Zodiarkslayer wrote: »Wow. Everything I hear of the archive TURNS ME OFF.
Not just Difficult fights, but long fights as well. And that with little to no rewards.
But because the class sets will be OP you have to torture yourself through the whole thing.
Repeatedly so.
Great idea ZOS. Really great idea.
IneedaDollar wrote: »Giving my 2cents here.
My highest Arc on the pts so far was 18 (13h run) and the real problem was that for the 6-15 arc range visions gave more buffs than the arcs increased in difficulty which made all these arcs feel very similar.
Ramping up difficulty might be the right play here.
Either by increasing the curve or by nerfing some of the visions.
I would also cut a trash round from every cycle but i dont know how easy this would be to implement.
It isnt necessary to buff the early arcs 1-4 to get to the achievement but there should definetly be a faster difficulty increase after that to outpace the damage increase from visions and not make leaderboard runs 20 hours long (which is not only tedious but also not healthy at all and promotes accountsharing aswell)
AlwaysDancing wrote: »
Kids these days don't have the patience for Eternity.
i11ionward wrote: »I hadn't thought of it before, but this situation is very real that the boss mechanics will require you to have a certain set (that you didn't decide to take in the beginning), and literally walking out of EA to get the set and walking back in is cheating.
skinnycheeks wrote: »I think the adjustments today did not adequately resolve the complaints the players had about the length of time it takes to move through the archive. It will still take just as long to move from Arc to Arc. Actually, even longer now that it gets harder more quickly. The complaints were not around the difficulty not scaling up quickly enough, but around how long each individual Arc took, due to the unnecessary amount of trash mobs you have to fight that give no rewards at all. Now you will fight higher difficulty mobs for lower level rewards than were offered in weeks 1 and 2.
A big appeal to the archive is the vision stacking/selecting game and this is something that most players won't ever really get to engage with due to the difficulty. And now even less will get to participate in it. I think the change to the difficulty scaling was either the wrong decision or a misinterpretation of the feedback.
The only real winners from these changes are people that just want to do 1 Arc for their daily and then port out. Everyone else will have a less rewarding experience than before.
I'm hoping that the adjustments are not final here and more can be done to reach the heart of the "takes too long" problem.
1) No way to save progress
2) No way to skip ahead after completing high level arcs
3) Trash rounds take up the bulk of the experience and offer no lasting rewards
RaptorRodeoGod wrote: »
Not to mention you only get set drops from Tho'at and not the other bosses. 👎
skinnycheeks wrote: »I think the adjustments today did not adequately resolve the complaints the players had about the length of time it takes to move through the archive. It will still take just as long to move from Arc to Arc. Actually, even longer now that it gets harder more quickly. The complaints were not around the difficulty not scaling up quickly enough, but around how long each individual Arc took, due to the unnecessary amount of trash mobs you have to fight that give no rewards at all. Now you will fight higher difficulty mobs for lower level rewards than were offered in weeks 1 and 2.
A big appeal to the archive is the vision stacking/selecting game and this is something that most players won't ever really get to engage with due to the difficulty. And now even less will get to participate in it. I think the change to the difficulty scaling was either the wrong decision or a misinterpretation of the feedback.
The only real winners from these changes are people that just want to do 1 Arc for their daily and then port out. Everyone else will have a less rewarding experience than before.
I'm hoping that the adjustments are not final here and more can be done to reach the heart of the "takes too long" problem.
1) No way to save progress
2) No way to skip ahead after completing high level arcs
3) Trash rounds take up the bulk of the experience and offer no lasting rewards
Noone wants to do this endless archive for the sake of it, the doing of it, but only for the rewards (loot, sets, whatever). That's kinda sad?
Why do they build these things, if noone actually wants to be doing them, they just want to have done them. They want the reward, achievement, done and out.
Endless fighting isn't actually what anyone wants, it seems? Just a mechanism for delivery of endless rewards?
skinnycheeks wrote: »I think the adjustments today did not adequately resolve the complaints the players had about the length of time it takes to move through the archive. It will still take just as long to move from Arc to Arc. Actually, even longer now that it gets harder more quickly. The complaints were not around the difficulty not scaling up quickly enough, but around how long each individual Arc took, due to the unnecessary amount of trash mobs you have to fight that give no rewards at all. Now you will fight higher difficulty mobs for lower level rewards than were offered in weeks 1 and 2.
A big appeal to the archive is the vision stacking/selecting game and this is something that most players won't ever really get to engage with due to the difficulty. And now even less will get to participate in it. I think the change to the difficulty scaling was either the wrong decision or a misinterpretation of the feedback.
The only real winners from these changes are people that just want to do 1 Arc for their daily and then port out. Everyone else will have a less rewarding experience than before.
I'm hoping that the adjustments are not final here and more can be done to reach the heart of the "takes too long" problem.
1) No way to save progress
2) No way to skip ahead after completing high level arcs
3) Trash rounds take up the bulk of the experience and offer no lasting rewards
Noone wants to do this endless archive for the sake of it, the doing of it, but only for the rewards (loot, sets, whatever). That's kinda sad?
Why do they build these things, if noone actually wants to be doing them, they just want to have done them. They want the reward, achievement, done and out.
Endless fighting isn't actually what anyone wants, it seems? Just a mechanism for delivery of endless rewards?
Noone wants to do this endless archive for the sake of it, the doing of it, but only for the rewards (loot, sets, whatever). That's kinda sad?
Why do they build these things, if noone actually wants to be doing them, they just want to have done them. They want the reward, achievement, done and out.
Endless fighting isn't actually what anyone wants, it seems? Just a mechanism for delivery of endless rewards?
I don't quite understand how them increasing the ramp up difficulty doesn't address the problem of it taking far too long to reach the difficulty wall that is supposed to stop players. I mean, that is literally the only way that a 13 hour run through becomes 2 hours, the difficulty wall is moved forward to stop progress sooner. It's the whole point of the content, pushing the limit of what a solo or duo can accomplish based on skill and difficulty. So, increasing the ramp up in difficulty does exactly that.
Not saying I don't agree that maybe there should be less rounds/trash fights, and more bosses. But this adjustment seems to cut down on the amount of time a player needs to stay in the arena to hit that difficulty wall.
I don't quite understand how them increasing the ramp up difficulty doesn't address the problem of it taking far too long to reach the difficulty wall that is supposed to stop players. I mean, that is literally the only way that a 13 hour run through becomes 2 hours, the difficulty wall is moved forward to stop progress sooner. It's the whole point of the content, pushing the limit of what a solo or duo can accomplish based on skill and difficulty. So, increasing the ramp up in difficulty does exactly that.
Not saying I don't agree that maybe there should be less rounds/trash fights, and more bosses. But this adjustment seems to cut down on the amount of time a player needs to stay in the arena to hit that difficulty wall.
Hi All, just wanted to follow up here. As you may have seen, in these week's patch notes, we have made some changes to Endless Archive that will hopefully help with progression. We are removing one stage from each cycle for the Endless Archive in order to increase the overall pace, especially early on. So there will be two stages per cycle instead of three and one arc will be 10 stages instead of 15. As always, please continue to pass along your feedback as you continue to play.
Full patch notes here: https://forums.elderscrollsonline.com/en/discussion/644544/pts-patch-notes-v9-2-3
I take it this change is confirmation that "the intended audience" mentioned in the previous patch notes comprises high-level competitive build players, as the change involves reducing what they refer to as "trash content" but which is the only content that more casual players can actually make much progress with.
ESO_player123 wrote: »
Progressing through only trash did not mean anything before and does not mean anything now. The trash does not drop anything, so doing just trash is pointless (it does not progress the player in any meaningful way, and there is nothing to be had as a reward). That was not changed with this patch. If anything, "non target audience" can progress to the boss and meet its demise faster (so less efforts I guess)
I take it this change is confirmation that "the intended audience" mentioned in the previous patch notes comprises high-level competitive build players, as the change involves reducing what they refer to as "trash content" but which is the only content that more casual players can actually make much progress with.