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Power creep and the diminishing quality of raid experiences

TheDefenestrator
I spent about a year not playing ESO. I have run many cores, ranging from casual achievement groups to serious competitive groups targeting top scores. I’ve recently started getting back into raids, and done a few runs of Sanity’s Edge recently.

I am appalled by what I played. When we ran this content awhile back, there were so many opportunities for skill expression and little things you could do to hit damage checks that would let you save a lot of time. In my groups I tried to grow everybody’s skillset both for the trial and all around, and the results reflected our efforts and improvements. We looked deep into what to cast and even how to dodge roll properly; anything we could control we did.

https://youtu.be/DLALY8sXt7k?is=1DFmFGl9BJ73rbca

Today, you don’t have to worry about 90% of this stuff. In a group I play in with tons of newer players that have a lot of room to deal more damage, the Chimera lasts barely 60 seconds, Ansuul never has a wrack overlap other mechanics, and you can just let things hit you and still clear twice as fast as you could trying your ass off in the past.

As a raid lead it’s frustrating - there’s less room for skill expression because the fights are devoid of mechanical difficulty at current damage levels, even for average endgame players.

I have a suggestion. recognizing that I’m asking for something that would require dev time and resources, I thought of a solution that could leverage existing systems. The new overland difficulty system could be adapted to trials to increase the damage dealt and damage taken. Each tier could provide a small score benefit to encourage higher difficulties. For years, ESO has been building around a play how you want philosophy. That should apply to people who want to push difficult content and maximize damage without compromising the mechanical difficulty of the fights.
  • madmufffin
    madmufffin
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    Ansuul execute on vestige difficulty would be diabolical
  • aLi3nZ
    aLi3nZ
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    I agree do this for trials and dungeons. Double/triple the rewards for harder difficulty. More drops, more plunder, more keys and so on.
  • Treeshka
    Treeshka
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    I think the ship has sailed. If you nerf this damage, players will leave. Just look at infamous update that happened four summers ago.
  • guarstompemoji
    guarstompemoji
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    Treeshka wrote: »
    I think the ship has sailed. If you nerf this damage, players will leave. Just look at infamous update that happened four summers ago.

    I think you're right; this is the wrong direction. However, the OP's point bothers me, too. I don't enjoy 12 DD Sunspire.

    So long as Normal difficulty is let alone, it should be alright. Vet could be increased a little, and then HM ramped up. A sliding scale.

    The alternative is a "flagged HM." Since achievos are tied to Vet and HM, adding a "flagged HM" doesn't seem worthwhile unless additional awards are added.
  • Kalthea
    Kalthea
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    I think focusing on the class reworks first and then adjusting boss HP in all content would result in a good baseline outcome, and then adding in a more difficult version of the dungeon/trial afterwards would allow them to keep things in line.
    May your crops be sun-blessed, sweet soul.
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