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

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well in all my time from beta to now there have been people who have suggested changes when talking about what problems they see with the game. i would like to share a few.
first off is the dungeon / adventure difficulty while leveling up. back in beta i did both kv and riot. they were almost fine difficulty when it was beta but right before live hit they buffed them and i never understood why. people want a difficulty curve not a right angle. it goes from hey lets level and then try dungeons to wtf how are we supposed to do that? dungeons while leveling almost require you to have your endgame rotations when you dont even have access to it at 20 . and forget being able to t4 your stun so things are even harder. i ask that you make it a difficulty curve and not a right angle.
 
and speaking of leveling... the grouping up while leveling and at max is so penalized that it is almost always better to solo than it is to just group up. you know it is a mmo . meaning massively MULTIPLAYER. get rid of the kill experience penalty and let groups go faster. give incentives to group.
 
and lastly the 1 shot mechanics. i know from talking to my cloth wearing friends that they get 1 shot by things that only take 70% of my hp. making it even worse if they screw up. 1 shot mechanics are crappy . give us wiggle room to mess up a few times in the dungeons and keep the crazyness for raids. 
 
anyways thanks . i just wanted to share some of my and a great number of people i have talked with concerns.	
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			erm. What instance are you referring to when you say "riot"?	
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			Yeah clothies totally get hosed in regards to one shot mechanics in this game. Right now in my GA raid group the top dps on the meter are warriors and engineers. They have the highest survivability and the highest dps. Anyone else think this is totally backwards? Class balance has been horrid in this game since beta.	
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erm. What instance are you referring to when you say "riot"?
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Riot in the Void, first adventure for Dominion toons
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Instance entrance is actually in Ilium, I am guessing there is one in Thayd too.
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			this problem was addressed in some of the older live streams. drop 3/4 or the later update in January seems to fix the issues a lot of low level characters currently experiencing. Till then, leveling via world and not in adventures/dungeons seems to be more effective (exp & time wise).	
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Dissent:  I don't believe that difficulty in normal mode dungeons should be decreased.  They need to remain challenging and not just be things that people can walk through on their first attempt.  I've yet to encounter any encounter in any normal mode dungeon that requires more than learning when to interrupt and learning the telegraphs involved in the fight.
 
One of the things that keeps many people in my guild playing is the fact that dungeons are not easy.  That way we have a big sense of accomplishment when we get good enough at them to make it through without a death.
 
Vet mode dungeons (so far) are the same.  We're just starting on those, but we like that we can't take them for granted.  We have to take everything we learned from the normal mode runs and then add to that in order to beat the vet modes.  We feel like it's a second tier of challenge, and that's keeping things fun and interesting for us now that normal modes are getting a little easy.
 
So as far as dungeons, there's nothing I would really change at this point and I certainly don't want to see things become less challenging.
 
For adventures, I do hope that they fix the Malgrave Trail as it still needs some work, and I also would like to see Siege of Tempest Refuge tweaked so that difficulty was more consistent from wave to wave, rather than being either super-easy or super-hard like it gets sometimes now.	
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Instance entrance is actually in Ilium, I am guessing there is one in Thayd too.
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Dissent:  I don't believe that difficulty in normal mode dungeons should be decreased.  They need to remain challenging and not just be things that people can walk through on their first attempt.  I've yet to encounter any encounter in any normal mode dungeon that requires more than learning when to interrupt and learning the telegraphs involved in the fight.
 
One of the things that keeps many people in my guild playing is the fact that dungeons are not easy.  That way we have a big sense of accomplishment when we get good enough at them to make it through without a death.
 
Vet mode dungeons (so far) are the same.  We're just starting on those, but we like that we can't take them for granted.  We have to take everything we learned from the normal mode runs and then add to that in order to beat the vet modes.  We feel like it's a second tier of challenge, and that's keeping things fun and interesting for us now that normal modes are getting a little easy.
 
So as far as dungeons, there's nothing I would really change at this point and I certainly don't want to see things become less challenging.
 
For adventures, I do hope that they fix the Malgrave Trail as it still needs some work, and I also would like to see Siege of Tempest Refuge tweaked so that difficulty was more consistent from wave to wave, rather than being either super-easy or super-hard like it gets sometimes now.
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dungeons dont have to be wow ez. they should be changed to something more manageable for the actual level they are intended for. as it is there are quite a few mobs that have 2 or so interrupt armor in a lvl range where nobody can tier 4 their stun to actually interrupt in a manageable way for people to get the interrupts off. at least 3 people in the group need to be on point within 2-3 seconds of each other . in a pug that is not very ez at all. much less the other mechanics of the fight. people almost have to be in ts to get it off and alot of people leveling dont have the addons to see the cast in the first place. this is meant to be a leveling dungeon that increases difficulty slowly over the levels to ultimately reach vet dungeon difficulty. 
 
as it stands there is no curve. its only a right angle.
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This is how my pugs handle stuns. Now remember that in order to get 2 interrupt armor off all you need is 2 out of 5 people to have some abilities for it. 
 
For mobs: press your stun when you see them healing. 
For kel voreth: nothing needs to be stunned. In veterans people prefer to stun the first boss, but the ability is not instant death so no need. 
For Stormtalon: you need to stun Aetheros. In that one the explanation is "when you're thrown back and the hurricanes start walking around you need to carefully run towards Aetheros and throw your stun as soon as you get there", for Stormtalon it is "when he throws you back and stuns you and the red circle starts creeping up, you need to free yourself from the stun, run to him and drop your stun". 
For the first adventure: nothing needs to be stunned.
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you need 3. unless some  class has 2 stuns by lvl 20. people cant interrupt heals if they dont have something to show the cast and even then your average pug will not get it . people usually dont have the gear or have the very least you need to complete.  the first two dungeons are over tuned.
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Dissent:  I don't believe that difficulty in normal mode dungeons should be decreased.  They need to remain challenging and not just be things that people can walk through on their first attempt.  I've yet to encounter any encounter in any normal mode dungeon that requires more than learning when to interrupt and learning the telegraphs involved in the fight.
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On an engi alt I'm level 10 now. I have a snare and a stun. Snares, like blinds, roots, slows, anything of the kind remove interrupt armour but can't interrupt themselves. 
 
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as it is there are quite a few mobs that have 2 or so interrupt armor in a lvl range where nobody can tier 4 their stun to actually interrupt in a manageable way for people to get the interrupts off. at least 3 people in the group need to be on point within 2-3 seconds of each other . 
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			they sure are there to teach. but for people to want to learn they have to be taught in a palatable way. and honestly nephelevg these changes wouldnt be for you or even for me. it would be for the base of the population that need things to be a bit easier to manage to invest more in the game.	
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Can you elaborate on rewards?  The drops you get on normal mode runs are very nice for the level (and I believe they're being improved), so I'm not sure that this argument really holds?  Or is it just the length of time that you have to spend to complete them on an at-level group that's the real issue?
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			Please do not listen to the expert loud minority. The OP is my best friend irl and has spend over 200 bucks on credd.  Yet cannot do Normal/expert dungeons w/o pro elitists that often post on forums saying "everything is fine" while the game gets less and less populated.  He is not asking for "easy" The issue is it's supposed to be low level and a learning experience not a place to get punished and definately not a good place to start "hardcore"  Stop making excuses casue YOU can  accomplish your goals, you are not the only players in the game.  Not everyone has the "be pro or gtfo" stance.  Frankly the players saying "it's fine" probibly will be the one's that quit the fastest cause they ate all the content in the first month and moved on.  If you keep saying "the game is fine" you are going to destroy wildstar even faster.  Devs need honest input by the majority of the playerbase not the loud hardcore 2% saying "get pro noob" Do your worst guys to cut me down and prove my point. And please call me a noob cause i like it.  i sustain mmo's financially   :)	
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Dissent:  I don't believe that difficulty in normal mode dungeons should be decreased.  They need to remain challenging and not just be things that people can walk through on their first attempt.  I've yet to encounter any encounter in any normal mode dungeon that requires more than learning when to interrupt and learning the telegraphs involved in the fight.
 
One of the things that keeps many people in my guild playing is the fact that dungeons are not easy.  That way we have a big sense of accomplishment when we get good enough at them to make it through without a death.
 
Vet mode dungeons (so far) are the same.  We're just starting on those, but we like that we can't take them for granted.  We have to take everything we learned from the normal mode runs and then add to that in order to beat the vet modes.  We feel like it's a second tier of challenge, and that's keeping things fun and interesting for us now that normal modes are getting a little easy.
 
So as far as dungeons, there's nothing I would really change at this point and I certainly don't want to see things become less challenging.
 
For adventures, I do hope that they fix the Malgrave Trail as it still needs some work, and I also would like to see Siege of Tempest Refuge tweaked so that difficulty was more consistent from wave to wave, rather than being either super-easy or super-hard like it gets sometimes now.
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erm. What instance are you referring to when you say "riot"?
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			Notice everyone agree's with the OP but  3 posters that post many many times making it look like they are the majority or a good portion of the community.  These posters have 500+ posts defending the game posting massive times.  If the game is fine in your opinion why bother being on forums? you are happy then go play your game.  The rest of us want the game to get better and improve. and dont pretend you dont know what riot in the void is to derail the post...that's just sad.  Every time someone posts in your opinion it's "the players" fault.  Why is that? So you are saying that the thousands and thousands that left it's their  fault and the game is fine?	
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This is how my pugs handle stuns. Now remember that in order to get 2 interrupt armor off all you need is 2 out of 5 people to have some abilities for it. 
 
For mobs: press your stun when you see them healing. 
For kel voreth: nothing needs to be stunned. In veterans people prefer to stun the first boss, but the ability is not instant death so no need. 
For Stormtalon: you need to stun Aetheros. In that one the explanation is "when you're thrown back and the hurricanes start walking around you need to carefully run towards Aetheros and throw your stun as soon as you get there", for Stormtalon it is "when he throws you back and stuns you and the red circle starts creeping up, you need to free yourself from the stun, run to him and drop your stun". 
For the first adventure: nothing needs to be stunned.
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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.)
 
There are a lot of players that never ran adventures/dungeons prior of reaching level 50 and never have had an disadvantage. The normal modes of a dungeon won't help you in veteran modes. Having done the correct research on veteran instances before entering the instance itself is theoretical enough to finish these dungeons. There's nothing challenging, hard or difficult about it. Every adventure/dungeon can be done gold within the first 3 tries if people are prepared. Now that Carbine changed the attunement process to bronze instead of silver/gold prior makes it even easier for people to accomplish these instances with little or no research at all, because there's always one party (even pugs) that will carry you through it. At the end of the day it's mechanics and normal mode dungeon won't prepare you. 
 
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.
 
Maybe we are playing a different game or EU has a different version of wildstars, but last time I checked any piece of crafted gear is above looted gear, reason that's gonna be changed a little with drop 3/4 (low & high level). However on one thing I do agree with you on, purple gear is not always better stat wise but a low level player (not alts) shouldn't wasting their time in farming purples anyways. 
 
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.
 
lol what? Last time I checked and maybe there are new bugs out there that makes it pretty simple on top of the already existing simplicity for dungeons people might be using but the forge master should be interrupted. There's no telegraphs if you do it correctly. Most people die in STL not on the trash that isn't interrupted but via dot because the healers have no cleanse or the group doesn't stack. None of the dungeons when it comes to trash requires you to learn mechanics or to use interrupts at all. Now lets not get me wrong here, I love interrupts and I can't tell people often enough to use them. In fact we have kicked people out of the groups for not finding interrupts BUT if we look at the mob itself you would not need it at all. 
 
 
 
 
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.
 
 
That would explain why most people can't finish dungeons (regular  and veteran). Reading the tool tips helps you kill a boss. Hardcore?
 
 
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.
 
Figured, not to be offending here but based on your wordings in certain topics, I've assumed you've never fully attuned or successfully ran these dungeons. A lot of us old players have done a lot of recordings on veteran dungeons. From fun runs to actual elitist runs. Heck a lot of older players even made guides, teaching people what/when/where to interrupt, ways through dungeons itself and what do do when getting specific objectives etc. I understand that running into a dungeon with a couple of friends not knowing what to do can be hilarious at times. However after 3 wipes that isn't funny anymore and people should do the proper research before attempting these. Carbine changed the attunement to bronze and having people still not being able to accomplish that is plain sad, especially since mentioned above dungeons are not difficult.
 
 
 
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.
 
Let's not throw everybody in the same dresser here. I have 6 characters all of them 50 and all of them attuned and geared, however only my main character is in a faction. I hop on my alts everyday and jump into pug groups, i've done that from the beginning to see if certain things are changing before commenting on the forums. I can't make a post saying how bad/good pugs are without having experienced it etc. 
 
Now with that said, 2 of my alts fully attuned via pugs and only with pug groups. to no time pugs have been an issue if you come prepared. In fact some of the pug groups run these dungeons faster than fully established groups without being jerks. I've seen a lot of people teaching others during pug runs than I've seen this during guild runs. Let's face it, there are always "jerks" somewhere, don't matter if in a pug or in a established group. Reason there's a vote to disband option, click it, re queue. 
 
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I believe Carbine said they were working on dungeon tutorials to help speed up the learning process with players new to Wildstar.  I know my first STL while levelling up was chaotic and adrenaline pumping, but I certainly finished it on my first try through so it's not that bad.
 
In any case, this is something they're aware of and working to correct.	
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How many new players have you actually run with, or actually talked to? Probably not many, at this point in the game there are almost none. If you go out of your way to find some, however, I think you'll be very surprised to discover how poorly the game is conveying its core mechanics. For instance, there's a little popup that exists in the game explaining interrupting and MoO, but guess what? For most players it never pops up. I've leveled up 5 characters so far and I have had it pop up once, on my fourth character.
 
Every single other person I've played the game with has not known anything about the interrupt or MoO game until I personally explained it to them. Learning from players will always work, but as a learning tool the Normal dungeons themselves are absolute failures.
 
 
 
"We" being who? Players already experienced with the game and the dungeons, yes, certainly. Get together a group of 5 new players and see how the dungeons go for them. These are the players Normal mode should be designed for.
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ya.anyways what do you all think?
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Notice everyone agree's with the OP but  3 posters that post many many times making it look like they are the majority or a good portion of the community.  These posters have 500+ posts defending the game posting massive times.  If the game is fine in your opinion why bother being on forums? you are happy then go play your game.  The rest of us want the game to get better and improve. and dont pretend you dont know what riot in the void is to derail the post...that's just sad.  Every time someone posts in your opinion it's "the players" fault.  Why is that? So you are saying that the thousands and thousands that left it's their  fault and the game is fine?
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			Here is an example of a much more constructive thread about the same issues that we're talking about here.  If you guys feel strongly that difficulty in dungeons is too high for many players, then I would encourage you to follow this example instead of what you are doing now.	
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im not trolling. im just mentioning what many people have mentioned to me. i do just fine in vets and soon to be raids im sure. im talking about people that have quit or will soon enough. you guys are giving examples of organized groups being able to down content. most likely with teamspeak or some equivalent . what about the majority of players in small guilds or not in a guild at all? the players that dont have access to voip. 
 
all they have asked is a difficulty curve rather than just  a right angle from leveling to dungeons and on to vets and raids. i dont think this is an unreasonable request.
 
stop basing your opinions on you doing content with voip or very solid groups. it doesnt apply to some of these people. they have neither. base it on a new player getting in with some pugs. you even said yourselves that pugs fail. they need to have changes so they might just be able to do the content. at a slow pace not a wow ez pace. but still easier than it is. 
 
i am not trying to troll. i am seriously concerned that the game will not make it if something isnt changed.	
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im not trolling. im just mentioning what many people have mentioned to me. i do just fine in vets and soon to be raids im sure. im talking about people that have quit or will soon enough. you guys are giving examples of organized groups being able to down content. most likely with teamspeak or some equivalent . what about the majority of players in small guilds or not in a guild at all? the players that dont have access to voip. 
 
all they have asked is a difficulty curve rather than just  a right angle from leveling to dungeons and on to vets and raids. i dont think this is an unreasonable request.
 
stop basing your opinions on you doing content with voip or very solid groups. it doesnt apply to some of these people. they have neither. base it on a new player getting in with some pugs. you even said yourselves that pugs fail. they need to have changes so they might just be able to do the content. at a slow pace not a wow ez pace. but still easier than it is. 
 
i am not trying to troll. i am seriously concerned that the game will not make it if something isnt changed.
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im not trolling. im just mentioning what many people have mentioned to me. i do just fine in vets and soon to be raids im sure. im talking about people that have quit or will soon enough. you guys are giving examples of organized groups being able to down content. most likely with teamspeak or some equivalent . what about the majority of players in small guilds or not in a guild at all? the players that dont have access to voip. 
 
all they have asked is a difficulty curve rather than just  a right angle from leveling to dungeons and on to vets and raids. i dont think this is an unreasonable request.
 
stop basing your opinions on you doing content with voip or very solid groups. it doesnt apply to some of these people. they have neither. base it on a new player getting in with some pugs. you even said yourselves that pugs fail. they need to have changes so they might just be able to do the content. at a slow pace not a wow ez pace. but still easier than it is. 
 
i am not trying to troll. i am seriously concerned that the game will not make it if something isnt changed.
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			again im not asking for me . i am fully attuned with all silvers in dungeons.  i am just concerned for those without my resources. my guild is quite good and helps those who are less skilled to achieve things they cant do on their own. i just see the lvl 10 as an improvement but still think the curve isnt a curve with this in place or not. i will be quiet now. 	
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I couldn't agree more.
 
I know there are steps players are supposed to take before raids ( shiphands, adventures, dungeons and raids) but in reality most players don't actually get to do them, most definitely not in the order Carbine is expecting us to.
 
One shot kill should never happen (IMO), even with Raid level boss fight's. There should be a coding change to stop this. At least leave a sliver of health so one may try and react. CoH did exactly that when it was still live. At first they did have one shot kills possible but eventually changed the code to allow a small amount of HP even with AV fight's. No one should ever be killed with one shot. Many players don't stand a chance if the correct attack hits. That's not 'fun' nor a 'challenge'.  If there is no way to avoid being killed how is that even fair?
 
I hope that the 'dev's are listening' and make changes with the feedback from this thread.	
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I could see lowering a little interrupt armor on trash for the non-veteran versions for the level 20 instances, if they really want to keep the concept in there but make it slightly more amenable to learning.  It's definitely true that at 50 we have more tools to handle these guys.  I carry 3 IA worth of stun with me at all times (i.e. 3 breaks meaning I can self stun a 2 IA mob solo).  You can't do that at 20 to my knowledge.  I don't think the T4 rank is even unlocked at that point.
 
So, an IA of 0 to 1 might be most appropriate for trash.  Maybe it is already, really haven't gone back to look.
 
Having something like Interruptor as a base part of the user interface might bring to light the casting and spell name which would highlight the time to interrupt.
 
Other than that, I tend to think the regular dungeons are pretty okay.	
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Dissent:  I don't believe that difficulty in normal mode dungeons should be decreased.  They need to remain challenging and not just be things that people can walk through on their first attempt.  I've yet to encounter any encounter in any normal mode dungeon that requires more than learning when to interrupt and learning the telegraphs involved in the fight.
 
One of the things that keeps many people in my guild playing is the fact that dungeons are not easy.  That way we have a big sense of accomplishment when we get good enough at them to make it through without a death.
 
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Yeah clothies totally get hosed in regards to one shot mechanics in this game. Right now in my GA raid group the top dps on the meter are warriors and engineers. They have the highest survivability and the highest dps. Anyone else think this is totally backwards? Class balance has been horrid in this game since beta.
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You can't do that at 20 to my knowledge.  I don't think the T4 rank is even unlocked at that point.
 
So, an IA of 0 to 1 might be most appropriate for trash.  Maybe it is already, really haven't gone back to look.
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You can't balance dps around what armor type people wear.  If you did... no one would play a heavy!  There's so much more to class contribution than what people see on the meters.
 
NOTE:  I am not suggesting that warriors and engineers are or are not properly balanced.  Simply that said balance cannot be centered around what armor type they wear while in a PVE dps role.
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again im not asking for me . i am fully attuned with all silvers in dungeons.  i am just concerned for those without my resources. my guild is quite good and helps those who are less skilled to achieve things they cant do on their own. i just see the lvl 10 as an improvement but still think the curve isnt a curve with this in place or not. i will be quiet now. 
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Sadly, I think what we're seeing in this thread is a microcosm of what has happened overall in Wildstar: there is a problem, some people are fine with the problem, insist that everyone else should be fine with it too and the people with the problem just... go away.
 
Back in the first month or so after launch, I remember logging-in and having some guild members ask me if I wanted to tank the final boss of Kel Vorath normal for them. I said sure, and after a couple of wipes, we finished the instance. When the scoreboard came up, we realized that the instance (including both my part and what they had done before me) had taken... 366 minutes. Yup, just over 6 hours.
 
Now, don't get me wrong, I generally have a blast in Wildstar's adventures and dungeons, but of the names I could find in my screenshots of past guild groups, a shocking number are just... gone. Virtually everyone on my friends list is gone from the first months. That is a testimony that speaks volumes.
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Armor class is very problematic in this game, and they have done nothing to make Esper/SS compelling to take for DPS.  A big problem is that there is a ranged heavy armor wearer, that gets the benefit of ranged, plus increased survivability through armor.  The only weakness is mobility (which is being lessened with the removal of self-snare), and you cannot design fights that absolutely require movement abilities.  Yes, you bring the token Esper for the TS debuff,  and SS for void pact (which healers bring easier).  Other than spreading out the loot you get very little from additional dps Espers/SSs, when compared to the other classes, especially since their debuffs (outside of TS) are only for magic damage, which only they benefit from.  Even with DPS the same, you run more of a risk bringing Esper/SS, and gain little for the raid.
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			Well thank you community for being soo awesome(sarcasm) i'm done being cut down because i'm not pro.  peace out. I wont be on if you want to cut me down further and wont see responses.	
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"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."
 
this wouldnt be a nerf to adventures vets+ content. it would be one to the leveling dungeons to make them doable by lower skilled people and actually be viable for LEVELING. and it would show a true curve that it lacks atm. 	
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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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And I never, even in vets, interrupt the cast itself.
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"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."
 
this wouldnt be a nerf to adventures vets+ content. it would be one to the leveling dungeons to make them doable by lower skilled people and actually be viable for LEVELING. and it would show a true curve that it lacks atm. 
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Wha?  Interrupting the abilities are what give you Moments of Opportunity and double your DPS.  I assume you're talking about something specific and I'm misunderstanding.
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Please post your world first kills in wow or hardmode kills if you are going to say wow is easy.  Unless you did the most difficult content in the game you are full of BS and wow is not "too easy"
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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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Remember the trash in Stormtalon and Kel Voreth? Their cast continues going while the enemy is healing. You don't particularly need a cast bar to see it, as you see enemies health go up. Don't remember whether interrupting the healer at that point gives you the purple bar, or not, but stopping them from healing is more than enough for normal runs and bronze or silver vet runs :)
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Interrupting Rejuvenate from the Shaman and ...whatever the augmentor bot does in KV does indeed give youa Moment of Opportunity.  You should absolutely be interrupting the CAST, not the healing process.
 
You don't need interruptor, but it does highlight the process.  You can usually see a castbar on the enemy nameplate, or watch for the telegraphed motion (there's a glow and they waggle their hands I think).  I find interruptor to be a very nice enemy cast bar option.  Also because it has the ability to monitor multiple mobs, not necessarily just the one you have currently targeted.
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It just simplifies it for normal dungeons. As the most important part of it for that run is that they stop healing. 
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Well thank you community for being soo awesome(sarcasm) i'm done being cut down because i'm not pro.  peace out. I wont be on if you want to cut me down further and wont see responses.
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Someone did it faster then you, boo hoo.
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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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Note to self... chua tears are FAKE!
 
:-)
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Reducing the difficulty of leveling adventures/dungeons is different than nerfing the endgame.  Further, my preferred fix would be not to nerf STL, but to move it to level 25 (with the appropriate level damage/healing requirements and rewards).  Same mechanics, but more tools at your disposal to deal with them.  It would take more work, which is why I would be fine with just a slight adjustment to the level 20 versions to make them easier.  I agree that no veteran dungeons should be changed in terms of difficulty.
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http://www.wildstarlogs.com/statistics/1#dataset=25
 
There is a distinct gap between the light wearers and everyone else in terms of DPS.  But, even if there wasn't, it is still better for your raid to stack more survivable classes.  The problem is that range isn't that valuable and is certainly not exclusive to the light wearers.  They cannot utilize max range (even if fights allowed it) unless they want to lose out on emp probes/emp aura/powerlink and healing.  I don't know the best solution for it, because making them top dps would cause the opposite to happen.
 
Reducing the difficulty of leveling adventures/dungeons is different than nerfing the endgame.  Further, my preferred fix would be not to nerf STL, but to move it to level 25 (with the appropriate level damage/healing requirements and rewards).  Same mechanics, but more tools at your disposal to deal with them.  It would take more work, which is why I would be fine with just a slight adjustment to the level 20 versions to make them easier.  I agree that no veteran dungeons should be changed in terms of difficulty.
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when the game crashes and burns and gets the plug pulled cause of you white knights i will be sad . ty for being so awesome in your selfishness that you fail to see how the people that need things to be a bit easier to manage actually are the ones who fund games. 
 
have fun if the game dies. i am done for real this time.	
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no there is not a problem with wildstar( at least not in the sense you are saying there is). people who are unwilling to learn and get better at an encounter are a problem. there is no reason to make stuff easier, if you cant do something today do it again tomorrow, the first time i ran vet stl i was blown away at how fast everything moved and how hard things hit, the first time you kill stormtalon is a real *cupcake*ya moment. when you get that first silver or gold is just as big of a moment, then you stop look back at the first time you ran and played the instance for 1-2 hours just to kill it.
 
i run silver STL runs nightly back to back, its fun and it is 100% pugged from LFG. people learn and will get better and as the game progresses, people will get stronger, more elder gems=more amp/ability point, people get gear next thing you know there are people that can poop out 10k dps, but when they started they struggled to do 2k consistently. in an mmo time will heal things, it does not have to be instant gratification like so many expect.
 
this is a generalization and not directed at you or op, but more at the mindset that so many bring to these forums.
 
edit: wanted to say that i dont not turn a blinds eye to the problems in wildstar, things like the current pvp system, itemization, craftings system, and others have huge glaring problems(many we will see fixes to soon) but as far as developers providing difficult and challenging content, this is a problem wildstar does not struggle with.
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The natural consequence of this is that Wildstar has a more selective appeal: you contend that "people learn and will get better and as the game progresses", but... they didn't, they just left. 
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I seriously disagree that STL or any of the leveling dungeons are too hard. Yeah, things are gonna hit hard if you stand in the telegraphs. The solution is to interrupt casts whenever possible and don't stand in the telegraphs that get through - this goes for the tank as well. A few months back my friends and I entered STL as our second encounter of group content in the game (having only done one adventure run prior). It took some adapting, but then we figured out how important it was to both interrupt everything and have an established order for IA skills on bosses, things went a lot smoother. Myself and one of my friends even ended up 2-manning Stormtalon from about 40% HP to dead (because everyone else stood in too many telegraphs that I couldn't heal through xD), and that was one-shotting the fight.
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you contend that "people learn and will get better and as the game progresses", but... they didn't, they just left. 
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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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This a joke, right? You can't possibly be seriously saying that the problem is the audience, rather then the game, can you?
 
Can you?
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I think it is important to also remember the state of the community when considering why people "just left".  There was a stretch of time when the PvE community was toxic and unforgiving.  There was a time when the people that had cleared the dungeons forgot that they were new once too and decided that it was not their job to help others learn the fights, mechanics, etc.  You better know the adventure/dungeon before you step in here.  And if you don't, "Gold or GTFO" /vote disband. 
 
Some of this toxicity remains to this day even with the medal changes.  The attitude is disgusting, but games that are largely Massively Single-Player Role Playing Games have fostered the attitude.  When you can solo your way to 50 and then queue for endgame content, there is no reward for being nice.  I have seen some of this mentality in other games, but it has been especially poor in Wildstar. 
 
So, instead of putting up with the frustration of learning the dungeon and the community's lack of support for one another coupled with the unforgiving nature of the content, people just quit.  It doesn't make them cupcakes and it doesn't make someone else so much more hardcore.  What it does is shows you what people value and when they no longer perceive value in what they're paying for, they stop.
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Yeah, the dungeons definitely need to be downtuned. My first Wildstar dungeon experience was in Kel Vorath, with an all-guild group, with Ventrilo on. We were in there three hours and we couldn't finish because the final boss kept bugging out -- sometimes he didn't even take his first phase action, just hunched over the anvil, so we'd run up to him to beat on him and the he'd turn on the flaming saw blades and we'd have no opportunity to even try to dodge.
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You encountered a bug. By definition, bugs are not intended parts of encounters, and yet you're using it as part of your complaint that dungeons are too hard.
 
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No one should ever be killed with one shot. Many players don't stand a chance if the correct attack hits. That's not 'fun' nor a 'challenge'.  If there is no way to avoid being killed how is that even fair?
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We are creating Protogames Academy for this sort of experience. It's a level 10 dungeon aimed at being a sort of 'tutorial' for all the things that players and groups will need to learn and succeed at in the later--much more challenging--dungeons.
 
Also, we are looking into improving the xp and item rewards from leveling dungeons in order to ensure that they are well worth the challenge.	
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We are creating Protogames Academy for this sort of experience. It's a level 10 dungeon aimed at being a sort of 'tutorial' for all the things that players and groups will need to learn and succeed at in the later--much more challenging--dungeons.
 
Also, we are looking into improving the xp and item rewards from leveling dungeons in order to ensure that they are well worth the challenge.
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I'm in a very casual guild and we do low level dungeon runs very often. If you're ever on Hazak (or Luminai after this Thursday), search for anyone from The Unknowns. 
 
The veterans (beta players and head start players), all of us figured out dungeons by trial. Some of us did it when being level 18 (as most mobs in STL normal are level 18 and you can enter the dungeon directly without the group finder). We did it. Now we spend our time teaching it. Newcomers will already have it easier as there are plenty of veterans that can show them the ropes. However if we all disappeared? They would be able to do it all over again. Because it's certainly not impossible. 
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We are creating Protogames Academy for this sort of experience. It's a level 10 dungeon aimed at being a sort of 'tutorial' for all the things that players and groups will need to learn and succeed at in the later--much more challenging--dungeons.
 
Also, we are looking into improving the xp and item rewards from leveling dungeons in order to ensure that they are well worth the challenge.
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Yup, we did. After 2.5 hours of exhausting, unfun, frustrating play.  
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