andreas.rudroffb16_ESO wrote: »Craglorn is Vr1-Vr15 (as you see in dungeon finder) ....
so whats your conclusion ?
Blackhorne wrote: »
Finally, the number of Veteran Ranks has no relation to the number of "normal" levels. Levels 1-49 (or 50 depending on how you count) are the levels of the main and faction questlines. Veteran Ranks are the ranking system for when you've completed those (i.e, when you're a veteran.) So you could have 500 Veteran Ranks, if the content extended that far.
Blackhorne wrote: »
What, specifically, would you not like about there being a VR14?
phaneub17_ESO wrote: »The VR system is their way of creating a flexible Tier system or item level improvements. World of Warcraft for example uses an item level budgeting system that keeps going up with harder content. That does not work in Elder Scrolls Online; items and enchants within a given level stay the same based on its quality, the only way to improve an item's stats in damage, armor, and enchant values is to raise the VR each time. It also gives you more health, stamina, and magicka per VR gained to cover the other side of things. This is the purpose for having VR instead of us just stopping at level 50.
phaneub17_ESO wrote: »The VR system is their way of creating a flexible Tier system or item level improvements. World of Warcraft for example uses an item level budgeting system that keeps going up with harder content. That does not work in Elder Scrolls Online; items and enchants within a given level stay the same based on its quality, the only way to improve an item's stats in damage, armor, and enchant values is to raise the VR each time. It also gives you more health, stamina, and magicka per VR gained to cover the other side of things. This is the purpose for having VR instead of us just stopping at level 50.
But you see, the only thing wrong with that is...
VR gear doesn't get stronger at the same rate the mobs do. Atleast with the VR1-10 zones. The difference between VR1 and VR10 gear is pretty minimal. While the mobs become significantly stronger.
phaneub17_ESO wrote: »The VR system is their way of creating a flexible Tier system or item level improvements. World of Warcraft for example uses an item level budgeting system that keeps going up with harder content. That does not work in Elder Scrolls Online; items and enchants within a given level stay the same based on its quality, the only way to improve an item's stats in damage, armor, and enchant values is to raise the VR each time. It also gives you more health, stamina, and magicka per VR gained to cover the other side of things. This is the purpose for having VR instead of us just stopping at level 50.
But you see, the only thing wrong with that is...
VR gear doesn't get stronger at the same rate the mobs do. Atleast with the VR1-10 zones. The difference between VR1 and VR10 gear is pretty minimal. While the mobs become significantly stronger.
Fuzzylumpkins wrote: »This, in fact, had already been discussed to death months ago. Vrs are the "new" big content dump every 6-8 weeks that were meant to keep players interested. you can also log in and look around the map at zones that are to suddenly be opened every few months for this to take place.
Reading up ahead of time could have saved us and you from this thread.
@Anastasia
Every point you make regarding grouping up is nullified due to the terrible phasing for quests and you're just grasping at straws to guess at what the devs were thinking. Try again.