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Craglorn is actually really good.

  • Beilin_Balreis_Colcan
    Beilin_Balreis_Colcan
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    AlnilamE wrote: »
    If you liked Shada's Tear, check out the Rahni-Za Schools of Warriors and the three Skyreach quests (Catacombs, Pinnacle and Hold)
    I'm doing Rahni-Za right now. I just soloed the trial of fire, and entered the main school. I'll probably now get my #ss kicked, ha ha. I'm not the best ESO player, but I am enjoying the extra challenges Craglorn offers.
    PC(Steam) / EU / play from Melbourne, Australia / avg ping 390
  • Larcomar
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    +1 Favorite zone in the game. Wish there was more content like this. Really struggled to solo Shada's tear first time until I shifted stuff around. Did it with a shock heavy build in the end. And actually felt a sense of achievement when I got there.
  • Beilin_Balreis_Colcan
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    Yeah, got my #ss kicked in the trial of air. The worst bit is: I can get the bad guy down to about 50k health, but I haven't yet managed to defeat him. Just have to keep trying, I guess!
    PC(Steam) / EU / play from Melbourne, Australia / avg ping 390
  • Snamyap
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    Instead of nerfing the difficulty into the ground they should have started with just removing the forced group mechanics and evaluate after a while to see how that went. Doing both at once was overkill.
    The main reason Craglorn was unpopular was imho not the difficulty but the need for every group member to be on the exact same step in the quest line to activate all the group mechanics, making it very hard to form groups.
    The areas and instances that weren't part of the questline and retained the old difficulty are a fun challenge.
    Edited by Snamyap on April 7, 2022 10:57AM
  • Vaoh
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    Tandor wrote: »
    Iccotak wrote: »
    Imagine if there was a separate instance of every zone (or at least the new zones) that got some “Craglorn-like” treatment.

    They'd all be pretty empty. Craglorn was dumbed down because people couldn't find other players to do the forced group content. If you were to take the relatively few players who want that sort of challenge and then spread them throughout every zone in Tamriel they'd be spread too thin to achieve anything. Limit it to new zones and they'd be popular for a few weeks after release and then they'd be empty, which was exactly the problem with the original Craglorn. 99% of players don't do the overland content for a challenge. Nor do they do it for grouping.

    Nah don’t pair the difficulty with the forced group content lol.

    I used to be one of the first person casual questers. I had fun in lower level zones and in higher level zones. The range of difficulty made my experience so much fun.

    Craglorn though? I avoided it at all costs due to forced grouping. No one wants that.
  • danno8
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    Vaoh wrote: »
    Tandor wrote: »
    Iccotak wrote: »
    Imagine if there was a separate instance of every zone (or at least the new zones) that got some “Craglorn-like” treatment.

    They'd all be pretty empty. Craglorn was dumbed down because people couldn't find other players to do the forced group content. If you were to take the relatively few players who want that sort of challenge and then spread them throughout every zone in Tamriel they'd be spread too thin to achieve anything. Limit it to new zones and they'd be popular for a few weeks after release and then they'd be empty, which was exactly the problem with the original Craglorn. 99% of players don't do the overland content for a challenge. Nor do they do it for grouping.

    Nah don’t pair the difficulty with the forced group content lol.

    I used to be one of the first person casual questers. I had fun in lower level zones and in higher level zones. The range of difficulty made my experience so much fun.

    Craglorn though? I avoided it at all costs due to forced grouping. No one wants that.

    It was just implemented in the wrong way. If they had followed the example of Ff14 or Gw2 and how they handle "area based" overland group objectives it would have been better. You just go where the action is and are automatically given the quest and can contribute.

    Instead you needed to be in a group, with the same quest from a quest giver, and on the same stage since each quest stage was contingent on completing the previous stage. Terrible way to try to get people to casually group together.
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