually difficult due to non-mechs for an endgame player is going to be impossible for a new player.
Content who's stats are tuned for new and midgame players will be easy for endgame players.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »I wish they would tone the damage down on this game, because it's just too high when compared to other aspects of the game. But the developers of this game have always favored damage over everything else when it comes to balancing. I think they like it that way.
No. It really is not. The damage is perfectly tuned when vet players are doing vet content, with some achievements already basically impossible for 99.99% of the playerbase. Instead of constantly nerfing people for no good reason whatsoever, people should stop using endgame builds for tutorial level content or accept that it will trivialize that content. The only thing needed is to add a story mode to pull people trying to roleplay out of rnd for that, and some a challenge mode to the overland story bosses. That's about the only times there's any legit conflict between playersbase power levels.
Enough with the nerfs
Yes, it really is.
I never said "nerf" players. There are better ways to tone down the damage output, such as improve enemy defenses. And I am talking about Veteran content as well. If you have ever seen what a group of experienced Veteran players stacking offense can do to one of the base Vet dungeons for example you would not be saying this. Because it is no where near "perfectly tuned". lol It's a joke.
And the game should be designed with "endgame builds" in mind as well. No one should be able to use specific builds and obliterate the game.
Yes, endgame builds should be able to obliterate early content. It's called progression. True end game content is already quite difficult, and no base game vets and Craglorn are not true end game. And endgame builds are tuned well for endgame content.
Most people in this game don't obliterate that content. They do it a perfectly fine pace. Mid and early game content have no business being tuned for the top 10%.
We just fundamentally disagree.
No boss should be dying in a couple of seconds, especially not in Veteran content. That's not balanced and spoils the fun of other players.
Some Veteran Content is difficult. But it's usually made so with complex mechanics that can instantly kill you or stupid DPS races that demand you create one of those "endgame builds". And that's not a healthy situation for the game, especially one that is suppose to thrive on diversity and player choice.
Anything actually difficult due to non-mechs for an endgame player is going to be impossible for a new player.
Content who's stats are tuned for new and midgame players will be easy for endgame players.
That's only because the top end damage is too high and forces them to balance things to ridiculous levels to compensate so they can achieve something resembling a challenge for those offensive players who use those "endgame builds" you are talking about.
That's why I say the damage needs to be toned down.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »I wish they would tone the damage down on this game, because it's just too high when compared to other aspects of the game. But the developers of this game have always favored damage over everything else when it comes to balancing. I think they like it that way.
No. It really is not. The damage is perfectly tuned when vet players are doing vet content, with some achievements already basically impossible for 99.99% of the playerbase. Instead of constantly nerfing people for no good reason whatsoever, people should stop using endgame builds for tutorial level content or accept that it will trivialize that content. The only thing needed is to add a story mode to pull people trying to roleplay out of rnd for that, and some a challenge mode to the overland story bosses. That's about the only times there's any legit conflict between playersbase power levels.
Enough with the nerfs
Yes, it really is.
I never said "nerf" players. There are better ways to tone down the damage output, such as improve enemy defenses. And I am talking about Veteran content as well. If you have ever seen what a group of experienced Veteran players stacking offense can do to one of the base Vet dungeons for example you would not be saying this. Because it is no where near "perfectly tuned". lol It's a joke.
And the game should be designed with "endgame builds" in mind as well. No one should be able to use specific builds and obliterate the game.
Yes, endgame builds should be able to obliterate early content. It's called progression. True end game content is already quite difficult, and no base game vets and Craglorn are not true end game. And endgame builds are tuned well for endgame content.
Most people in this game don't obliterate that content. They do it a perfectly fine pace. Mid and early game content have no business being tuned for the top 10%.
We just fundamentally disagree.
No boss should be dying in a couple of seconds, especially not in Veteran content. That's not balanced and spoils the fun of other players.
Some Veteran Content is difficult. But it's usually made so with complex mechanics that can instantly kill you or stupid DPS races that demand you create one of those "endgame builds". And that's not a healthy situation for the game, especially one that is suppose to thrive on diversity and player choice.
Anything actually difficult due to non-mechs for an endgame player is going to be impossible for a new player.
Content who's stats are tuned for new and midgame players will be easy for endgame players.
That's only because the top end damage is too high and forces them to balance things to ridiculous levels to compensate so they can achieve something resembling a challenge for those offensive players who use those "endgame builds" you are talking about.
That's why I say the damage needs to be toned down.
The game is supposed to work like that. The hardest content shouldn't be completable by just anyone, and the lowest level of content should be. That obviously means that people who can do the hard content will have an easy time with the tutorial stuff.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »I wish they would tone the damage down on this game, because it's just too high when compared to other aspects of the game. But the developers of this game have always favored damage over everything else when it comes to balancing. I think they like it that way.
No. It really is not. The damage is perfectly tuned when vet players are doing vet content, with some achievements already basically impossible for 99.99% of the playerbase. Instead of constantly nerfing people for no good reason whatsoever, people should stop using endgame builds for tutorial level content or accept that it will trivialize that content. The only thing needed is to add a story mode to pull people trying to roleplay out of rnd for that, and some a challenge mode to the overland story bosses. That's about the only times there's any legit conflict between playersbase power levels.
Enough with the nerfs
Yes, it really is.
I never said "nerf" players. There are better ways to tone down the damage output, such as improve enemy defenses. And I am talking about Veteran content as well. If you have ever seen what a group of experienced Veteran players stacking offense can do to one of the base Vet dungeons for example you would not be saying this. Because it is no where near "perfectly tuned". lol It's a joke.
And the game should be designed with "endgame builds" in mind as well. No one should be able to use specific builds and obliterate the game.
Yes, endgame builds should be able to obliterate early content. It's called progression. True end game content is already quite difficult, and no base game vets and Craglorn are not true end game. And endgame builds are tuned well for endgame content.
Most people in this game don't obliterate that content. They do it a perfectly fine pace. Mid and early game content have no business being tuned for the top 10%.
We just fundamentally disagree.
No boss should be dying in a couple of seconds, especially not in Veteran content. That's not balanced and spoils the fun of other players.
Some Veteran Content is difficult. But it's usually made so with complex mechanics that can instantly kill you or stupid DPS races that demand you create one of those "endgame builds". And that's not a healthy situation for the game, especially one that is suppose to thrive on diversity and player choice.
Anything actually difficult due to non-mechs for an endgame player is going to be impossible for a new player.
Content who's stats are tuned for new and midgame players will be easy for endgame players.
That's only because the top end damage is too high and forces them to balance things to ridiculous levels to compensate so they can achieve something resembling a challenge for those offensive players who use those "endgame builds" you are talking about.
That's why I say the damage needs to be toned down.
The game is supposed to work like that. The hardest content shouldn't be completable by just anyone, and the lowest level of content should be. That obviously means that people who can do the hard content will have an easy time with the tutorial stuff.
Whether it's suppose to work like that or not, it shouldn't work like that. It's bad design, like I said, to have "end game" builds running around destroying everything in seconds except for a couple of dungeons and trials on hardmode, and ruining the experience for everyone else in the process. It probably ruins the experience for them as well, as I doubt they are having much fun either - which is probably why they are wanting to get it over with as fast as possible in the first place.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »I wish they would tone the damage down on this game, because it's just too high when compared to other aspects of the game. But the developers of this game have always favored damage over everything else when it comes to balancing. I think they like it that way.
No. It really is not. The damage is perfectly tuned when vet players are doing vet content, with some achievements already basically impossible for 99.99% of the playerbase. Instead of constantly nerfing people for no good reason whatsoever, people should stop using endgame builds for tutorial level content or accept that it will trivialize that content. The only thing needed is to add a story mode to pull people trying to roleplay out of rnd for that, and some a challenge mode to the overland story bosses. That's about the only times there's any legit conflict between playersbase power levels.
Enough with the nerfs
Yes, it really is.
I never said "nerf" players. There are better ways to tone down the damage output, such as improve enemy defenses. And I am talking about Veteran content as well. If you have ever seen what a group of experienced Veteran players stacking offense can do to one of the base Vet dungeons for example you would not be saying this. Because it is no where near "perfectly tuned". lol It's a joke.
And the game should be designed with "endgame builds" in mind as well. No one should be able to use specific builds and obliterate the game.
Yes, endgame builds should be able to obliterate early content. It's called progression. True end game content is already quite difficult, and no base game vets and Craglorn are not true end game. And endgame builds are tuned well for endgame content.
Most people in this game don't obliterate that content. They do it a perfectly fine pace. Mid and early game content have no business being tuned for the top 10%.
We just fundamentally disagree.
No boss should be dying in a couple of seconds, especially not in Veteran content. That's not balanced and spoils the fun of other players.
Some Veteran Content is difficult. But it's usually made so with complex mechanics that can instantly kill you or stupid DPS races that demand you create one of those "endgame builds". And that's not a healthy situation for the game, especially one that is suppose to thrive on diversity and player choice.
Anything actually difficult due to non-mechs for an endgame player is going to be impossible for a new player.
Content who's stats are tuned for new and midgame players will be easy for endgame players.
That's only because the top end damage is too high and forces them to balance things to ridiculous levels to compensate so they can achieve something resembling a challenge for those offensive players who use those "endgame builds" you are talking about.
That's why I say the damage needs to be toned down.
The game is supposed to work like that. The hardest content shouldn't be completable by just anyone, and the lowest level of content should be. That obviously means that people who can do the hard content will have an easy time with the tutorial stuff.
Whether it's suppose to work like that or not, it shouldn't work like that. It's bad design, like I said, to have "end game" builds running around destroying everything in seconds except for a couple of dungeons and trials on hardmode, and ruining the experience for everyone else in the process. It probably ruins the experience for them as well, as I doubt they are having much fun either - which is probably why they are wanting to get it over with as fast as possible in the first place.
It's not bad design. Progression is an essential part of keeping a game fun, especially in an MMO. If I couldn't improve my character to be able to easily handle challenges I previously found hard when I first started years ago, I would have left a long time ago.
The only problem is when new players don't get to hear the story of the dungeons, and when the end bosses of Overland stories are also trivial to endgame players despite being solo challenges. And neither of those requires rebalancing the entire game to solve.
We just fundamentally disagree.
No boss should be dying in a couple of seconds, especially not in Veteran content. That's not balanced and spoils the fun of other players.
Some Veteran Content is difficult. But it's usually made so with complex mechanics that can instantly kill you or stupid DPS races that demand you create one of those "endgame builds". And that's not a healthy situation for the game, especially one that is suppose to thrive on diversity and player choice.
Franchise408 wrote: »Parasaurolophus wrote: »Rich Lambert said that making a storymod for group content is silly, since dungeons are designed for challenge content. So don't wait ...
I agree with this... which is why dungeons (and trials) shouldn't have stories.
My reply to OP: Was speed running dungeons *ever* fun? I can't stand just rush rush rushing through it.
Oreyn_Bearclaw wrote: »If you only do random normals for transmute, then why would you care if people are speed running? People typically speed run for weapons from bosses (hopefully smart loot puts a dent in this) and transmute crystals (could be solved if there were better PVE ways to get them).
@Oreyn_Bearclaw
That is why I do dungeons, not what I want to do while I am in the dungeon. I have no interest in speed running the dungeon. If I am going to sit through the PUG queue, I really want to experience the dungeon from front to end. I also might get into a dungeon I have never been in, although as time progresses, this will be less likely.
It is a little like paying full price for a movie (queue time wait) but by the time you get there, it is just ending (warp to last boss, already in progress). That is especially cool if it is not a movie I have seen before.
Again, I am not sure how this will work. I lived for years without doing dungeons on even an occasional basis. I am doing them now because I decided that is the lowest bar for getting transmute stuff. If ZOS makes it annoying, I just go back to not doing dungeons and skip that part of the game that uses transmute thingies.
If you are having to wait so long, why not form your own group with the focus of running the dungeon the way you want to? That seems to be the ideal solution leading to a win/win. It takes less time to form the group (as it seems you are having long wait times) and you get to run the dungeon the way you want to.
Even better, over a short period of time, you will likely end up with people with similar dungeon interests that you can regularly count on for running a dungeon the way you want to. Heck, after I started playing MMORPGs casually this is how I started raiding with the equivalent of normal trials (different game). Over time I ended up with a very regular group and we started clearing the hardest difficulty raids in the game. Granted, I was really interested in a more casual playstyle and had grown time of serious raid leading but it was fun because the people were fun.
It is amazing what can happen when you take a little bit of time to form a group.
Sheezabeast wrote: »I think it was poor planning on ZOS's part to make the 6 dungeons for the weekly endeavor be at the same time as the event. People who want to kill every boss for the skulls conflict with speed runners who skip bosses and blare through a dungeon just to complete it.
If you are having to wait so long, why not form your own group with the focus of running the dungeon the way you want to? That seems to be the ideal solution leading to a win/win. It takes less time to form the group (as it seems you are having long wait times) and you get to run the dungeon the way you want to.
Even better, over a short period of time, you will likely end up with people with similar dungeon interests that you can regularly count on for running a dungeon the way you want to. Heck, after I started playing MMORPGs casually this is how I started raiding with the equivalent of normal trials (different game). Over time I ended up with a very regular group and we started clearing the hardest difficulty raids in the game. Granted, I was really interested in a more casual playstyle and had grown time of serious raid leading but it was fun because the people were fun.
It is amazing what can happen when you take a little bit of time to form a group.
I'll let you know when I can find a guild that isn't too busy running through their daily chore list to actually help someone else. I've been in numerous ones over the years and I'm lucky if I can even find a group for pledges, never mind farming or just for fun. Even if I queue DPS and wait half an hour for a dungeon, it's still faster than waiting around for three other people to be ready for a pre-made. Congrats to those of you who have connections already. For everyone else, this is one of the most anti-social MMOs around.