...snip
I don't think the Archive is perfect, but I hate the idea of introducing a Veteran mode. There's actually something I'd like to see done to make the Archive easier: some actual feedback from Tho'at's Shard blobs in her fight. I hate that if you don't have line of sight on them and they're hiding in the mess of effects on that battlefield, you have absolutely no feedback for telling you that you're being attacked by something.
I think the imps Heavy Attacks are also very poorly broadcasted.
I think the poison injection from archers is poor broadcasted
I also think the bleed effect from the flaming marauder is poorly communicated. How about putting an effect on me I can see so I don't have to use an add-on to learn why I'm suddenly dying.
Toxic_Hemlock wrote: »...snip
I don't think the Archive is perfect, but I hate the idea of introducing a Veteran mode. There's actually something I'd like to see done to make the Archive easier: some actual feedback from Tho'at's Shard blobs in her fight. I hate that if you don't have line of sight on them and they're hiding in the mess of effects on that battlefield, you have absolutely no feedback for telling you that you're being attacked by something.
I think the imps Heavy Attacks are also very poorly broadcasted.
I think the poison injection from archers is poor broadcasted
I also think the bleed effect from the flaming marauder is poorly communicated. How about putting an effect on me I can see so I don't have to use an add-on to learn why I'm suddenly dying.
If the elites don't even notice any of the bosses in arc 1 anyways, as has been said many times here, but it helps some others players get their daily, then who does it hurt?
edit: clarity
colossalvoids wrote: »Toxic_Hemlock wrote: »...snip
I don't think the Archive is perfect, but I hate the idea of introducing a Veteran mode. There's actually something I'd like to see done to make the Archive easier: some actual feedback from Tho'at's Shard blobs in her fight. I hate that if you don't have line of sight on them and they're hiding in the mess of effects on that battlefield, you have absolutely no feedback for telling you that you're being attacked by something.
I think the imps Heavy Attacks are also very poorly broadcasted.
I think the poison injection from archers is poor broadcasted
I also think the bleed effect from the flaming marauder is poorly communicated. How about putting an effect on me I can see so I don't have to use an add-on to learn why I'm suddenly dying.
If the elites don't even notice any of the bosses in arc 1 anyways, as has been said many times here, but it helps some others players get their daily, then who does it hurt?
edit: clarity
The ones in the middle, those who want to learn or experience something more than a base game mob, accompanied with some different, new or fun mechanics. The difficulty (or lack of thereof) of a stage provides them a new playground as they might not reach or enjoy second one as much.
Toxic_Hemlock wrote: »...snip
I don't think the Archive is perfect, but I hate the idea of introducing a Veteran mode. There's actually something I'd like to see done to make the Archive easier: some actual feedback from Tho'at's Shard blobs in her fight. I hate that if you don't have line of sight on them and they're hiding in the mess of effects on that battlefield, you have absolutely no feedback for telling you that you're being attacked by something.
I think the imps Heavy Attacks are also very poorly broadcasted.
I think the poison injection from archers is poor broadcasted
I also think the bleed effect from the flaming marauder is poorly communicated. How about putting an effect on me I can see so I don't have to use an add-on to learn why I'm suddenly dying.
The above sound good, but I would like to add to it if I may. Getting to the final boss in arc 1 can be a pain too, if you could remove the one hit and confusing mechanics from the albeit edited trial bosses in arc 1, it would go a long way to helping me get my daily. Having to see when to enter a portal or when to stand behind a portal to not be insta-killed would be nice too as the prompts are confusing to me...
I get that they want to teach some of the mechanics for the trial bosses in there, but as I have no desire to ever go into a trial it is just a deadly nuisance. Adding a delve/public dungeon boss as the very first boss encountered ramping up from there but not putting in a trial boss as 4th boss encountered in first arc would at least give me a good chance of completing arc 1.
If the elites don't even notice any of the bosses in arc 1 anyways, as has been said many times here, but it helps some others players get their daily, then who does it hurt?
edit: clarity
Necrotech_Master wrote: »SilverBride wrote: »SilverBride wrote: »I've only gotten past the Arc 1 final boss one time solo and was only able to do that because I had a verse that was a giant green eye or orb that kept aggro off me so I could do damage. Without that I spend all my time running from the boss and the constant aoe and can't stand still long enough to do any damage.
That is a lot for Arc 1.
What class are you? If DK, try using Flames of Oblivion, and run multiple shields with Infernal Guardian for guided missile type damage that you can inflict while running/retreating if your DPS is low. IG is also a ranged AOE, and good for taking out those pesky range casters in the trash packs. Any class can also run Spiked Bone Shield, which gives you a 14k shield that returns 100% of melee damage to the attackers (and procs IG.)
Jorvuld's Guidance is great for extending the duration of your damage shields, as well as Major buffs. If you run Jorvuld's with Daedric Trickery, you will have 3 of the set's Major buffs up at all times overlapping. Also, certain werewolf builds are highly effective in the EA. Consider what sets might scale well with the layout of the Archive, and if you get the World skill buff verse, it's all over for the enemies.
If I have to micromanage as though I am going into a veteran trial for an Arc 1 boss then I give up trying to solo it.
And I still say this boss is disproportionately difficulty for Arc 1.
arc 1 tho'at isnt too much to manage, theres only like 4 mechanics you have to deal with
kite ice patches, dont do direct dmg to the mirror shield, kite the eye beam after she throws the sword, and block the heavy attack
in later tho'at fights you have to also deal with the additional bosses showing up in the fights, and managing to focus them down 1 at a time so your not dealing with more than 2 bosses at once
I honestly breathe a sigh of relief when I get to the Tho'ats, because the fights are pretty straightforward, and they give you plenty of room to work with... unlike the platforms. Just last night I pulled High Kinlord Rilis, which is usually a cakewalk, but at one point he put me in a blue bubble and literally chucked me off the platform to my death.
I'm not a fan of situations over which I have no control. The Tho'at fight is easy to control, once you understand exactly what is happening, and how to prioritize what's going on.
Toxic_Hemlock wrote: »...snip
I don't think the Archive is perfect, but I hate the idea of introducing a Veteran mode. There's actually something I'd like to see done to make the Archive easier: some actual feedback from Tho'at's Shard blobs in her fight. I hate that if you don't have line of sight on them and they're hiding in the mess of effects on that battlefield, you have absolutely no feedback for telling you that you're being attacked by something.
I think the imps Heavy Attacks are also very poorly broadcasted.
I think the poison injection from archers is poor broadcasted
I also think the bleed effect from the flaming marauder is poorly communicated. How about putting an effect on me I can see so I don't have to use an add-on to learn why I'm suddenly dying.
The above sound good, but I would like to add to it if I may. Getting to the final boss in arc 1 can be a pain too, if you could remove the one hit and confusing mechanics from the albeit edited trial bosses in arc 1, it would go a long way to helping me get my daily. Having to see when to enter a portal or when to stand behind a portal to not be insta-killed would be nice too as the prompts are confusing to me...
I get that they want to teach some of the mechanics for the trial bosses in there, but as I have no desire to ever go into a trial it is just a deadly nuisance. Adding a delve/public dungeon boss as the very first boss encountered ramping up from there but not putting in a trial boss as 4th boss encountered in first arc would at least give me a good chance of completing arc 1.
If the elites don't even notice any of the bosses in arc 1 anyways, as has been said many times here, but it helps some others players get their daily, then who does it hurt?
edit: clarity
You're still talking about "trial bosses" in EA? There aren't any. All bosses and their respective mechanics are exclusively made for the new content.
That has nothing to do with preparing anyone for trial mechanics, as the bosses over there are almost completely different (Well, the looks are the same, but that's it.).
Yes, completing Arc 1 maybe can be a bit challenging for a below-average player. EA is intended to work this way and would fail it's purpose if Arc 1 could be done without any effort.
Every player has the very same 2 options:
1) Get behind the reason of failing by adjusting one's build and tactics. For example I advised you to play more defensively and don't try to hit block at the very last moment possible, if you die constantly due to failed blocking.
2) Decide to not being interested in the challenge EA has to offer and move on.
Either way, while slight adjustments to specific encounters are reasonable and maybe necessary, the complete elimination of any challenge in Arc 1would be unfair for real casual players, which want to experience EA as intended, but aren't "elite" enough to progress into Arc 2.
In another thread about EA you said you are only interested in killing things and a few hours together with your companion on the difficulty level of delves or public dungeons in a chilled manner.
Well, there are currently 160 delves (cyrodiil and craglorn excluded) and 33 public dungeons available in this game for killing things casually.
Honestly, is that not enough?
Or is all that talk in reality about shiny rewards in the end?
Toxic_Hemlock wrote: »Toxic_Hemlock wrote: »...snip
I don't think the Archive is perfect, but I hate the idea of introducing a Veteran mode. There's actually something I'd like to see done to make the Archive easier: some actual feedback from Tho'at's Shard blobs in her fight. I hate that if you don't have line of sight on them and they're hiding in the mess of effects on that battlefield, you have absolutely no feedback for telling you that you're being attacked by something.
I think the imps Heavy Attacks are also very poorly broadcasted.
I think the poison injection from archers is poor broadcasted
I also think the bleed effect from the flaming marauder is poorly communicated. How about putting an effect on me I can see so I don't have to use an add-on to learn why I'm suddenly dying.
The above sound good, but I would like to add to it if I may. Getting to the final boss in arc 1 can be a pain too, if you could remove the one hit and confusing mechanics from the albeit edited trial bosses in arc 1, it would go a long way to helping me get my daily. Having to see when to enter a portal or when to stand behind a portal to not be insta-killed would be nice too as the prompts are confusing to me...
I get that they want to teach some of the mechanics for the trial bosses in there, but as I have no desire to ever go into a trial it is just a deadly nuisance. Adding a delve/public dungeon boss as the very first boss encountered ramping up from there but not putting in a trial boss as 4th boss encountered in first arc would at least give me a good chance of completing arc 1.
If the elites don't even notice any of the bosses in arc 1 anyways, as has been said many times here, but it helps some others players get their daily, then who does it hurt?
edit: clarity
You're still talking about "trial bosses" in EA? There aren't any. All bosses and their respective mechanics are exclusively made for the new content.
That has nothing to do with preparing anyone for trial mechanics, as the bosses over there are almost completely different (Well, the looks are the same, but that's it.).
Yes, completing Arc 1 maybe can be a bit challenging for a below-average player. EA is intended to work this way and would fail it's purpose if Arc 1 could be done without any effort.
Every player has the very same 2 options:
1) Get behind the reason of failing by adjusting one's build and tactics. For example I advised you to play more defensively and don't try to hit block at the very last moment possible, if you die constantly due to failed blocking.
2) Decide to not being interested in the challenge EA has to offer and move on.
Either way, while slight adjustments to specific encounters are reasonable and maybe necessary, the complete elimination of any challenge in Arc 1would be unfair for real casual players, which want to experience EA as intended, but aren't "elite" enough to progress into Arc 2.
In another thread about EA you said you are only interested in killing things and a few hours together with your companion on the difficulty level of delves or public dungeons in a chilled manner.
Well, there are currently 160 delves (cyrodiil and craglorn excluded) and 33 public dungeons available in this game for killing things casually.
Honestly, is that not enough?
Or is all that talk in reality about shiny rewards in the end?
.
Toxic_Hemlock wrote: »colossalvoids wrote: »Toxic_Hemlock wrote: »...snip
I don't think the Archive is perfect, but I hate the idea of introducing a Veteran mode. There's actually something I'd like to see done to make the Archive easier: some actual feedback from Tho'at's Shard blobs in her fight. I hate that if you don't have line of sight on them and they're hiding in the mess of effects on that battlefield, you have absolutely no feedback for telling you that you're being attacked by something.
I think the imps Heavy Attacks are also very poorly broadcasted.
I think the poison injection from archers is poor broadcasted
I also think the bleed effect from the flaming marauder is poorly communicated. How about putting an effect on me I can see so I don't have to use an add-on to learn why I'm suddenly dying.
If the elites don't even notice any of the bosses in arc 1 anyways, as has been said many times here, but it helps some others players get their daily, then who does it hurt?
edit: clarity
The ones in the middle, those who want to learn or experience something more than a base game mob, accompanied with some different, new or fun mechanics. The difficulty (or lack of thereof) of a stage provides them a new playground as they might not reach or enjoy second one as much.
I was talking strictly about arc 1 here. If the "ones in the middle" want to learn new mechanics nothing is stopping them as there are MANY more arcs for them to practice with that don't hurt their ability to get the daily done.
If you are against this very simple change then all I can say is that you want to make life harder for some players. By not allowing them to play it, by keeping barriers to them in place it creates haves and have nots, and that should not be what any game played for fun should boil down to IMO.
Edit to add: Yes there is a barrier between those that do trials and those, like me, that cannot. The distinction here is that trials were/are designed for teams of players working in co-ordination to clear the challenge and were never sold as content for everyone. EA was marketed and something for everybody, hence no normal/vet switch.
Araneae6537 wrote: »Necrotech_Master wrote: »SilverBride wrote: »SilverBride wrote: »I've only gotten past the Arc 1 final boss one time solo and was only able to do that because I had a verse that was a giant green eye or orb that kept aggro off me so I could do damage. Without that I spend all my time running from the boss and the constant aoe and can't stand still long enough to do any damage.
That is a lot for Arc 1.
What class are you? If DK, try using Flames of Oblivion, and run multiple shields with Infernal Guardian for guided missile type damage that you can inflict while running/retreating if your DPS is low. IG is also a ranged AOE, and good for taking out those pesky range casters in the trash packs. Any class can also run Spiked Bone Shield, which gives you a 14k shield that returns 100% of melee damage to the attackers (and procs IG.)
Jorvuld's Guidance is great for extending the duration of your damage shields, as well as Major buffs. If you run Jorvuld's with Daedric Trickery, you will have 3 of the set's Major buffs up at all times overlapping. Also, certain werewolf builds are highly effective in the EA. Consider what sets might scale well with the layout of the Archive, and if you get the World skill buff verse, it's all over for the enemies.
If I have to micromanage as though I am going into a veteran trial for an Arc 1 boss then I give up trying to solo it.
And I still say this boss is disproportionately difficulty for Arc 1.
arc 1 tho'at isnt too much to manage, theres only like 4 mechanics you have to deal with
kite ice patches, dont do direct dmg to the mirror shield, kite the eye beam after she throws the sword, and block the heavy attack
in later tho'at fights you have to also deal with the additional bosses showing up in the fights, and managing to focus them down 1 at a time so your not dealing with more than 2 bosses at once
I honestly breathe a sigh of relief when I get to the Tho'ats, because the fights are pretty straightforward, and they give you plenty of room to work with... unlike the platforms. Just last night I pulled High Kinlord Rilis, which is usually a cakewalk, but at one point he put me in a blue bubble and literally chucked me off the platform to my death.
I'm not a fan of situations over which I have no control. The Tho'at fight is easy to control, once you understand exactly what is happening, and how to prioritize what's going on.
Any advice for facing Tho’at at the end of arc 3? Going to try again with a guildmate tomorrow!
Toxic_Hemlock wrote: »...snip
I don't think the Archive is perfect, but I hate the idea of introducing a Veteran mode. There's actually something I'd like to see done to make the Archive easier: some actual feedback from Tho'at's Shard blobs in her fight. I hate that if you don't have line of sight on them and they're hiding in the mess of effects on that battlefield, you have absolutely no feedback for telling you that you're being attacked by something.
I think the imps Heavy Attacks are also very poorly broadcasted.
I think the poison injection from archers is poor broadcasted
I also think the bleed effect from the flaming marauder is poorly communicated. How about putting an effect on me I can see so I don't have to use an add-on to learn why I'm suddenly dying.
The above sound good, but I would like to add to it if I may. Getting to the final boss in arc 1 can be a pain too, if you could remove the one hit and confusing mechanics from the albeit edited trial bosses in arc 1, it would go a long way to helping me get my daily. Having to see when to enter a portal or when to stand behind a protrusion to not be insta-killed would be nice too as the prompts are confusing to me...
I get that they want to teach some of the mechanics for the trial bosses in there, but as I have no desire to ever go into a trial it is just a deadly nuisance. Adding a delve/public dungeon boss as the very first boss encountered ramping up from there but not putting in a trial boss as 4th boss encountered in first arc would at least give me a good chance of completing arc 1.
If the elites don't even notice any of the bosses in arc 1 anyways, as has been said many times here, but it helps some others players get their daily, then who does it hurt?
edit: clarity
Finn: ....Endless Archive is a brand-new gameplay experience for update 40. You can venture in here solo, or with a companion, or with a friend. . . .
Gina: Let's talk a little bit about why you decided to build this new system now.
Finn: .....ESO is 9 years old. So, there's a lot of content that we have built. And this gives us an opportunity to showcase some of that content for players that have seen it before, but this in a brand-new way. Like I said, you can come in here solo or duo. So, seeing some of the trial and dungeon bosses that you maybe fought with 4 or 12 players, now you gonna have to fight it with 2 players or maybe even solo. But, not only that! We also have content from all-over Tamriel that we're pulling in here. So, you're going to find some quest bosses, you're going to find some group bosses, you're going to find some delve and public dungeon spaces, so...
Rich: Yea, and the intent with this is it's a little more systemic.
Finn: For sure
Rich: And a little bit....There's a little more meat on the bones, so to speak. With a lot of players we get feedback where they love the dungeons, but they're kind of one and done. They go in there and do the content, they get the drops they want, and then there done with it. Where with this, because it's systemically endless, and there's tons of stuff in here to kinda earn, and get, and learn, it's a little bit meatier. So, there's more content for players for players to kinda dig into.
Finn: And to touch on duo a little bit, we've had that request since Maelstrom really came out.
Rich: Yeah, it's definitely not a foreign concept.
Finn: Yeah, to do duo content. So, when Maelstrom first came out, it was originally planned to
Rich: Fun Fact!
Finn: Fun Fact! Yeah, when Maelstrom originally came out, it was designed to be solo, duo, or 4-players. And as development went on, as happens, we had to make sure the features fit kinda of where they needed to be. So, this is the first time we've actually been able to actually explore duo content.
Gina: .......So, I want to answer a couple comment questions that keep popping up in chat.
Finn and Rich: okay
Gina: So there is no difficulty....there is no normal or vet.
Finn????: correct
Gina: It's just you can do solo or you can do duo.
Rich???: The difficult comes from how deep you get.
Gina: How far you get.
Rich????: Yeah. It gets harder. It gets a lot harder. HAHA
Finn: To clarify a little bit, there is no difference between solo or duo difficulty. So, if Rich was in here solo, the monsters would have the same amount of health. The same amount of damage.
Rich?? Yup
Finn??? SO you really have to build your character a specific way in order to kinda tackle solo. You have a little more flexibility with duo. But, for those people with 1 friend, this is the perfect piece of content.
Rich?? WOWWWWW! Why did you look at Gina when you said that?
Gina: HAHAHAHA. We looked at each other. HAHAHA
Rich: Wow!!
Four_Fingers wrote: »The only thing I ask for is a larger platform or smaller dragon for that fight.
Bad enough fighting a dragon and then having to constantly worry about being knocked off the platform.
Toxic_Hemlock wrote: »colossalvoids wrote: »Toxic_Hemlock wrote: »...snip
I don't think the Archive is perfect, but I hate the idea of introducing a Veteran mode. There's actually something I'd like to see done to make the Archive easier: some actual feedback from Tho'at's Shard blobs in her fight. I hate that if you don't have line of sight on them and they're hiding in the mess of effects on that battlefield, you have absolutely no feedback for telling you that you're being attacked by something.
I think the imps Heavy Attacks are also very poorly broadcasted.
I think the poison injection from archers is poor broadcasted
I also think the bleed effect from the flaming marauder is poorly communicated. How about putting an effect on me I can see so I don't have to use an add-on to learn why I'm suddenly dying.
If the elites don't even notice any of the bosses in arc 1 anyways, as has been said many times here, but it helps some others players get their daily, then who does it hurt?
edit: clarity
The ones in the middle, those who want to learn or experience something more than a base game mob, accompanied with some different, new or fun mechanics. The difficulty (or lack of thereof) of a stage provides them a new playground as they might not reach or enjoy second one as much.
I was talking strictly about arc 1 here. If the "ones in the middle" want to learn new mechanics nothing is stopping them as there are MANY more arcs for them to practice with that don't hurt their ability to get the daily done.
If you are against this very simple change then all I can say is that you want to make life harder for some players. By not allowing them to play it, by keeping barriers to them in place it creates haves and have nots, and that should not be what any game played for fun should boil down to IMO.
Edit to add: Yes there is a barrier between those that do trials and those, like me, that cannot. The distinction here is that trials were/are designed for teams of players working in co-ordination to clear the challenge and were never sold as content for everyone. EA was marketed and something for everybody, hence no normal/vet switch.
spartaxoxo wrote: »Here's what that they said in the update preview stream. Just so everyone has the reference. Since this particular part of the stream has been referenced multiple times throughout the thread. I tried to just quote the relevant bits and there may be some transcription errors, so I would encourage you to watch the parts of the stream yourself, if you're able. These particular parts are only a few minutes long.https://www.youtube.com/watch?v=RugEQ2KvDL4&t=3545s
The first quote is about 54 minutes in.
The second quote is about 57 minutes in.Finn: ....Endless Archive is a brand-new gameplay experience for update 40. You can venture in here solo, or with a companion, or with a friend. . . .Gina: Let's talk a little bit about why you decided to build this new system now.
Finn: .....ESO is 9 years old. So, there's a lot of content that we have built. And this gives us an opportunity to showcase some of that content for players that have seen it before, but this in a brand-new way. Like I said, you can come in here solo or duo. So, seeing some of the trial and dungeon bosses that you maybe fought with 4 or 12 players, now you gonna have to fight it with 2 players or maybe even solo. But, not only that! We also have content from all-over Tamriel that we're pulling in here. So, you're going to find some quest bosses, you're going to find some group bosses, you're going to find some delve and public dungeon spaces, so...
Rich: Yea, and the intent with this is it's a little more systemic.
Finn: For sure
Rich: And a little bit....There's a little more meat on the bones, so to speak. With a lot of players we get feedback where they love the dungeons, but they're kind of one and done. They go in there and do the content, they get the drops they want, and then there done with it. Where with this, because it's systemically endless, and there's tons of stuff in here to kinda earn, and get, and learn, it's a little bit meatier. So, there's more content for players for players to kinda dig into.
Finn: And to touch on duo a little bit, we've had that request since Maelstrom really came out.
Rich: Yeah, it's definitely not a foreign concept.
Finn: Yeah, to do duo content. So, when Maelstrom first came out, it was originally planned to
Rich: Fun Fact!
Finn: Fun Fact! Yeah, when Maelstrom originally came out, it was designed to be solo, duo, or 4-players. And as development went on, as happens, we had to make sure the features fit kinda of where they needed to be. So, this is the first time we've actually been able to actually explore duo content.
Personally, this does not say to me that it's exclusively balanced around duo. It tells me that it's meant to be done solo, duo, or with a companion. And that they were excited to be able to offer duo content, because it's something they've wanted to do for a long time.
edit:
As I was watching this for the time, I came across another section that speaks to solo vs duo. I had trouble seeing who was speaking when it went to picture and picture.
Around 1 hour and 19 minutes in....Gina: .......So, I want to answer a couple comment questions that keep popping up in chat.
Finn and Rich: okay
Gina: So there is no difficulty....there is no normal or vet.
Finn????: correct
Gina: It's just you can do solo or you can do duo.
Rich???: The difficult comes from how deep you get.
Gina: How far you get.
Rich????: Yeah. It gets harder. It gets a lot harder. HAHA
Finn: To clarify a little bit, there is no difference between solo or duo difficulty. So, if Rich was in here solo, the monsters would have the same amount of health. The same amount of damage.
Rich?? Yup
Finn??? SO you really have to build your character a specific way in order to kinda tackle solo. You have a little more flexibility with duo. But, for those people with 1 friend, this is the perfect piece of content.
Rich?? WOWWWWW! Why did you look at Gina when you said that?
Gina: HAHAHAHA. We looked at each other. HAHAHA
Rich: Wow!!
So, it's designed to be doable solo, but they expect people to have to build for it to really succeed using a solo playstyle. If you want more flexibility in your build choices, grab a friend.
boi_anachronism_ wrote: »You missed bolding this
boi_anachronism_ wrote: »This is whats being refered to as well as another segment previewing necrom. But sure. Conviently pick out what you want
Additionally they straight up say if you choose to go solo you will have to build for that
spartaxoxo wrote: »…And the marauders are overtuned, especially their light attacks. And which add pulls they spawn with have a huge impact on success. I'd like to see them come in place of wave 2, and for their light attacks damage to be nerfed.
spartaxoxo wrote: »I will say that I don't think it's at all the case that trial bosses in EA are completely different. I had strong hints of what to do from having done the trials (mostly only on normal but I do have some vet experience). Their moves are reminiscent of their proper encounters, such that a person with experience in that content will have a leg up on those that don't. As it should be.
spartaxoxo wrote: »During the fight with Tho'at, sometimes tentacles cover the blobs and then you can't find them easily, and you die to the attacks. I think the tentacles should knock back the blobs if they spawn on them, so they can be visible to the player.
That's very different to demanding, that whole bosses should be deleted from the early experience, so I don't have to bother with learning their respective mechanics while I'm on the way to my daily.
Also thanks for the transcription of the central parts of the video posted above. Was very helpful for me.
For anyone having troubles with finishing arc 1-4. Just create a tanky setup. Seriously that's really all there is to it. Build up around 40k HP and 30k+ resistances and You will not die to almost anything. Enchantments, status effects and offensive visions will carry the dmg. You don't need extra damage to complete endless archive You need survivability. It's basically what everyone who reached arc 7+ is doing already. It's also really usefull to buy upgrade that empower visions and optionally one that empowers versses. Your defense should come mainly from Your setup and offense from visions and verses.
It may sound harsh but if someone is incapable of finishing even arc 1 the fault for that is completly on that person's side mainly because that person didn't create a suitable setup and is lacking skill to compensate for that.
spartaxoxo wrote: »That's very different to demanding, that whole bosses should be deleted from the early experience, so I don't have to bother with learning their respective mechanics while I'm on the way to my daily.
Also thanks for the transcription of the central parts of the video posted above. Was very helpful for me.
I haven't really made up my mind in that regard of boss pool, as I'm waiting to see non-bugged leaderboards. If just getting to Arc 2 is really good enough to get you on the leaderboard, then maybe they're right. When I think about it, a lot of the playerbase avoids dlc dungeons and trials because the real versions are too much for them. It's possible these EA versions are as well.
If I had my way....
I want most of the playerbase to be able to do Arc 1.
I think that good elite players (like the type that can do vma/vvh comfortably) should be able to beat Arc 4.
And I think Arc 5+ is probably something that only duos can do comfortably, although especially talented solo players may be able to as well.
I also want a way to reach later arcs faster so I don't have to care about it. I'd be fine if it meant you don't get leaderboard or quest credit. It's just going to get really old, really fast to want to wait hours to get to the best parts.
spartaxoxo wrote: »That's very different to demanding, that whole bosses should be deleted from the early experience, so I don't have to bother with learning their respective mechanics while I'm on the way to my daily.
Also thanks for the transcription of the central parts of the video posted above. Was very helpful for me.
I haven't really made up my mind in that regard of boss pool, as I'm waiting to see non-bugged leaderboards. If just getting to Arc 2 is really good enough to get you on the leaderboard, then maybe they're right. When I think about it, a lot of the playerbase avoids dlc dungeons and trials because the real versions are too much for them. It's possible these EA versions are as well.
If I had my way....
I want most of the playerbase to be able to do Arc 1.
I think that good elite players (like the type that can do vma/vvh comfortably) should be able to beat Arc 4.
And I think Arc 5+ is probably something that only duos can do comfortably, although especially talented solo players may be able to as well.
I also want a way to reach later arcs faster so I don't have to care about it. I'd be fine if it meant you don't get leaderboard or quest credit. It's just going to get really old, really fast to want to wait hours to get to the best parts.
I disagree regarding the leaderboards.
To qualiy for them as a duo on pc eu you already have to beat 7.4.3 currently up from 5.3.1 a bit more than a week ago.
Solo leaderboards are entirely another topic, as using a companion disqualifies you from participation (I'd also suggest a separate leaderboard for runs with companions btw.), thus strongly distorting the metrics.
Additionally, while EA is definitely made for either solo or duo experience, the stats of the enemies in there stay the same, regardless of mode. In fact it's the very same EA, only the respective leaderboards are changing. It's expectable and only logical, that duos do far better in there.
I agree tho, that most of the playerbase should be able to do Arc 1. But not without challenge. A beginner should get the very same experience at Arc 1 as more seasoned players get out of higher Arcs.
The interview you paraphrased also shows clearly, that zos is expecting, that interested participants are willing to adjust their builds and tactics to succeed, while most of the complaints around here come from players, which aren't interested in that type of playstyle (That's not an assumption. They said so for themselves several times and refused any help offered.).
Once again, I'm not arguing against adjustments of mechanics, if that is necessary to improve the experience of the average playerbase. It's not necessary to outright delete any bosses from Arc 1 tho, as there are far more subtle ways to achieve this goal.
And of course I entirely oppose the idea of splitting EA into two separate modes difficulty-wise. That's simply nonsensical.