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.
Catches_the_Sun 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.
If you like small group PvP (2-4 players) and solo PvP check out my videohttps://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
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They should stop nerfing and create proper endgame (VR1+) content.
If you like small group PvP (2-4 players) and solo PvP check out my videohttps://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
.
Alphashado wrote: »No and that is a good thing. Your "roadblock" is the only thing keeping Bots out of VR content.
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.
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.
If you like small group PvP (2-4 players) and solo PvP check out my videohttps://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
.
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
ss.ioannidisnrb18_ESO 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
If you like small group PvP (2-4 players) and solo PvP check out my videohttps://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
.
You just have to be willing to go through the quests. Joy.GreasedLizard wrote: »As it stand each zone that you complete the quests for gives you a veteran rank.
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.
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
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
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.
Yes it is, if it where really problematic it could have been hotfixed for sure.
They left it in, now its too late.
steveb16_ESO46 wrote: »
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.
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.
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.
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.
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?