They're probably too difficult for the average player to solo. But that's okay. As long as there are other players around to help.
And THAT, is the problem. In a couple of months, there will be hardly anyone around... and anyone who has ever tried to use zone chat to ask for help, knows it's pointless as nobody ever shows up.
Out of interest, are the "average players" who are complaining that these encounters are too hard the same "average players" who complain that most of the game is too easy?
I imagine they are too hard for the average player, and that's a good thing so they don't need to be nerfed. World bosses shouldn't be soloable by the average player.
Out of interest, are the "average players" who are complaining that these encounters are too hard the same "average players" who complain that most of the game is too easy?
Absolutely not. They are actually fun again. The last time I had fun on world bosses was on Elyweyr with the dragons.
Isn't this the same for most world bosses since like Elsweyr?
Being difficult to solo is fine. Only one I hate is the Unmaker in Deadlands, as you need someone else to bash it
They're probably too difficult for the average player to solo. But that's okay. As long as there are other players around to help.
And THAT, is the problem. In a couple of months, there will be hardly anyone around... and anyone who has ever tried to use zone chat to ask for help, knows it's pointless as nobody ever shows up.
ZOS really needs to get into a routine of nerfing open world bosses in DLC zones a year after release, so that players can actually solo them due to low population in the zone and lack of enthusiasm for fighting world bosses they've already defeated before. This could also apply to open world EVENTS as well. As I've said in other threads, they need to make the difficulty SCALE to the number of players actively participating, like dolmens. I'm not sure why they cannot, or just plainly refuse, to do this. It would be a win/win for everyone.
They're probably too difficult for the average player to solo. But that's okay. As long as there are other players around to help.
And THAT, is the problem. In a couple of months, there will be hardly anyone around... and anyone who has ever tried to use zone chat to ask for help, knows it's pointless as nobody ever shows up.
ZOS really needs to get into a routine of nerfing open world bosses in DLC zones a year after release, so that players can actually solo them due to low population in the zone and lack of enthusiasm for fighting world bosses they've already defeated before. This could also apply to open world EVENTS as well. As I've said in other threads, they need to make the difficulty SCALE to the number of players actively participating, like dolmens. I'm not sure why they cannot, or just plainly refuse, to do this. It would be a win/win for everyone.
Yeah, that was why I didn't vote. My answer was "yes and no." No, as long as other players are also doing them. Yes when the zone becomes a ghost town (and that won't take long with Necrom, given how quiet the zones already are). I agree that group content IN OVERLAND (but I'd love to see this for dungeons, too) should be scaled to the number of players there or nerfed after a certain period of time after release has passed. ESO has too much dead content because ZOS refuses to do this.
Absolutely.
The entire expansion seems to be made only for the people who wanted harder overland. Now we have a "world event" that isn't even in the world anymore and world bosses that are beyond ridiculous. It seems normal players aren't welcome in this game anymore.
What I would love is some kind of indication that "there are other players at this boss". Not necessarily fighting, but *present at the location*.
If you see that indication, you go there and you know you won't be alone.
If you don't see it, you go there and stay, and then the "other people are present at this location" marker shows up FOR other people, so THEY know that if they come to the boss, they won't be alone.
What I would love is some kind of indication that "there are other players at this boss". Not necessarily fighting, but *present at the location*.
If you see that indication, you go there and you know you won't be alone.
If you don't see it, you go there and stay, and then the "other people are present at this location" marker shows up FOR other people, so THEY know that if they come to the boss, they won't be alone.
In this very thread a few people pretend, that the enemies in question are way to hard for the average player, even when engaged in groups. Players which allowed themselves to contradict this statements were reprimanded as "elitists" which only try to "gatekeep" content from the majority of the playerbase.
Proof for this claims wasn't presented, so I try to gather some data about what people around this forums are thinking about this bosses