Quethrosar wrote: »i am a pure dps player, my point of playing is to do the most damage while having a tank handle the hits.
i refuse to spend a fight rolling around all the time which seems what they want you to do here. very rarely do i know when to block or to roll.
my focus is on the mob i am trying to kill, not other stuff. this is why i would be a crap tank.
There absolutely should be a non-scoring, lower rewards normal mode
There is. It's called Arc 1.
They nerfed the Arc 1 difficulty significantly since PTS, and there are plenty of people who will just do Arc 1 and stop.
Now, you can choose to continue, for more challenge--and more rewards. But "just do Arc 1 again instead of proceeding to Arc 2" is basically that "lower rewards normal mode".
In my mind, I was expecting something more like a public dungeon, only ever changing and fun.
In my mind, I was expecting something more like a public dungeon, only ever changing and fun.
Me too. I thought every time a player entered, the dungeon would be randomly generated, and then the player would keep going as long as they wanted to go. You want to go in for 30 minutes, fine. You want to play it for hours at a time, fine. I didn't expect the difficulty to ramp up at all. I thought the fun would be that the dungeon would be different every time and you'd see how far you could get in the time you wanted to play.
For example, you enter the dungeon, which is a layout you've never seen before, and you have to fight your way to the exit for that level. The next level would be a random layout again. There could be puzzles, portals, secret areas, and other goodies thrown in for fun. The rewards would increase for each level you completed. Keep going and see how many levels you can do in your play session.
I did not think it would be the same thing every time (albeit with random bosses) and only three lives.
In my mind, I was expecting something more like a public dungeon, only ever changing and fun.
Me too. I thought every time a player entered, the dungeon would be randomly generated, and then the player would keep going as long as they wanted to go. You want to go in for 30 minutes, fine. You want to play it for hours at a time, fine. I didn't expect the difficulty to ramp up at all. I thought the fun would be that the dungeon would be different every time and you'd see how far you could get in the time you wanted to play.
For example, you enter the dungeon, which is a layout you've never seen before, and you have to fight your way to the exit for that level. The next level would be a random layout again. There could be puzzles, portals, secret areas, and other goodies thrown in for fun. The rewards would increase for each level you completed. Keep going and see how many levels you can do in your play session.
I did not think it would be the same thing every time (albeit with random bosses) and only three lives.
There absolutely should be a non-scoring, lower rewards normal mode
There is. It's called Arc 1.
They nerfed the Arc 1 difficulty significantly since PTS, and there are plenty of people who will just do Arc 1 and stop.
Now, you can choose to continue, for more challenge--and more rewards. But "just do Arc 1 again instead of proceeding to Arc 2" is basically that "lower rewards normal mode".
can we get antiquity leads in arc 1?i farmed 2 hours,no lead no recipe..
What do You mean by saying "not everyone can play this thing"? Everyone can enter and play there solo which is what was promised. It was never promised that everyone will be able to venture far into it. Initial stages were designed for players with lesser skill but there is also a limit to how low You can set difficulty without making it so easy it becomes boring even for less experienced people.
Not offering different difficulty levels is an absolutely ridiculous design decision. This means that players are bound to become frustrated - vet players find it boring because it's too easy, and inexperienced players can't get through any of the gameplay at all.
What would be the point to offer different difficulty levels in a content that by design have progressive difficulty? It's not the same type of content like dungeons , trials or even preexisting arenas so stop treating it as such.
In my mind, I was expecting something more like a public dungeon, only ever changing and fun.
Me too. I thought every time a player entered, the dungeon would be randomly generated, and then the player would keep going as long as they wanted to go. You want to go in for 30 minutes, fine. You want to play it for hours at a time, fine. I didn't expect the difficulty to ramp up at all. I thought the fun would be that the dungeon would be different every time and you'd see how far you could get in the time you wanted to play.
For example, you enter the dungeon, which is a layout you've never seen before, and you have to fight your way to the exit for that level. The next level would be a random layout again. There could be puzzles, portals, secret areas, and other goodies thrown in for fun. The rewards would increase for each level you completed. Keep going and see how many levels you can do in your play session.
I did not think it would be the same thing every time (albeit with random bosses) and only three lives.
Unfortunately, I've only seen arc 1 so far, but I'm also wondering if anything changes to the environment in the following arcs? Yes, the environment and monsters vary with each new start, but it seems pretty repetitive to me after just 2 days.
Arc 1 solo is easier than skyreach solo, so I'd say it's plenty easy. If craglorn is still harder.
In my mind, I was expecting something more like a public dungeon, only ever changing and fun.
Me too. I thought every time a player entered, the dungeon would be randomly generated, and then the player would keep going as long as they wanted to go. You want to go in for 30 minutes, fine. You want to play it for hours at a time, fine. I didn't expect the difficulty to ramp up at all. I thought the fun would be that the dungeon would be different every time and you'd see how far you could get in the time you wanted to play.
For example, you enter the dungeon, which is a layout you've never seen before, and you have to fight your way to the exit for that level. The next level would be a random layout again. There could be puzzles, portals, secret areas, and other goodies thrown in for fun. The rewards would increase for each level you completed. Keep going and see how many levels you can do in your play session.
I did not think it would be the same thing every time (albeit with random bosses) and only three lives.
In my mind, I was expecting something more like a public dungeon, only ever changing and fun.
Me too. I thought every time a player entered, the dungeon would be randomly generated, and then the player would keep going as long as they wanted to go. You want to go in for 30 minutes, fine. You want to play it for hours at a time, fine. I didn't expect the difficulty to ramp up at all. I thought the fun would be that the dungeon would be different every time and you'd see how far you could get in the time you wanted to play.
For example, you enter the dungeon, which is a layout you've never seen before, and you have to fight your way to the exit for that level. The next level would be a random layout again. There could be puzzles, portals, secret areas, and other goodies thrown in for fun. The rewards would increase for each level you completed. Keep going and see how many levels you can do in your play session.
I did not think it would be the same thing every time (albeit with random bosses) and only three lives.
That's how I envisaged it too, not least as it was first announced on ESO Live as "an endless dungeon". I certainly didn't anticipate (or remotely want) an arena with only trial mode and limited lives.
FantasticFreddie wrote: »Bringing a companion is ridiculous. They are dead most of the time LOL
Luke_Flamesword wrote: »Just make normal mode and vet with HM on bossess and everyone will be happy.
Luke_Flamesword wrote: »Just make normal mode and vet with HM on bossess and everyone will be happy.
Luke_Flamesword wrote: »Just make normal mode and vet with HM on bossess and everyone will be happy.
We already have "Normal Mode" it's called Arc 1, the bosses are even power scaled down during it so all you gotta do is pay attention to the mechanics and by default you win
Yeah, I know - yesterday I was in middle of 3rd arc (solo) when I give up still having one more life, because after more than 2 hours I was exhausted as hell.We already have "Normal Mode" it's called Arc 1, the bosses are even power scaled down during it so all you gotta do is pay attention to the mechanics and by default you win
In my mind, I was expecting something more like a public dungeon, only ever changing and fun.
Me too. I thought every time a player entered, the dungeon would be randomly generated, and then the player would keep going as long as they wanted to go. You want to go in for 30 minutes, fine. You want to play it for hours at a time, fine. I didn't expect the difficulty to ramp up at all. I thought the fun would be that the dungeon would be different every time and you'd see how far you could get in the time you wanted to play.
For example, you enter the dungeon, which is a layout you've never seen before, and you have to fight your way to the exit for that level. The next level would be a random layout again. There could be puzzles, portals, secret areas, and other goodies thrown in for fun. The rewards would increase for each level you completed. Keep going and see how many levels you can do in your play session.
I did not think it would be the same thing every time (albeit with random bosses) and only three lives.
Quethrosar wrote: »i am a pure dps player, my point of playing is to do the most damage while having a tank handle the hits.
i refuse to spend a fight rolling around all the time which seems what they want you to do here. very rarely do i know when to block or to roll.
my focus is on the mob i am trying to kill, not other stuff. this is why i would be a crap tank.
Part of being a dps is environmental awareness and optimal positioning, which includes the best spots to drop your AoEs as well as moving around to avoid damage and also to do mechanics. Even if you have a tank around, you still need to block or roll during a fight, the only time you don't need to do this is in front of a parse dummy, but that's not actual content.
What do You mean by saying "not everyone can play this thing"? Everyone can enter and play there solo which is what was promised. It was never promised that everyone will be able to venture far into it. Initial stages were designed for players with lesser skill but there is also a limit to how low You can set difficulty without making it so easy it becomes boring even for less experienced people.
Not offering different difficulty levels is an absolutely ridiculous design decision. This means that players are bound to become frustrated - vet players find it boring because it's too easy, and inexperienced players can't get through any of the gameplay at all.
What would be the point to offer different difficulty levels in a content that by design have progressive difficulty? It's not the same type of content like dungeons , trials or even preexisting arenas so stop treating it as such.
I mean, in any good old strategy game the difficulty increases with each level, but you still have the option to change the general difficulty...
There absolutely should be a non-scoring, lower rewards normal mode
There is. It's called Arc 1.
They nerfed the Arc 1 difficulty significantly since PTS, and there are plenty of people who will just do Arc 1 and stop.
Now, you can choose to continue, for more challenge--and more rewards. But "just do Arc 1 again instead of proceeding to Arc 2" is basically that "lower rewards normal mode".
can we get antiquity leads in arc 1?i farmed 2 hours,no lead no recipe..
What do You mean by saying "not everyone can play this thing"? Everyone can enter and play there solo which is what was promised. It was never promised that everyone will be able to venture far into it. Initial stages were designed for players with lesser skill but there is also a limit to how low You can set difficulty without making it so easy it becomes boring even for less experienced people.
Not offering different difficulty levels is an absolutely ridiculous design decision. This means that players are bound to become frustrated - vet players find it boring because it's too easy, and inexperienced players can't get through any of the gameplay at all.
What would be the point to offer different difficulty levels in a content that by design have progressive difficulty? It's not the same type of content like dungeons , trials or even preexisting arenas so stop treating it as such.
I mean, in any good old strategy game the difficulty increases with each level, but you still have the option to change the general difficulty...
News flash, ESO is not some "good old strategy game". It's an MMO RPG.
I'm not the most up to date on modern gaming terms, but with something called "Endless Archives" I was expecting more of a dungeon crawler experience not another Maelstrom Arena. And then to be only allowed three lives on top of that. It's nice they added new content to the game, but much like last year's card game, it's just not for me.
In my mind, I was expecting something more like a public dungeon, only ever changing and fun. Not an anger inducing grind.
So thanks, but no thanks.
Sirona_Starr wrote: »Luke_Flamesword wrote: »Just make normal mode and vet with HM on bossess and everyone will be happy.
We already have "Normal Mode" it's called Arc 1, the bosses are even power scaled down during it so all you gotta do is pay attention to the mechanics and by default you win
Unless you end up with the dragon on that platform as mentioned a couple of comments above yours. Pretty hard not to lose your threads there. There is nothing normal about that fight. I made it past him once. Just once, to then face Th'oat. There is nothing normal about this kind of thing in the first arc.