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~+~ How are Anomalies not nerfed yet? ~+~

  • Daethz
    Daethz
    ✭✭✭
    Short Term Nerf Losses: Tons of people realize what they missed out of, are already sick of veteran questing, and quit because they are pissed off.

    Personally I'm already fed up and leaving regardless, veteran quests completely depleted my.. inspiration for playing this game. Been stuck at v8 for weeks, want to get to v12, have zero effort left in me.
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • Catches_the_Sun
    Catches_the_Sun
    ✭✭✭✭✭
    Emperor wrote: »
    There is absolutely no "wow factor" for people that are V12 anymore. V12 used to mean that you saw everything ESO has to offer. V12 used to mean that you had a lot of experience with the game and were most likely a skilled player. V12 used to mean you were a nerd. Now V12 just means you spent 1-2 days grinding anomalies.

    I agree anomalies need adjusting & wish it hadn't taken them this long to do it. That being said, before Craglorn, V10 always meant you were an exploiter...not much more than that. I realize there are SOME people that got there without exploiting, but that is not the majority. Whether by glitching dungeon bosses, or some other method. Now V12 means basically the same thing...you found an exploit & you used it.
    Edited by Catches_the_Sun on June 8, 2014 4:55PM
    Catches-the-Sun - Argonian Templar - Master Smith, Provisioner, Chemist & Tailor
    Valaren Arobone - Dunmer Flamewalker - Master Woodworker, Provisioner, Assassin
    Kazahad - Khajiiti Arcane Archer - Master Thief
    V'orkten - Redguard Swordmaster
    Finnvardr the Frenzied - Werewolf Berzerker
  • Emperor
    Emperor
    ✭✭✭✭
    Emperor wrote: »
    There is absolutely no "wow factor" for people that are V12 anymore. V12 used to mean that you saw everything ESO has to offer. V12 used to mean that you had a lot of experience with the game and were most likely a skilled player. V12 used to mean you were a nerd. Now V12 just means you spent 1-2 days grinding anomalies.

    I agree anomalies need adjusting & wish it hadn't taken them this long to do it. That being said, before Craglorn, V10 always meant you were an exploiter...not much more than that. I realize there are SOME people that got there without exploiting, but that is not the majority. Whether by glitching dungeon bosses, or some other method. Now V12 means basically the same thing...you found an exploit & you used it.

    That is exactly the problem. When someone sees a max level in a game their thought should never be, "Oh, look at that exploiter". This is why I am ticked off at Zenimax for taking this long to nerf anomalies.
    If you like small group PvP (2-4 players) and solo PvP check out my video ;)https://youtube.com/watch?v=jechGImtFio

    SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!

    .
  • Bahz
    Bahz
    ✭✭
    They should stop nerfing and create proper endgame (VR1+) content.
  • Emperor
    Emperor
    ✭✭✭✭
    Bahz wrote: »
    They should stop nerfing and create proper endgame (VR1+) content.

    This is not just any old nerf... this is an exploit and needs nerfed. The experience is way too much when compared to anything else in the game.
    If you like small group PvP (2-4 players) and solo PvP check out my video ;)https://youtube.com/watch?v=jechGImtFio

    SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!

    .
  • Kililin
    Kililin
    ✭✭✭✭
    Emperor wrote: »
    Bahz wrote: »
    They should stop nerfing and create proper endgame (VR1+) content.

    This is not just any old nerf... this is an exploit and needs nerfed. The experience is way too much when compared to anything else in the game.

    Yes it is, if it where really problematic it could have been hotfixed for sure.
    They left it in, now its too late.
    People got accustomed to it, and there are some who have leveled more than 1 character to V12 with it.
    It is too late, its just a nerf to anyone not perma grinding them. It removes an option.
    And this game has other problems, fix before nerf.
  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    Alphashado wrote: »
    No and that is a good thing. Your "roadblock" is the only thing keeping Bots out of VR content.

    Bots are already there.

    I posted screenshots a few weeks ago.
  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    tuntuns wrote: »
    I consider myself as medicore hardcore player. I would like to share with you my point of view. For me lvl up from 10 to 12 on Craglorn anomalies took about two days after release. Craglorn was released like 2-3 weeks ago. In that time even casuals, playing 5-8 hours/week would maximize from VR1->10-12. Asking for nerf at this stage is not fair for all of those who didn't have opportunity to use alternate way for leveling. I assume that vast majority of (still remained) playerbase would agree that leveling VR levels through grind quest is just boring, Devs should realize that after completing enormous amount of quests even if you will finally find perfectly scripted, epic story, most players will just click through the dialogs, went through required steps as fast as possible, kill the final boss and go to the next one.

    I understand a devs point of view, they toiled so much to prepare intermediate content. It's just sad for them that players want to skip all they have prepared and achieve level cap in the easiest possible way. Sadly, I have to blame ZOS CDO for multiplying mistake occuring in many games before. When developer studios will finaly learn that intermediate zones are not important to players. The real focus should be put on the end game content. ESO is just another themepark MMO or maybe I should use another term to describe it, just to avoid never ending questions of definition of the themepark. For me themepark is a game with various amount of limitations such as, gear dependancy, zones destined for players with particular character advancement, hard scripted division for PvP and PvE areas etc. Anyway in such game model, intermediate content is only unnecessary time sink. Everything that may seem to be difficult during leveling, is trival after maximizing character (well, in most cases). VR12 is capable to do a way lot more things than VR1, so even if someone loves to explore and is curious what devs have prepared for him in earlier zones, reaching level cap before saves a lot of time.
    In endgame you have more or less equal players who competee each other in the most difficult possible content.
    Dear Devs, my good advice for you is to smooth the leveling process instead of letting more players burn out struggling while going through it and focus on the endgame content where more players would participate in this way.

    My advice would be making Cadwell's Gold/Silver go at the same rate/difficulty as 1-50.

    Maybe then it wouldn't be so damned brutal.
  • Emperor
    Emperor
    ✭✭✭✭
    Sakiri wrote: »
    tuntuns wrote: »
    I consider myself as medicore hardcore player. I would like to share with you my point of view. For me lvl up from 10 to 12 on Craglorn anomalies took about two days after release. Craglorn was released like 2-3 weeks ago. In that time even casuals, playing 5-8 hours/week would maximize from VR1->10-12. Asking for nerf at this stage is not fair for all of those who didn't have opportunity to use alternate way for leveling. I assume that vast majority of (still remained) playerbase would agree that leveling VR levels through grind quest is just boring, Devs should realize that after completing enormous amount of quests even if you will finally find perfectly scripted, epic story, most players will just click through the dialogs, went through required steps as fast as possible, kill the final boss and go to the next one.

    I understand a devs point of view, they toiled so much to prepare intermediate content. It's just sad for them that players want to skip all they have prepared and achieve level cap in the easiest possible way. Sadly, I have to blame ZOS CDO for multiplying mistake occuring in many games before. When developer studios will finaly learn that intermediate zones are not important to players. The real focus should be put on the end game content. ESO is just another themepark MMO or maybe I should use another term to describe it, just to avoid never ending questions of definition of the themepark. For me themepark is a game with various amount of limitations such as, gear dependancy, zones destined for players with particular character advancement, hard scripted division for PvP and PvE areas etc. Anyway in such game model, intermediate content is only unnecessary time sink. Everything that may seem to be difficult during leveling, is trival after maximizing character (well, in most cases). VR12 is capable to do a way lot more things than VR1, so even if someone loves to explore and is curious what devs have prepared for him in earlier zones, reaching level cap before saves a lot of time.
    In endgame you have more or less equal players who competee each other in the most difficult possible content.
    Dear Devs, my good advice for you is to smooth the leveling process instead of letting more players burn out struggling while going through it and focus on the endgame content where more players would participate in this way.

    My advice would be making Cadwell's Gold/Silver go at the same rate/difficulty as 1-50.

    Maybe then it wouldn't be so damned brutal.

    Do you mean level wise? If they went at the same rate level wise there would have to be about 100 veteran ranks :\
    If you like small group PvP (2-4 players) and solo PvP check out my video ;)https://youtube.com/watch?v=jechGImtFio

    SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!

    .
  • Stratti
    Stratti
    ✭✭✭✭✭
    Emperor wrote: »
    Sakiri wrote: »
    tuntuns wrote: »
    I consider myself as medicore hardcore player. I would like to share with you my point of view. For me lvl up from 10 to 12 on Craglorn anomalies took about two days after release. Craglorn was released like 2-3 weeks ago. In that time even casuals, playing 5-8 hours/week would maximize from VR1->10-12. Asking for nerf at this stage is not fair for all of those who didn't have opportunity to use alternate way for leveling. I assume that vast majority of (still remained) playerbase would agree that leveling VR levels through grind quest is just boring, Devs should realize that after completing enormous amount of quests even if you will finally find perfectly scripted, epic story, most players will just click through the dialogs, went through required steps as fast as possible, kill the final boss and go to the next one.

    I understand a devs point of view, they toiled so much to prepare intermediate content. It's just sad for them that players want to skip all they have prepared and achieve level cap in the easiest possible way. Sadly, I have to blame ZOS CDO for multiplying mistake occuring in many games before. When developer studios will finaly learn that intermediate zones are not important to players. The real focus should be put on the end game content. ESO is just another themepark MMO or maybe I should use another term to describe it, just to avoid never ending questions of definition of the themepark. For me themepark is a game with various amount of limitations such as, gear dependancy, zones destined for players with particular character advancement, hard scripted division for PvP and PvE areas etc. Anyway in such game model, intermediate content is only unnecessary time sink. Everything that may seem to be difficult during leveling, is trival after maximizing character (well, in most cases). VR12 is capable to do a way lot more things than VR1, so even if someone loves to explore and is curious what devs have prepared for him in earlier zones, reaching level cap before saves a lot of time.
    In endgame you have more or less equal players who competee each other in the most difficult possible content.
    Dear Devs, my good advice for you is to smooth the leveling process instead of letting more players burn out struggling while going through it and focus on the endgame content where more players would participate in this way.

    My advice would be making Cadwell's Gold/Silver go at the same rate/difficulty as 1-50.

    Maybe then it wouldn't be so damned brutal.

    Do you mean level wise? If they went at the same rate level wise there would have to be about 100 veteran ranks :\

    It's fine as it is difficulty wise - little more xp on the side quests and stage xp gains would help I think
  • Emperor
    Emperor
    ✭✭✭✭
    Emperor wrote: »
    Sakiri wrote: »
    tuntuns wrote: »
    I consider myself as medicore hardcore player. I would like to share with you my point of view. For me lvl up from 10 to 12 on Craglorn anomalies took about two days after release. Craglorn was released like 2-3 weeks ago. In that time even casuals, playing 5-8 hours/week would maximize from VR1->10-12. Asking for nerf at this stage is not fair for all of those who didn't have opportunity to use alternate way for leveling. I assume that vast majority of (still remained) playerbase would agree that leveling VR levels through grind quest is just boring, Devs should realize that after completing enormous amount of quests even if you will finally find perfectly scripted, epic story, most players will just click through the dialogs, went through required steps as fast as possible, kill the final boss and go to the next one.

    I understand a devs point of view, they toiled so much to prepare intermediate content. It's just sad for them that players want to skip all they have prepared and achieve level cap in the easiest possible way. Sadly, I have to blame ZOS CDO for multiplying mistake occuring in many games before. When developer studios will finaly learn that intermediate zones are not important to players. The real focus should be put on the end game content. ESO is just another themepark MMO or maybe I should use another term to describe it, just to avoid never ending questions of definition of the themepark. For me themepark is a game with various amount of limitations such as, gear dependancy, zones destined for players with particular character advancement, hard scripted division for PvP and PvE areas etc. Anyway in such game model, intermediate content is only unnecessary time sink. Everything that may seem to be difficult during leveling, is trival after maximizing character (well, in most cases). VR12 is capable to do a way lot more things than VR1, so even if someone loves to explore and is curious what devs have prepared for him in earlier zones, reaching level cap before saves a lot of time.
    In endgame you have more or less equal players who competee each other in the most difficult possible content.
    Dear Devs, my good advice for you is to smooth the leveling process instead of letting more players burn out struggling while going through it and focus on the endgame content where more players would participate in this way.

    My advice would be making Cadwell's Gold/Silver go at the same rate/difficulty as 1-50.

    Maybe then it wouldn't be so damned brutal.

    Do you mean level wise? If they went at the same rate level wise there would have to be about 100 veteran ranks :\

    It's fine as it is difficulty wise - little more xp on the side quests and stage xp gains would help I think

    They can't make the quests give more experience unless they add more veteran ranks. As it stand each zone that you complete the quests for gives you a veteran rank.
    If you like small group PvP (2-4 players) and solo PvP check out my video ;)https://youtube.com/watch?v=jechGImtFio

    SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!

    .
  • Sihnfahl
    Sihnfahl
    ✭✭✭✭
    As it stand each zone that you complete the quests for gives you a veteran rank.
    You just have to be willing to go through the quests. Joy.
  • dcincali
    dcincali
    ✭✭✭✭
    Emperor wrote: »
    I'm not usually one to ask for nerfs, but this is kind of ridiculous.

    People can grind 2 anomolies at once with a group of ~12 people and get ~1.5-2 MILLION experience per hour. People are going from V1 to V12 in 1-2 days. This is absurd. On top of that epic (purple) items are flooding the market for veteran ranks. I don't think this really needs to be adjusted though because if the anomolies are nerfed there won't be so many people grinding them which will mean less epic items will flood the market.

    I understand that people complained about the quest grind and that they wanted a different way to level, but that doesn't mean give us a way to get all 12 veteran rank levels in 1-2 days! There is absolutely no "wow factor" for people that are V12 anymore. V12 used to mean that you saw everything ESO has to offer. V12 used to mean that you had a lot of experience with the game and were most likely a skilled player. V12 used to mean you were a nerd. Now V12 just means you spent 1-2 days grinding anomalies.

    I'm not saying nerf anomalies so hard that they are pointless to do or grind for the people that want to level that way, but nerf it enough to bring it down to a normal level compared to all the other ways of leveling (dungeons, quests, and PvP).

    Discuss.

    EDIT:
    To those that think there is no difference between V1 and V12....
    There is a HUGE difference. The armor has more defence, the weapons have more damage, the potions are more effective, the list goes on and on. Look up the numbers if you don't believe me.


    Waaaaaaaaaaaaaaaaaaaa.... I didn't get to grind anoms... Waaaaaaaaaa... Nerf it so others can't either.. Waaaaaaaaa... I want free purple items too..

    Did I get that right?
  • Spectrasoul
    Spectrasoul
    ✭✭✭
    1) Asking for any kind of nerf is dumb as hell, don't kill off a good thing, improve the crap things so they are a viable alternative.
    2) Questing your way through Vet levels is boring, frustrating and just gets plain old after a while. V1-6 was bad enough, I am not looking forward to the prospect of 6-12 through quests.
    3) Reduce the difficulty or damage output of creatures in the Vet areas and maybe it will actually become more enjoyable.
    4) It is totally unfair on a lot of players to allow this to happen for 2 weeks then remove it. If you didn't intend this feature to be used this way, you should not have waited 2 weeks to remove it or nerf it, it should of been hotfixed within hours. Now you have one group of players with VR12 and hundreds of crafting materials. Another with no hope of VR12 any time soon and weeks of boring crappy overly difficult tedious quests to go.
    5) Nerf the loot, fine. I don't mind admitting that it's probably a bit out of hand to be getting 100+ purple materials per day from a grind. Don't nerf the exp however. That is normally the trade off, fast exp = little profit. Slow questing grind = lots of gold.
    6) After a lot of negativity already about the game, why on earth would you put yourself in the position where you're just going to get a ton more moaning and whining about something you could have totally avoided by using a little bit of common sense. It doesn't take a genius (or anybody with anything other than a single figure IQ) to work out that adding this content is going to drive everyone out of the Vet zones and into this big grinding frenzy.

    Fair play a lot of the problems so far are to be expected it's a new game.. but come on ZOS save your asses when releasing new content at least bother to ask yourselves whether it will work or whether it is ready for release in it's current form. It's 2 weeks old and already getting a nerf, that is absolutely pathetic. You could of just saved yourselves a whole lot of trouble by properly testing it out. By adding something like this to the game you practically make it mandatory to use it while it's there. Ask yourselves whether it's really a good idea next time.
    Edited by Spectrasoul on June 9, 2014 12:53AM
  • Sakiri
    Sakiri
    ✭✭✭✭✭
    ✭✭
    Emperor wrote: »
    Sakiri wrote: »
    tuntuns wrote: »
    I consider myself as medicore hardcore player. I would like to share with you my point of view. For me lvl up from 10 to 12 on Craglorn anomalies took about two days after release. Craglorn was released like 2-3 weeks ago. In that time even casuals, playing 5-8 hours/week would maximize from VR1->10-12. Asking for nerf at this stage is not fair for all of those who didn't have opportunity to use alternate way for leveling. I assume that vast majority of (still remained) playerbase would agree that leveling VR levels through grind quest is just boring, Devs should realize that after completing enormous amount of quests even if you will finally find perfectly scripted, epic story, most players will just click through the dialogs, went through required steps as fast as possible, kill the final boss and go to the next one.

    I understand a devs point of view, they toiled so much to prepare intermediate content. It's just sad for them that players want to skip all they have prepared and achieve level cap in the easiest possible way. Sadly, I have to blame ZOS CDO for multiplying mistake occuring in many games before. When developer studios will finaly learn that intermediate zones are not important to players. The real focus should be put on the end game content. ESO is just another themepark MMO or maybe I should use another term to describe it, just to avoid never ending questions of definition of the themepark. For me themepark is a game with various amount of limitations such as, gear dependancy, zones destined for players with particular character advancement, hard scripted division for PvP and PvE areas etc. Anyway in such game model, intermediate content is only unnecessary time sink. Everything that may seem to be difficult during leveling, is trival after maximizing character (well, in most cases). VR12 is capable to do a way lot more things than VR1, so even if someone loves to explore and is curious what devs have prepared for him in earlier zones, reaching level cap before saves a lot of time.
    In endgame you have more or less equal players who competee each other in the most difficult possible content.
    Dear Devs, my good advice for you is to smooth the leveling process instead of letting more players burn out struggling while going through it and focus on the endgame content where more players would participate in this way.

    My advice would be making Cadwell's Gold/Silver go at the same rate/difficulty as 1-50.

    Maybe then it wouldn't be so damned brutal.

    Do you mean level wise? If they went at the same rate level wise there would have to be about 100 veteran ranks :\

    Time invested. As it stands now, VR1 Glenumbra took my dw ha dk a week and a half to get through, pissing me off the entire way.

    I can do it on a lowbie in 2 days, tops.

    Its an artficially extended, grindy slogfest.
  • Malvokian
    Malvokian
    ✭✭
    I didn't read this whole thread.

    Why didn't ZOS disable the anomalies? Why wait until the patch?

    Surely they have the ability to disable a spawn without having to patch the game?
  • cisadanepajsuxrwb17_ESO
    It makes you think they probably employ the same person for multiple positions :

    - Lead New Content Designer ~ doubled as Security
    - Lead Programmer ~ Accounts Dept Head
    - Texture and Art assets head ~ Office Boy

    And ironically all they need to do is pop a GM for 5 minutes and observe the chat ANY time of the day to see what craglorn truly has become.
  • Kililin
    Kililin
    ✭✭✭✭
    Emperor wrote: »
    Sakiri wrote: »
    tuntuns wrote: »
    I consider myself as medicore hardcore player. I would like to share with you my point of view. For me lvl up from 10 to 12 on Craglorn anomalies took about two days after release. Craglorn was released like 2-3 weeks ago. In that time even casuals, playing 5-8 hours/week would maximize from VR1->10-12. Asking for nerf at this stage is not fair for all of those who didn't have opportunity to use alternate way for leveling. I assume that vast majority of (still remained) playerbase would agree that leveling VR levels through grind quest is just boring, Devs should realize that after completing enormous amount of quests even if you will finally find perfectly scripted, epic story, most players will just click through the dialogs, went through required steps as fast as possible, kill the final boss and go to the next one.

    I understand a devs point of view, they toiled so much to prepare intermediate content. It's just sad for them that players want to skip all they have prepared and achieve level cap in the easiest possible way. Sadly, I have to blame ZOS CDO for multiplying mistake occuring in many games before. When developer studios will finaly learn that intermediate zones are not important to players. The real focus should be put on the end game content. ESO is just another themepark MMO or maybe I should use another term to describe it, just to avoid never ending questions of definition of the themepark. For me themepark is a game with various amount of limitations such as, gear dependancy, zones destined for players with particular character advancement, hard scripted division for PvP and PvE areas etc. Anyway in such game model, intermediate content is only unnecessary time sink. Everything that may seem to be difficult during leveling, is trival after maximizing character (well, in most cases). VR12 is capable to do a way lot more things than VR1, so even if someone loves to explore and is curious what devs have prepared for him in earlier zones, reaching level cap before saves a lot of time.
    In endgame you have more or less equal players who competee each other in the most difficult possible content.
    Dear Devs, my good advice for you is to smooth the leveling process instead of letting more players burn out struggling while going through it and focus on the endgame content where more players would participate in this way.

    My advice would be making Cadwell's Gold/Silver go at the same rate/difficulty as 1-50.

    Maybe then it wouldn't be so damned brutal.

    Do you mean level wise? If they went at the same rate level wise there would have to be about 100 veteran ranks :\

    They just need to add non-questing levelling paths.
    e.g. Solo grinding about as fast as solo questing, because why not? There are lots of reasons for not wanting to do quest content in the enemy zones, hunting beetles, after defeating molag bal.
    Group content, group grinding add bonus xp for every group member beyond the first.
    Make dungeons and delves faster levelling than solo play, if played at the appropriate level by a non streamlined group, even if wiping a few times.
    Strongly positively encourage grouping.
    If players dont like the content you created, it is not their fault, they should not be forced to consume it. It stays there, the ones liking it will do it, if the majority ignores it, its probably bad design.

    Actually i think Zenimax is blocking players from doing their fun content with boring content, i dont get why they are doing it.

    TL,DR: Make xp in group > solo play; Shift focus from quest to group gameplay
  • bugulu
    bugulu
    ✭✭✭
    Let's face it, Anomalies farming was way out of hand with it dropping epics as frequently as it did. I don't mind people farming anomalies for the experience boost (It's their choice, if they don't want to quest, then grinding should be a viable option), but when you were handed out epics to deconstruct for crafting materials for doing nothing was ridiculous.
  • Sallakat
    Sallakat
    ✭✭✭
    I will never understand what makes things like people grinding anomalies tick some other people off so much. What is it out of them if someone wants to do that? Does it spoil your scenery when you pass by such an activity or what?
    Those kinda things will get fixed soon enough anyways, so whining about it is beyond me.
    Edited by Sallakat on June 9, 2014 8:28AM
    Rebuilt - Aldmeri Dominion

    Kaia Linnea - templar
    Ruusu - sorcerer
    Aino - nightblade
  • Arundo
    Arundo
    ✭✭✭✭✭
    Sallakat wrote: »
    I will never understand what makes things like people grinding anomalies tick some other people off so much. What is it out of them if someone wants to do that? Does it spoil your scenery when you pass by such an activity or what?
    Those kinda things will get fixed soon enough anyways, so whining about it is beyond me.

    Because currently you have to be part of some club to get invited in a group. Which means not everyone gets rewarded which makes it unfair. So I say nerf it so that the terms are equal again.

    PS when is this patch or change going to happen ? I though they mentioned Monday, which is today.
    Edited by Arundo on June 9, 2014 8:39AM
  • Sallakat
    Sallakat
    ✭✭✭
    I went to the Craglorn grind spot a couple of times, I was not in any group and I got the rewards as exp and chest drop on every kill, so I'm not sure why the getting in the group -part is a problem?
    Rebuilt - Aldmeri Dominion

    Kaia Linnea - templar
    Ruusu - sorcerer
    Aino - nightblade
  • steveb16_ESO46
    steveb16_ESO46
    ✭✭✭✭✭
    Kililin wrote: »
    Emperor wrote: »
    Bahz wrote: »
    They should stop nerfing and create proper endgame (VR1+) content.

    This is not just any old nerf... this is an exploit and needs nerfed. The experience is way too much when compared to anything else in the game.

    Yes it is, if it where really problematic it could have been hotfixed for sure.
    They left it in, now its too late.

    The problem is - it was a blindingly obvious exploit. Basically the same as previous exploits. I don't understand how it got there in the first place and we certainly should not be seeing anything like it in the future.
  • Kililin
    Kililin
    ✭✭✭✭
    Kililin wrote: »
    Emperor wrote: »
    Bahz wrote: »
    They should stop nerfing and create proper endgame (VR1+) content.

    This is not just any old nerf... this is an exploit and needs nerfed. The experience is way too much when compared to anything else in the game.

    Yes it is, if it where really problematic it could have been hotfixed for sure.
    They left it in, now its too late.

    The problem is - it was a blindingly obvious exploit. Basically the same as previous exploits. I don't understand how it got there in the first place and we certainly should not be seeing anything like it in the future.

    As was Kadala, one got hotfixed, the other not. Why?
  • Hilgara
    Hilgara
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    makes me laugh when people say the questing is boring but would rather run from one anomaly to another with no risk, no though required, no challenge and no fun. Maybe you need to find a different game.
  • Qumulous
    Qumulous
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    Sallakat wrote: »
    I will never understand what makes things like people grinding anomalies tick some other people off so much. What is it out of them if someone wants to do that? Does it spoil your scenery when you pass by such an activity or what?
    Those kinda things will get fixed soon enough anyways, so whining about it is beyond me.

    You have to complete progression quests to get 2nd and 3rd alliance zones, Whys is Craglorn open to VR1 when the mobs are VR11?
  • Kililin
    Kililin
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    Hilgara wrote: »
    makes me laugh when people say the questing is boring but would rather run from one anomaly to another with no risk, no though required, no challenge and no fun. Maybe you need to find a different game.

    Its the same ***, but one is done in a group and rewarding and the other can not be done easily in a group and is not rewarding.

    One is a grind and the other is the worst grind i ever experienced in any mmorpg.

    It is a shame that some of the good quests get buried in the mass of mediocre quests you have to grind out.
  • Kwas
    Kwas
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    Hilgara wrote: »
    makes me laugh when people say the questing is boring but would rather run from one anomaly to another with no risk, no though required, no challenge and no fun. Maybe you need to find a different game.

    Few of us probably got bored of questing with lots of tactical combat and epic battles against 3 wasps, or a pair of crocodiles, and figured out we could get our green rings and 75 gold elsewhere.
  • rhoekieb16_ESO
    I just did the same as my 260 pax strong guild.....i quit this mediocre mmo.

    And it feels good.
  • Sallakat
    Sallakat
    ✭✭✭
    Qumulous wrote: »
    Sallakat wrote: »
    I will never understand what makes things like people grinding anomalies tick some other people off so much. What is it out of them if someone wants to do that? Does it spoil your scenery when you pass by such an activity or what?
    Those kinda things will get fixed soon enough anyways, so whining about it is beyond me.

    You have to complete progression quests to get 2nd and 3rd alliance zones, Whys is Craglorn open to VR1 when the mobs are VR11?

    You don't HAVE to finish the quests in the 2nd and 3rd alliance zones. Just walk in there and do whatever you want. Just like you can walk into Craglorn and do whatever you want.
    Rebuilt - Aldmeri Dominion

    Kaia Linnea - templar
    Ruusu - sorcerer
    Aino - nightblade
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