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First off being a old school MMORPG player I love the Public Dungeon Farming. The biggest issue here is a lot of people there for their first time experience is being ruined by the bosses being 1 shotted. I think here a HP Boost would help maybe even in the future the option to limit the numbers more or provide a private instance option. But besides that I really feel that Public Dungeons and Anchor Events really need to have some kind of HP Scaling. People are being forced to play alternative rolls just to try to get a hit in and I think this was one of the things that TESO was not wanting to force upon a lot of users.
What you guys think?
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Or get worse because these are just things that will happen in 50+ and 50++ Areas too. I mean yeah the Population will die but you will not see it as there is already like 50 instances of most the zones running now if not more.
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The anchors are WAY tougher than they were in beta but they are still only designed for 2-3 people. Solo should be near impossible at same level minus crazy kiting/los fighting (at early levels that is).
The issue, as noted above, is that groups of 5-10 are swarming them.
You stay sassy!
Vet content is has a tougher base difficulty but likely the main areas will still be balanced for solo through small groups. On the bright side there is much more tougher group content in vet levels to choose.
Level 1-50 though is balanced for 1-2 players largely. Hopefully a little more 4 player content is added over time other than the rare outdoor area and public and instanced dungeons.
You stay sassy!
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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The crowds will move on in a month or so, by summer those low level zones will be ghost towns.
Umfortunately, I have yet to see an anchor that wasn't bugged.
NONE of them have ever had ANY mobs other than the original [easy] NPCs who called for the anchors to appear... and I have been there right at the beginning when anchors were being summoned.
ZOS has acknowledged that there is a bug, but they also claimed it was fixed.
It isn't.
Perhaps, but maybe there will be 2 instances of the dungeon instead of 20 like now. So who knows, maybe they will always be crowded.
A much better way to handle dungeon boss camping is diminishing returns: 2nd time you kill him within 30 minutes you get 0 XP and no loot... problem solved.
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No, I've played at night and tried to do these things with very few people around and they are damn near impossible at appropriate level.
This isn't Rift or GW2.. there will not be a constant stream of people going into these dungeons or redoing the events. They will move on and never go in them again. There should be no scaling. If something gets overwhelmed, it gets overwhelmed. They don't scale our hit points when loads of enemies are attacking us....
I'm not so sure...
Unlike Elder Scrolls games by Besthesda where there is a lot of scaling (pretty well done in SKyrim; pretty poorly done in Oblivion) of mobs, ESO doesn't adjust (from what I've seen so far).
There are also balance issues in reverse. My Nord Dragonknight, built as a tank with crowd control; a melee, not a ranged character; is a wimp... Even with lots of healing potions, she gets her ass kicked in many cases by NPC opponents who are several levels lower.
Quite frankly, melee doesn't play well in ESO. Heavy armor doesn't do much in a fight against ranged opponents (to include NPCs). Those issues were reported in Beta many times and they haven't been fixed. I have no expectation they will be fixed any time soon.
Balance issues aren't solved overnight.
I play a melee sorc, and i can perfectly farm 2-3 mobs same level or above with nps, as well as kill on a very fast speed. Maybe your build is not optimized?
The tip for
The win is
cooperation.
"Optimized"...
Think about that word.
Are we at the point ALREADY where only one build is viable?
The build I created is designed around what should be "optimal" for tanking, going by the skill descriptions.
Crowd control plus defense plus the ability to AoE to hold aggro...
Doesn't work.
If I have to use a FoTM build aka a min-max build, then -- quite frankly -- there is a problem with balance. There is no need for all the skills that are available and ZOS should only offer that ultimate build as a class, removing all flexibilit from the player.
Is that what you want?