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Please fix Endless Archive difficulty

  • Syldras
    Syldras
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    Braffin wrote: »
    No, a completely new player with a freshly made levl 4 character wouldn't enter EA in the first place with the attitude to succeed on their first try.
    It takes a good portion of entitlement to expect to defeat bosses without learning their mechanics properly.

    Depends on what you understand by "succeeding". Since the archive was marketed as the fun new activity for every player, I'd expected that difficulty would increase from "doable by newbies" to intermediate to vet content from arc to arc, so at least the first arc would basically be easy mode with the least-complex bosses appearing (not much to learn there mechanic-wise), and yeah, newbies could succeed at least at the beginning.
    Braffin wrote: »
    But I agree with your last sentence at least. It's gotten late, my bed is calling for me.

    Good night.
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • Braffin
    Braffin
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    Syldras wrote: »
    Braffin wrote: »
    No, a completely new player with a freshly made levl 4 character wouldn't enter EA in the first place with the attitude to succeed on their first try.
    It takes a good portion of entitlement to expect to defeat bosses without learning their mechanics properly.

    Depends on what you understand by "succeeding". Since the archive was marketed as the fun new activity for every player, I'd expected that difficulty would increase from "doable by newbies" to intermediate to vet content from arc to arc, so at least the first arc would basically be easy mode with the least-complex bosses appearing (not much to learn there mechanic-wise), and yeah, newbies could succeed at least at the beginning.
    Braffin wrote: »
    But I agree with your last sentence at least. It's gotten late, my bed is calling for me.

    Good night.

    They can. Just not all of them in their very first try. That's what challenge and progression are about.

    Also a good night to you.
    Edited by Braffin on November 6, 2023 11:08PM
    Never get between a cat and it's candy!
    ---
    Overland difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. It's not that hard.
  • Necrotech_Master
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    spartaxoxo wrote: »
    spartaxoxo wrote: »
    spartaxoxo wrote: »
    I don't think players who are looking to improve are harmed by a confidence boosting, easy first round. TBH. So long as the difficulty ramps up fairly quickly after arc 1 so people looking for more don't have to wait an unreasonable amount of time.

    after many many runs in the archive over the past week, for me personally i didnt even notice the difficulty increase until at least arc 3 (running as a slightly tanky dps and a full healer 2 person group)

    arc 1 felt like normal non dlc dungeon, arc 2 felt like normal dlc dungeon, arc 3 felt like non dlc vet dungeon, arc 4 is where it started to feel like actual non-dlc vet dungeon, and arc 5 (when i finally reached that) felt like it was about dlc vet dungeon

    the only part that that ive found to be a bit overtuned are the marauders, you almost have to have a full tank build to deal with them

    Oh that's very good to know! Thanks.

    yeah, from my experience the only time i could see anyone having trouble with a non-tho'at boss is because they never experienced the content where the boss came from naturally so they wouldnt know what to expect

    i would say the cycle 4 bosses were the ones that usually included those tougher bosses such as dragons and scaled down trial bosses (some of those trial bosses may need a little bit of tuning as well, they didnt feel overpowered but they did feel like their overall dmg output was a good bit higher than some of the other ones)

    i will also note that even some bosses you may recognize, may have some new or mixed in mechanics from other bosses (they didnt feel out of theme and were a pleasant surprise lol)

    Oh interesting about the new mechs. I was a bit worried I wouldn't find EA interesting until like Arc 4, because I have soloed a lot of dungeons for the story (I've even shared some videos of that for others on here) but if they also toss in a few new mechs to keep things fresh, that should make it more fun.

    at least 2 ill mention by name (i wont mention mech differences to prevent spoilers)

    grothdarr (from vaults of madness) and voraner winterborne (probably botched spelling on that, the final boss of spindle 2) are some examples that have new mechanics compared to the dungeon fights
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • spartaxoxo
    spartaxoxo
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    spartaxoxo wrote: »

    I don't think a vet player having an easy time can speak to the tuning of the game mode for a casual.

    Look guys! Somebody on the forums who has never met us ingame before says we're vet players, so it must be true!
    Honestly, enough with the assumptions already. I got tired of them yesterday and they are still going.

    Either stick to the facts given and stop forcing stereotypes befitting your narrative down our throats or simply accept that your arguments won't be taken seriously due to the simple fact that you like to decorate your truths a little too much.

    It's not much to ask for.
    Went to queue with a guild mate (Me as a healer and him as the tank) for Coral Aerie on vet.
    The queue took ages so we swapped the lead and queued again. An hour passes, we get fed up and split up. Hoping it would fix things. He found a queue after 20 seconds, meanwhile my client still insists that I am already in queue and waiting for my turn.

    Great.

    I guess I will address this. I would consider someone who does vet content to be a vet, regardless if it's something like vet dungeons or end game content like trifectas. I tend to define it by skill level displayed or the types of activities they discuss doing, rather than a function of time spent playing. So, if I see someone displaying skills like in the video (consistently good use of block, good timing, etc) then I would personally consider that person a vet player.

    I know others might define things differently. Vet/Casual are pretty nebulous terms, so I can appreciate that people might differ on what counts. Some people may not play very often, and so would consider themselves to be a casual player, even though they are running in vet content.

    For this discussion, I see some people discussing things like having decent gear, learning to consistently block, roll dodge, and interrupt. And others who describe having trouble with those things, due to things like age or ping. So, when I say a vet can unequip their gear but cannot unlearn their skills at the game, it's those types of things that I am referencing. A person who can reliably play well should generally find this content easier than those who cannot. It doesn't invalidate that the player who is having trouble with those things finding the content more difficult. And that's the main issue I have with those videos as ways to debunk the idea that a casual player may find EA difficult.

    In the end, difficulty is subjective. And what one of us finds hard, another person may find quite easy.

    Edited by spartaxoxo on November 7, 2023 2:11AM
  • colossalvoids
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    As a new player I remember being mesmerized by bosses/encounters that gave me a challenge, there was a feeling of discovery and that not every bit of the game is the same. It helped me to get goals set and measure my progress going back times and times again into something I stumbled upon randomly before be it a wb or a trial I went blindly solo as had no idea.

    Some would surely not feel the same about it, but even easier entry points would sure not draw some people like me back to it (or won't capture at all), also cutting important steps in development and hurting world feel overall.
  • Jack-0
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    LikiLoki wrote: »
    I can't even pass the first round. I am a simple player who enjoys quests. There are a lot of people like me. This archive is not suitable for us.

    But that’s okay. Overland and questing are boring AF to a lot of us, they aren’t suitable for us. We don’t all have to do all content. If you have no desire to improve, learn your character and skills more thoroughly and become a more capable player then EA won’t be your cup of tea, and that is fine, no one is forcing you to go there.

    Similarly, I’ve had Necrom since launch day and I still haven’t done the quests there. That’s okay too. I haven’t come to the forums to demand they make Necrom quests more challenging because then I might spend time playing it, and it’s quite alright that those who do enjoy questing without high difficulty monsters getting in the way are enjoying it.
  • Lugaldu
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    When will this thread finally be closed? Everyone here is just going around in circles with their respective arguments and views.
  • Warhawke_80
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    Lugaldu wrote: »
    When will this thread finally be closed? Everyone here is just going around in circles with their respective arguments and views.

    Because if the Mods close it we can expect three more post on harsh moderation, and how forum users should be able to say what they "feel"
    ““Elric knew. The sword told him, without words of any sort. Stormbringer needed to fight, for that was its reason for existence...”― Michael Moorcock, Elric of Melniboné
  • Tandor
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    Lugaldu wrote: »
    When will this thread finally be closed? Everyone here is just going around in circles with their respective arguments and views.

    It won't run out of steam until the console players have had their turn at both sides of the discussion!
  • centime
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    "Every player" might not be able to advance all the way through it, but every player can get a certain distance in and reap the rewards. It is too hard for me to make it past arc 3, but I am fine with that; tells me I have to look at my gear, rotation, etc. and pair up with someone (I am primarily a solo player), not to mention give it more time until I have more CP.

    The difficulty level, I think, is fine (though it might need a bit of tweaking in spots, I don't know). It gives more advanced players a chance to actually be challenged, which they have been saying for a while now is missing from their game. Plenty of lower-level opportunities as it is. Perhaps ZOS should not have made the claim that "every player" could manage it.

    Just my two cents...
  • MudcrabAttack
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    I noticed every time I walk up to another boss Malkhest mentions in a round about way that he knows about them. I never bothered to try and talk with Malkhest, but if he’s so knowledgeable wouldn’t that be the perfect opportunity where he could fill the player in on boss mechanics, when to watch for the right hook, etc?

    I was trying for a whole minute to enter a portal while the (magma incarnate?) boss went invulnerable. But apparently portals are supposed to be attacked in this solo version, which I thought was weird, drop a hint or something
  • LouisaB75
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    Someone wondered if there might be a difference in bosses pulled depending on solo, companion or player combos.

    Not in my experience.

    The Serpent appeared in arc 1 on my first run when I had a companion. Saw him again when running with
    I noticed every time I walk up to another boss Malkhest mentions in a round about way that he knows about them. I never bothered to try and talk with Malkhest, but if he’s so knowledgeable wouldn’t that be the perfect opportunity where he could fill the player in on boss mechanics, when to watch for the right hook, etc?

    I was trying for a whole minute to enter a portal while the (magma incarnate?) boss went invulnerable. But apparently portals are supposed to be attacked in this solo version, which I thought was weird, drop a hint or something

    It makes me laugh when he says I hope you have seen the boss before. Either on a FG boss (well duh) or one that wiped me on a previous run (unfortunately yes).

    Hints would be good.
  • Ehntu
    Ehntu
    Soul Shriven
    I consider myself a casual player, the most difficult thing I've done in the game is Vet MA no death, and I usually bench around 100k on a dummy. However, I haven't done many trials and I also play on about 280 ping on average, so mechanics are a bit of a pain point for me.

    The biggest observation I can make is that the whole thing REALLY is designed for two people. The companions and pets eat *** on every mechanic - this is a really big problem at bosses especially on Tho. It's frustrating for a scrub like me when there are like 4 mechanics going on and I can't rely on someone else to interrupt or tank a mechanic. The side games and fights are also a little frustrating for the same reasons. It feels like there should be a bonus advantage if you're going in solo because you're just doing everything... solo. The lack of normal to vet is a strange omission to me also. I know you could just say "Just group with someone" but why did they bother letting you solo it if it's clearly not meant to be soloed?

    On average I make it to Arc 3 but usually die to either a boss I haven't seen before or a Marauder. Trash mobs are no problem in general but the Marauder difficulty is dependant on what arena you get - some of the rooms and tiny and cramped and basically you're dead in this case. One of the Marauders (fire) I just can't kill, his light attacks do 12k when I'm blocking. I feel like if you encounter this guy in Arc 2 either his health or DPS needs to be sharppy reduced. The others are psychotic but okay. The other cause of death is the boss fights but that comes down to me not understanding the mechanics. Disappointing but if I was playing ~SERIOUSLY~ I would look up a guide.

    Tho is confusing and frustrating for me because the visuals are hard to look at and there is just lots going on for one casual person to digest

    Overall I'd be interested in these changes:
    -A bonus for solo players, or a split between nm and vet.
    -Reduced damage or HP on marauders in Act 2
    -Some mechanics not damaging pets/companions
    -The marauders should spawn as a random Wave 4 within a cycle after all the other ads are dead.
    -3 Cycles down from 5 Cycles within an Arc. 5 takes foreverrrrrrrr
    -Difficulty spiking after Arc 4 but what I think I'm really asking is a tweak to soloing marauders and Tho.

    I'll play it maybe once or twice a week at this rate.
  • Necrotech_Master
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    I noticed every time I walk up to another boss Malkhest mentions in a round about way that he knows about them. I never bothered to try and talk with Malkhest, but if he’s so knowledgeable wouldn’t that be the perfect opportunity where he could fill the player in on boss mechanics, when to watch for the right hook, etc?

    I was trying for a whole minute to enter a portal while the (magma incarnate?) boss went invulnerable. But apparently portals are supposed to be attacked in this solo version, which I thought was weird, drop a hint or something

    i dont think that is the magma incarnate, based on the name i think it is the blackwood WB that uses the same model as the magma incarnate (i ran into it before and took me a bit to realize what was going on as well but managed to destroy the portals just in time lol)

    the actual WB fight, its a good idea to kill the portals while soloing it so it doesnt overload you with adds which is how i think they translated the fight in this case
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • method__01
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    Pelanora wrote: »
    LikiLoki wrote: »
    I can't even pass the first round. I am a simple player who enjoys quests. There are a lot of people like me. This archive is not suitable for us.

    Nope. But that has to be OK too. If you enjoy quests then that's your thing and EA just is not. And that's OK too.

    It's NOT ok if you sub, and lose a dlc zone with this. As a person who subs used to be 2 dlc dungeons that were/are rarely run. Now it's sub but get absolutely nothing for it. Top tier players get all the benefits. That is NOT right.

    100% agree ,after about 5-6 hours ive spent at endless archive,i feel there is nothing else to do than repeat
    same actions over and over ,prices arent worth the time and most and above all i;ve lost my yearly DLC,meaning that ill get to play Necrom till next summer with no new content till then
    zos said this is for all players again like last year when they "gift" (again,its NO GIFT when i pay sub zos) us Galen so again no sub needed......why tf i pay sub every month if no content and all this are for all players ?

    to be more clear,atm im subbing only for craft bag ,if you dont release new content ,there is no reason for me repeating Necrom and the rest over and over
    Edited by method__01 on November 7, 2023 5:48PM
    PC EU/NA /// PS4 EU/NA

    Vasanha
    This one hears nothing. Sees nothing. This one only sweeps.
    desperately need a survey assistant
  • DUTCH_REAPER
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    As a player who has spent many many hours in EA solo and in duo with my wife, making it to 7-4-2, I want to share my thoughts.

    1. ARC 2 red guy with 4 arms mini boss needs to be brought inline with the other atro mini bosses that can show up. (No seriously he is overtuned compared to the others. Yes I can beat him solo but the fact remains he is over performing)

    2. ARC 4 Tho'at, when the first boss goes into shield mode and spawns the golden missiles that get shot at you, needs to be slightly down tuned in damage.

    3. Dragon pedestal bosses need a MUCH bigger platform, seriously when 99% of the platform currently goes red....sigh

    All in all I absolutely LOVE this arena. Its fun, its challenging and the rotation of getting different rewards from the vendor's rotation make it appealable. I would love to see the trial bosses that show up drop trial gear (non perfected). My biggest complaint is the random losing of buffs on your player and that the run can take a VERY long time. We were in there for almost 6 hours reaching 7-4-2.

    All in all, great job ZOS! but please fix bugs asap
  • NoticeMeArkay
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    As a player who has spent many many hours in EA solo and in duo with my wife, making it to 7-4-2, I want to share my thoughts.

    1. ARC 2 red guy with 4 arms mini boss needs to be brought inline with the other atro mini bosses that can show up. (No seriously he is overtuned compared to the others. Yes I can beat him solo but the fact remains he is over performing)

    2. ARC 4 Tho'at, when the first boss goes into shield mode and spawns the golden missiles that get shot at you, needs to be slightly down tuned in damage.

    3. Dragon pedestal bosses need a MUCH bigger platform, seriously when 99% of the platform currently goes red....sigh

    All in all I absolutely LOVE this arena. Its fun, its challenging and the rotation of getting different rewards from the vendor's rotation make it appealable. I would love to see the trial bosses that show up drop trial gear (non perfected). My biggest complaint is the random losing of buffs on your player and that the run can take a VERY long time. We were in there for almost 6 hours reaching 7-4-2.

    All in all, great job ZOS! but please fix bugs asap

    about 2) The shield mirrors your damage, the orbs spawn in response to the damage that hits her shield. If you don't attack her, she'll lower the shield again and no orbs will spawn at all.
  • DUTCH_REAPER
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    LMAO omg thats awesome to know about the shield mirror hahaha ty
  • Necrotech_Master
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    LMAO omg thats awesome to know about the shield mirror hahaha ty

    its important because if you attack too much and break all of the mirrors, it will send 4 shards to hit you at the same time, which hurts a lot lol
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • spartaxoxo
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    LMAO omg thats awesome to know about the shield mirror hahaha ty

    its important because if you attack too much and break all of the mirrors, it will send 4 shards to hit you at the same time, which hurts a lot lol

    Honestly, you've been an MVP to me in this thread. Thanks for the information. I feel like I'm going to have a better time in EA once I finally get my hands on it.
  • Aislinna
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    Ehntu wrote: »
    I consider myself a casual player, the most difficult thing I've done in the game is Vet MA no death, and I usually bench around 100k on a dummy. However, I haven't done many trials and I also play on about 280 ping on average, so mechanics are a bit of a pain point for me.

    The biggest observation I can make is that the whole thing REALLY is designed for two people. The companions and pets eat *** on every mechanic - this is a really big problem at bosses especially on Tho. It's frustrating for a scrub like me when there are like 4 mechanics going on and I can't rely on someone else to interrupt or tank a mechanic. The side games and fights are also a little frustrating for the same reasons. It feels like there should be a bonus advantage if you're going in solo because you're just doing everything... solo. The lack of normal to vet is a strange omission to me also. I know you could just say "Just group with someone" but why did they bother letting you solo it if it's clearly not meant to be soloed?

    On average I make it to Arc 3 but usually die to either a boss I haven't seen before or a Marauder. Trash mobs are no problem in general but the Marauder difficulty is dependant on what arena you get - some of the rooms and tiny and cramped and basically you're dead in this case. One of the Marauders (fire) I just can't kill, his light attacks do 12k when I'm blocking. I feel like if you encounter this guy in Arc 2 either his health or DPS needs to be sharppy reduced. The others are psychotic but okay. The other cause of death is the boss fights but that comes down to me not understanding the mechanics. Disappointing but if I was playing ~SERIOUSLY~ I would look up a guide.

    Tho is confusing and frustrating for me because the visuals are hard to look at and there is just lots going on for one casual person to digest

    Overall I'd be interested in these changes:
    -A bonus for solo players, or a split between nm and vet.
    -Reduced damage or HP on marauders in Act 2
    -Some mechanics not damaging pets/companions
    -The marauders should spawn as a random Wave 4 within a cycle after all the other ads are dead.
    -3 Cycles down from 5 Cycles within an Arc. 5 takes foreverrrrrrrr
    -Difficulty spiking after Arc 4 but what I think I'm really asking is a tweak to soloing marauders and Tho.

    I'll play it maybe once or twice a week at this rate.

    Oh my, if doing vMA no death and 100k parse at high ping is a "casual scrub", what category is below that for those of us not even near that level? lol

  • spartaxoxo
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    Aislinna wrote: »
    Ehntu wrote: »
    I consider myself a casual player, the most difficult thing I've done in the game is Vet MA no death, and I usually bench around 100k on a dummy. However, I haven't done many trials and I also play on about 280 ping on average, so mechanics are a bit of a pain point for me.

    The biggest observation I can make is that the whole thing REALLY is designed for two people. The companions and pets eat *** on every mechanic - this is a really big problem at bosses especially on Tho. It's frustrating for a scrub like me when there are like 4 mechanics going on and I can't rely on someone else to interrupt or tank a mechanic. The side games and fights are also a little frustrating for the same reasons. It feels like there should be a bonus advantage if you're going in solo because you're just doing everything... solo. The lack of normal to vet is a strange omission to me also. I know you could just say "Just group with someone" but why did they bother letting you solo it if it's clearly not meant to be soloed?

    On average I make it to Arc 3 but usually die to either a boss I haven't seen before or a Marauder. Trash mobs are no problem in general but the Marauder difficulty is dependant on what arena you get - some of the rooms and tiny and cramped and basically you're dead in this case. One of the Marauders (fire) I just can't kill, his light attacks do 12k when I'm blocking. I feel like if you encounter this guy in Arc 2 either his health or DPS needs to be sharppy reduced. The others are psychotic but okay. The other cause of death is the boss fights but that comes down to me not understanding the mechanics. Disappointing but if I was playing ~SERIOUSLY~ I would look up a guide.

    Tho is confusing and frustrating for me because the visuals are hard to look at and there is just lots going on for one casual person to digest

    Overall I'd be interested in these changes:
    -A bonus for solo players, or a split between nm and vet.
    -Reduced damage or HP on marauders in Act 2
    -Some mechanics not damaging pets/companions
    -The marauders should spawn as a random Wave 4 within a cycle after all the other ads are dead.
    -3 Cycles down from 5 Cycles within an Arc. 5 takes foreverrrrrrrr
    -Difficulty spiking after Arc 4 but what I think I'm really asking is a tweak to soloing marauders and Tho.

    I'll play it maybe once or twice a week at this rate.

    Oh my, if doing vMA no death and 100k parse at high ping is a "casual scrub", what category is below that for those of us not even near that level? lol

    I suspect some people use the word "vet" in the same manner that I use the word "elite." Where the vet crowd are the people who are doing stuff like trial trifectas and score pushing. And those of us not at that level of skill (which takes a lot more than just 100k DPS) are moreso casual since the same level of dedication to learning mechs isn't there.

    And this isn't about anyone in particular, but there's also the Dunning Kruger effect (iirc the name). Where people who aren't particularly skilled tend to overestimate how good they are. And people who are skilled tend to underestimate how good they are. Because it's easy for them, they think it's similarly easy for everyone rather it being the case that they are significantly more talented than most.
    Edited by spartaxoxo on November 7, 2023 7:30PM
  • Braffin
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    Aislinna wrote: »
    Ehntu wrote: »
    I consider myself a casual player, the most difficult thing I've done in the game is Vet MA no death, and I usually bench around 100k on a dummy. However, I haven't done many trials and I also play on about 280 ping on average, so mechanics are a bit of a pain point for me.

    The biggest observation I can make is that the whole thing REALLY is designed for two people. The companions and pets eat *** on every mechanic - this is a really big problem at bosses especially on Tho. It's frustrating for a scrub like me when there are like 4 mechanics going on and I can't rely on someone else to interrupt or tank a mechanic. The side games and fights are also a little frustrating for the same reasons. It feels like there should be a bonus advantage if you're going in solo because you're just doing everything... solo. The lack of normal to vet is a strange omission to me also. I know you could just say "Just group with someone" but why did they bother letting you solo it if it's clearly not meant to be soloed?

    On average I make it to Arc 3 but usually die to either a boss I haven't seen before or a Marauder. Trash mobs are no problem in general but the Marauder difficulty is dependant on what arena you get - some of the rooms and tiny and cramped and basically you're dead in this case. One of the Marauders (fire) I just can't kill, his light attacks do 12k when I'm blocking. I feel like if you encounter this guy in Arc 2 either his health or DPS needs to be sharppy reduced. The others are psychotic but okay. The other cause of death is the boss fights but that comes down to me not understanding the mechanics. Disappointing but if I was playing ~SERIOUSLY~ I would look up a guide.

    Tho is confusing and frustrating for me because the visuals are hard to look at and there is just lots going on for one casual person to digest

    Overall I'd be interested in these changes:
    -A bonus for solo players, or a split between nm and vet.
    -Reduced damage or HP on marauders in Act 2
    -Some mechanics not damaging pets/companions
    -The marauders should spawn as a random Wave 4 within a cycle after all the other ads are dead.
    -3 Cycles down from 5 Cycles within an Arc. 5 takes foreverrrrrrrr
    -Difficulty spiking after Arc 4 but what I think I'm really asking is a tweak to soloing marauders and Tho.

    I'll play it maybe once or twice a week at this rate.

    Oh my, if doing vMA no death and 100k parse at high ping is a "casual scrub", what category is below that for those of us not even near that level? lol

    Being casual doesn't say anything about skill to a lot of us, but something about what a player is looking for in video games.

    There are highly-skilled players which play quite casually, because they are mostly interested in relaxing while playing (yes, that's also possible while doing way above-average dps).

    On the other side there also exist players of below-average skill, which are so much dedicated to this game, that they feel forced to play content they don't enjoy.

    Saying only low-skilled players are real casuals reminds me of the fable "The fox and the grapes" by Aesop:

    This Fox has a longing for grapes:
    He jumps, but the bunch still escapes.
    So he goes away sour;
    And, 'tis said, to this hour
    Declares that he's no taste for grapes.
    Never get between a cat and it's candy!
    ---
    Overland difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. It's not that hard.
  • Necrotech_Master
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    spartaxoxo wrote: »
    LMAO omg thats awesome to know about the shield mirror hahaha ty

    its important because if you attack too much and break all of the mirrors, it will send 4 shards to hit you at the same time, which hurts a lot lol

    Honestly, you've been an MVP to me in this thread. Thanks for the information. I feel like I'm going to have a better time in EA once I finally get my hands on it.

    a lot of it certainly made more sense after playing through it lol

    heres some of the key points i could figure while fighting tho'at and the different variants

    overall important mechanic: interrupt tho'at shards (the blobs) that are casting (these have been the number 1 reasons why ive died in this fight) (offensive verses can easily help keep them under control, or utility ones like mighty bash)

    human tho'at: deadly mechanic is heavy attacks with the sword (if you dont block or dodge, dodging can be a bit iffy because its a slow wind up), and the mirror shields, i just stop attacking (it seems like dots dont break the shield, but direct dmg does, i feel its safer to just not attack at all while the shields are up)

    atro tho'at: to be honest it doesnt have too deadly mechanics, unless you get caught by a multi-tentacle slap when it spawns 3 of them, but its easy to just move away from them before they do anything

    mantikora tho'at: the deadliest attack this one has is the glass ceiling, i usually find it easier to dodge, but takes a little practice on the timing

    dragon tho'at: i think its deadliest attack is a series of bombs it hits with, this can be a lot of damage and i think it continues to do that if you are too far away from it

    marauders just all suck right now with 12k+ dmg light attacks, but dont really become super deadly until at least arc 3

    if you are running with a duo, recommended group setup would be 1 tank (can be somewhat selfish for sustain) and a self sufficient dps (something that you would do a vet arena with would be good enough)

    that setup can take a little longer to progress, but it is by far the safest and easiest way to beat arc 4 (what the undaunted bust considered vet difficulty)

    a theorycraft build setup ive been thinking about to make it easy to run solo would be a DK running elf bane + the new DK class set + oakensoul

    this would give you 17 sec magma shell, basically permanent major heroism, permanent buffs from oakensoul (and without bar swapping you would never lose the major heroism from the DK class set)

    essentially the build would be going for maximum uptime on magma shell to limit incoming dmg and you can use verses that either give ultimate (to maintain magma shell), or offensive verses to deal more dmg

    there are vision options which reduce the cost of ultimates as well
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Treeshka
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    I have made my suggestion on this post about Arc one before, which was basically only putting base game bosses for stage bosses or easier ones out of all bosses.

    After playing hours and hours of Endless Archive both solo and duo with different classes. I can easily say that one vision out of others stands out too much compared to other visions.

    Focused Efforts vision grants tons of damage compared to other visions, and if you are lucky you can get this vision three or four times before Arc four. With right build you can breeze through Arcs until seventh or eighth with this. In one of my runs got this vision five times and my burning was ticking almost 60K for each enemy. No other vision can buff you like this.

    There is some visions that gives you %3 percent direct damage or %3 more area damage. Those are just nothing compared to extra %500 percent status effect damage per stack. Five stacks will net you %2500 more status effect damage. In my opinion visions need some balancing. I would not nerf Focused Efforts in this case but would buff others significantly. Damage reduction visions are also a bit lacking, except those %10 percent unique reductions, those seems fine.

    In the end hardest achievement is killing Arc 4 Tho'at which is their last evolution, which makes me think that this content is balanced around this Arc's difficulty. Getting there in my opinion is a good challenge and requires someone to actually kite and do damage, avoid area damages, dodge heavies and many other small stuff during combat. Especially if you are solo. It also requires a unique build that has proper resistances, health values, recoveries and damage.
  • Necrotech_Master
    Necrotech_Master
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    Treeshka wrote: »
    I have made my suggestion on this post about Arc one before, which was basically only putting base game bosses for stage bosses or easier ones out of all bosses.

    After playing hours and hours of Endless Archive both solo and duo with different classes. I can easily say that one vision out of others stands out too much compared to other visions.

    Focused Efforts vision grants tons of damage compared to other visions, and if you are lucky you can get this vision three or four times before Arc four. With right build you can breeze through Arcs until seventh or eighth with this. In one of my runs got this vision five times and my burning was ticking almost 60K for each enemy. No other vision can buff you like this.

    There is some visions that gives you %3 percent direct damage or %3 more area damage. Those are just nothing compared to extra %500 percent status effect damage per stack. Five stacks will net you %2500 more status effect damage. In my opinion visions need some balancing. I would not nerf Focused Efforts in this case but would buff others significantly. Damage reduction visions are also a bit lacking, except those %10 percent unique reductions, those seems fine.

    In the end hardest achievement is killing Arc 4 Tho'at which is their last evolution, which makes me think that this content is balanced around this Arc's difficulty. Getting there in my opinion is a good challenge and requires someone to actually kite and do damage, avoid area damages, dodge heavies and many other small stuff during combat. Especially if you are solo. It also requires a unique build that has proper resistances, health values, recoveries and damage.

    yeah i would like to agree that some of the visions/verses seem unbalanced compared to others in terms of power

    i really like most of the set visions (and their accompanied verses), though ferocious support and fiery support are way better than crystalline support (crystalline support i feel is kind of underpowered because it does no dmg compared to the other 2 set vision supports)

    i wish there was a way to "banish" a vision or verse from appearing like some other rogue likes have, because frankly i never want to see the +xp, or +gold visions (or in my case +weapon poison effectiveness as i never use those), those to me are frankly a wasted slot of a roll

    the worst vision roll choice i could imagine for me would be +xp, +gold, and poison effectiveness, because literally all useless lol

    im hoping they can add more upgrades to be able to do something like banish 1 verse or banish 1 vision choice, as that is also part of the gameplay with this style
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Syldras
    Syldras
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    Braffin wrote: »
    They can. Just not all of them in their very first try. That's what challenge and progression are about.

    Seems we have different ideas about how people can be motivated to learn and improve. In my personal experience, incentives/rewards work well with most people, as well as giving them a sense of achievement (exactly this is the reason I would appreciate a really easy, beginner-level arc in the archive); while expectations that seem hard may motivate some, but also cause frustration in many others (and not only the lazy). If you teach someone to play the piano, you start with easy folk songs or something like that, not with a sonata by Beethoven or Chopin. That said, I'm not an expert in teaching and the motivation of students; there was a bit during my studies, but, knowing my temper, I deliberately chose not to become a teacher, so it were only some basic lessons.
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • Braffin
    Braffin
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    Syldras wrote: »
    Braffin wrote: »
    They can. Just not all of them in their very first try. That's what challenge and progression are about.

    Seems we have different ideas about how people can be motivated to learn and improve. In my personal experience, incentives/rewards work well with most people, as well as giving them a sense of achievement (exactly this is the reason I would appreciate a really easy, beginner-level arc in the archive); while expectations that seem hard may motivate some, but also cause frustration in many others (and not only the lazy). If you teach someone to play the piano, you start with easy folk songs or something like that, not with a sonata by Beethoven or Chopin. That said, I'm not an expert in teaching and the motivation of students; there was a bit during my studies, but, knowing my temper, I deliberately chose not to become a teacher, so it were only some basic lessons.

    Well, coincidentally I for myself play piano (not even near a a top-notch level, but still) since I was 10 years old. And I can assure you, that I never hadn't had the chance to play something to my liking, if I hadn't faced the challenges on my way. You don't start playing piano with easy folk songs tho, but some theory and a whole lot of finger exercises and Etudes to figure out how to control your hands completely seperate from each other while nonetheless coordinating them as a whole. That process takes several years and can be quite demotivating in between. Some nice melodies on the way help with this of course, here I agree with you. Most of the motivation comes from oneself tho and from the goal you want to reach. For example hearing someone else playing a beautiful Sonata or Nocturno is motivating. Hearing myself becoming better with each try is motivating too.

    Now we surely don't need a challenge like this in eso. Video games are mainly played for relaxation and recreation in the end. Nonetheless the system stays the same. You have to put a carrot somewhere to say it blunt. That's why nerfs should always also apply to any rewards tied to the content.

    If you would demand a training mode with altered rules (at least saving and unlimited lives should apply) and reasonable nerfed rewards, we wouldn't disagree I think.

    But I'm quite sure, that nerfing only the content while leaving tied-in rewards untouched would do no good. I mean, why should I bother with learning Beethoven's Pathetique (that beast took me almost a year till I learned to play it with enjoyment) if easy folk songs are all I need. I will never know, if I'd like Beethoven, if I never try him tho.
    Never get between a cat and it's candy!
    ---
    Overland difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. It's not that hard.
  • Araneae6537
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    As a new player I remember being mesmerized by bosses/encounters that gave me a challenge, there was a feeling of discovery and that not every bit of the game is the same. It helped me to get goals set and measure my progress going back times and times again into something I stumbled upon randomly before be it a wb or a trial I went blindly solo as had no idea.

    Some would surely not feel the same about it, but even easier entry points would sure not draw some people like me back to it (or won't capture at all), also cutting important steps in development and hurting world feel overall.

    Totally agree! I remember getting destroyed in the first cave I walked into in TES III Morrowind but much later I defeated those enemies with ease. Challenge and suspense and feelings of accomplishment can be enjoyable elements of gaming!

    Indeed, I am enjoying EA for many of these same reasons. While at points I felt frustrated that I was not doing better, then I tried a change in strategy and something that had felt overwhelming became doable. I discover what does and doesn’t work against different opponents, and that blocking and interrupts aren’t just for tanks! For instance, I starting by just kiting and zapping everything but Tho’at does not allow that and I found the fight much more manageable once I stood and fought her and made my avoidance more strategic. I’ve read additional points in this and other threads that will help me do better too. :)

    I do agree with what others have posted regarding specific enemies/encounters — big dragons need a bigger platform! And at least one of the marauders might be a bit much as is appearing in arc 2, but I haven’t fought them enough to be sure.
  • boi_anachronism_
    boi_anachronism_
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    Syldras wrote: »
    Braffin wrote: »
    No, a completely new player with a freshly made levl 4 character wouldn't enter EA in the first place with the attitude to succeed on their first try.
    It takes a good portion of entitlement to expect to defeat bosses without learning their mechanics properly.

    Depends on what you understand by "succeeding". Since the archive was marketed as the fun new activity for every player, I'd expected that difficulty would increase from "doable by newbies" to intermediate to vet content from arc to arc, so at least the first arc would basically be easy mode with the least-complex bosses appearing (not much to learn there mechanic-wise), and yeah, newbies could succeed at least at the beginning.
    Braffin wrote: »
    But I agree with your last sentence at least. It's gotten late, my bed is calling for me.

    Good night.

    Wait are you suggesting that EA should have an arc at a difficulty that a lvl 4 newbie should be able to clear? Consider this: you don't get random dungeon finder until lvl 10 and the 2 dungeons you have access to with 3 other ppl in your party are fg1 and sc1. The easiest non-overland content in the game requires lvl 10. At that experience lvl a true newbie wouldnt be able to solo a dolmen. You dont have a full skill bar even.
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