115782-changes-that-many-people-have-talked-with-me-about

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We have Hycrest here :D First adventure is different for dominion and exile. other than that, honestly, I think that the difficulty is fine. Perhaps the gap between first adventure and first dungeon should be closed, because first adventure is ridiculously easy while first dungeon is considerably more difficult. But then again that will be addressed in the next update with the learning dungeon.


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No offence but you are in a Hard core guild. Of course you are going to have this "everything is fine" attitude. But you are not the majority of the population. Please stop posting and giving the devs a delusion that this game is perfectly fine. All you are doing is shutting down players opinions at a time when it's very needed and having major major population issues. The other 98% would love to enjoy this mmo but is being shut down by the loud 2% you represent. I beg of you if you want this game to grow to stop demeaning players that give honest feedback.


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Another 2% of the population Loud minority. 500 posts saying everything is fine while the population goes down by the day. You don't want this game to grow do you? If you shut down everyone's feedback you are only going to kill the game faster. I'm not trying to be disrespectful i'm trying to make you realize you are not the only player in the game. You might be soon if you keep shutting down honest feedback on how to make this game better.


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Actually in Hycrest it's helpful to stun the recon specialists if they aggro - it stops their summon.

If someone chooses to wait until 50 to go do dungeons they'll be at a disadvantage no matter what, simply in terms of experience. Especially if they try to go straight to vet modes - and honestly, that's as it should be. In order for dungeons to be meaningful and keep people interested in playing, they need to be challenging. Otherwise everyone just plays for three months, does all the content one or two times, and then leaves (unless, of course, they turn "hardcore" and start trying to raid, at which point they run into the difficulty wall.) On gear - again, have to disagree with you. Blues earned through dungeons are almost always upgrades at-level. In comparison to crafted gear, sure they're not always an upgrade or as much of an upgrade, but it still happens more often than not. More importantly - you'll be hard pressed to find crafted gear at lower levels consistently posted on the auction house for a decent price - especially light armor. But the loot does not have to be purple to be an upgrade.

So let's take this a piece at a time. In STL, both the Aethros and Stormtalon fights require coordinated interrupts. Blade-wind doesn't, although you can interrupt some of his stuff and it helps. In addition to that, the shamans require an interrupt to stop rejuvenate, and the storm-weavers require an interrupt to stop conduction. And those aren't even bosses. In KV, you want to interrupt darkwitches when they do some of their nasty things, and you also need to interrupt Grond at certain times during his fight. You don't need interrupts for Drokk or the Forgemaster, but those fights are about telegraph avoidance more than anything else. In addition, you can interrupt several of the other enemies to prevent damage to the group, which helps tremendously. Interrupt armor on a player is a seperate discussion and I agree with you that the game doesn't do a good job of teaching the benefit of interrupt armor anywhere, really. Although that's neither here nor there.

Quite a few, actually. Nearly every single person in the Black Dagger Society has joined the guild when they were new to the game - and we still pick up one or two every week right now. I don't disagree with you that the game should probably do some more things to help show these mechanics to players, but I feel that nerfing the challenge on existing dungeons is not the way to do that. Actually, isn't that the whole reason why there's a level 10 dungeon being added to the game, specifically to help train people?

Again, disagree. Why? Because we figured it out. It's not like we all started the game with this magic book that told us all the secrets of Wildstar. Hell, the first time five people from my guild tried Stormtalon's Lair on normal mode we died dozens of times learning the fights and figuring out what to do. The only thing we did that maybe people don't do in general was actually read the mouseover text on our abilities. And this isn't unique to my guild either - there's plenty of players playing Wildstar who figured things out the exact same way, and then made an effort to help others learn as well.

LOL, you guys seem to have the wrong impression of me and my guild. Unless by hardcore you mean that we're willing to keep trying things and not give up until we succeed - if that's what you mean by hardcore, then yeah, we're hardcore. But no - we are normal players, just like most everyone else here. We're not min/maxers, we're not career raiders, heck for several of us Wildstar is the first MMO they've ever played, and for most of us it's only the second. I'm actually wierd among my guild because I remember games that predate WoW. But that honestly doesn't make any difference when it comes to Wildstar. Hell, tonight we ran our third ever attempt as a guild at a vet mode dungeon. And for the third time in a row, we didn't complete it. We got better over the course of the three hours we spent in there. But we're still learning. Like I said, the only thing that makes us special? We're not afraid to fail. We'll keep trying until we win, and we won't quit. There are plenty of players out there that have the vet modes down and are well into raiding. People like to call them hardcore. If that's hardcore, then the Daggers certainly are not :)

Honestly? It sounds like you and your friend have had some really bad PUG experiences. I can sympathize. That's why I'm in a guild, because PUGs suck in pretty much every game I've played since 2004. For every good player I meet in a PUG, there's an jerk that isn't willing to accept that people may need to learn still, or maybe aren't perfect at their class or don't have the best gear. For every nice person, there's another three that don't want to talk with the group at all and don't understand the concept of waiting for the healer or controlling threat. So I get it. PUGs suck. I've been there, done that plenty of times. BUT you need to understand that just because someone disagrees with you, it doesn't make them an elitest. It means they have a different opinion. And their opinion is just as valid as yours. Nor can you say they're a minority either. If we're going to start citing made-up statistics, then we can argue all day about what the "majority" of players want. In my experience, the "majority" of players all have widely differing goals in the game, and for every one of them for whom the dungeons are too hard, there's another for whom dungeons are just right or are even too easy. The game does have a population issue, that's true. But it's not because it's too hardcore. That's far too general of a statement to make. There's a lot of reasons people have stopped playing - unbalanced PvP, bugs, the attunement wall, not enough solo content to keep them interested, or simply because some of their friends left. In a lot of cases it's because they're not willing to accept that a new game is not going to have the amount of content and the level of polish that a game which has been out for years has. In my opinion, what you and your friend are proposing will not help - especially not when the developers already have plans to address some of your concerns. I'm not going to comment on the rest of the responses. I'm happy to have a constructive debate with anyone about this subject, but let's keep it classy, shall we? Personal attacks and name-calling really have no place here. And PS:  To the person who decided they needed to try to come post a threat on my guild's website over this discussion - for real, dude? Whoever you were, you didn't accomplish anything at all other than making everyone who saw that less sympathetic towards your opinions in the future. Well done.


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I understand your concern and I'm sorry if that wasn't clear. My post above wasn't really directed at you but at some of the other folks that have responded to this thread. But that didn't come across well, and that's my bad. Look, none of us here want to make things harder on new players or players without guilds. But we don't want to make the game less fun for the people enjoying it by doing that, either. That's the crux of this debate. The only thing that we maybe disagree on is the solution that's being proposed. Here's my stance: - The devs are purposely adding a level 10 dungeon to help people learn skills needed for the current dungeons. - The devs are also adding additional quests for each dungeon with additional rewards to help improve the reward level. - Given the above, I feel the difficulty and reward level of normal mode dungeons is pretty good as it stands now. It's hard, and groups and players will fail before they succeed, but that is ok. - I have specifically recommended improvements to the group finder in the past to cut down on the number of bad PUGs (caused by people having wrong expecations of the run) and will continue to do so. - I would be willing to support a system like the one outlined in the thread I linked above, where players queuing for a dungeon can decide to go on "easy mode" for training purposes, with fewer rewards. - For any players that want to try out normal group content but keep running into bad PUGs, if you're on Entity after this weekend, reach out. Post on the server forums or send me a PM or something. I will do my best to help find everyone a good group or a guild to learn with, one where they won't feel like a second class citizen. All they have to do is give it their best and be willing to learn. I am quite sure that other people in this community would do the same thing for new players.


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Erm Esper, if done right, can be the second best DPS, not to mention the incredible 5 interrupt armour that they carry. Get Bingo amp, focus on getting more criticals than outright power, use as many builders as you can and try to keep up a rotation where you spam a birth roughtly every 2 seconds. That should net you around 8 to 10k DPS per second depending on your bird downtime and your gear.

The thing is, I don't want this game to be another WoW. I played WoW, they nerfed it and it became a sleepwalk. That's no way to enjoy a game. If I wanted to sleepwalk I would go to one of the other MMOs to do it. Tweaking here and there is nothing, but I really don't think that I would like this game if they outright nerfed it.


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what about those of us that did do the hard modes in in wow and still say it is easy. dont get me wrong, heroic lich king and 0 watcher yogg were pains in my ass. but they pale in comparison to sunwell. sadly i did not raid the original naxx, but i wish i had. not to mention the mentality that wow grew to believe that 10 mans = 25 mans in terms of difficulty. i quit wow because it was a shell of its former self. none of the raid content ive done in wildstar(only 2/6) is close to the difficulty of heroic bosses in LK(as it should be) but the idea of progression is somehting that is still alive in wildstar that is not in wow. you need to work at it, get more people, get more gear, then kill the boss, sometimes it takes days week(months in the case of some bosses) hell, there were guilds that broke up because of a boss. but that is a social aspect that makes mmos fun, at least to me.


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I'm not in a "hard core guild". I'm not even in a guild. I am perfectly happy with the current difficulty level of dungeons.


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No offense, but the idea that this can be solved with a 'tutorial dungeon' seems quite difficult to countenance. -First, how are you going to make sure that people actually do that instance? Will they be required to do it to queue for other instances? -Second, it doesn't really address what I think is the biggest problem people are mentioning: the instances are just really hard for their placement in the game. True, knowing how to interrupt is a valuable skill, and how to group strip IA, but the bosses simply aren't transparent enough that knowing such basic mechanics is enough.


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