spartaxoxo wrote: »My concerns regarding the layering of overland is that it will not resolve the issues with highly-powered players interfering with new and low-powered player activities.
It does though, at least for some people. You're arguing against something that helps resolve your issue.
I like to quest and want to be able to enjoy the quests in this game. When I quest, I have no meaningful choice but to quickly kill everything around me. I don't want to kill mobs that quickly. And you have communicated that you don't want me to kill mobs that quickly. Allowing me to take more damage from mobs and deal less damage to mobs will stop me from killing mobs so quickly. I want a system that lets me go from a high powered player to a player that is being challenged. That way I can enjoy the same exact experience as the lower power player.
Not wanting to encourage vet players to use such a system is arguing against allowing vet players to lower their power level.
We have specific questions that we will be asking in the surveys. And we also want to get the most recent feedback from folks. There is definitely feedback to look for here on the forums and other mediums. And the team has looked at those as well. But it’s always good to do a current gut check with folks. We don’t think anyone wants us to spend time on only making changes based on feedback given 2+ years ago. We want to give another opportunity with specific questions to get the most up to date info as the team continues to work.
spartaxoxo wrote: »He also said that the same test you're talking about will happen alongside Grey Host. The vibe I got from that is that the end result would be a completed Vengeance mode alongside Grey Host if possible.
Yeah. They're testing both being live together and also said they've implemented some backend things to improve regular Cyrodiil performance and will continue to do so.
I think a version of Vengeance being released to replace the change of Ravenwatch being no proc makes sense, personally.
I was shocked! [sarcasm] to hear the developer in charge of the Vengeance "test" mention that its U49 incarnation scheduled for early 2026 aims at balancing outgoing damage/healing caps for their simplified abilities.
If Vengeance were truly a performance test, there'd be no need to worry about its combat balance -- nor would there be a justification to invest considerable dev resources in new UIs, or new systems (perks), or new inventory tabs, or any of these enhancements being invested in this misguided game mode for lazy, casual players who are unwilling to engage with the depth of ESO's existing PvP.
spartaxoxo wrote: »spartaxoxo wrote: »
Wait a moment, please, you are telling me what I enjoy now?
By "people who were previously excluded" are you meaning people like myself that are excluded from Group activities because we don't group?
No. I just figured you liked solo stuff since you said you played it and didn't like group content. If you don't like questing either, my apologies. Maybe a post explaining why you don't like the current difficulty level would help you get what you want. Whatever they implement will have multiple difficulty levels, after all.
Story mode for dungeons is an upcoming feature, as I already stated, so no.
This is about offering more quest difficulty levels. They are already balanced for solo casual play.
I do nearly all of overland content. This includes WBs and Dark Anchors. There are some incursions I do not do because they take too long to complete.
My concerns regarding the layering of overland is that it will not resolve the issues with highly-powered players interfering with new and low-powered player activities. (Many here say it doesn't happen, but it does, and it is a problem that needs addressing.) I do not complete group dungeons because the mechanics make it impossible to do without a tank or a partner. I love PvP but avoid it because I think the balance is broken and those that frequent the PvP games are not pleasant to play with or against. So . . . my contest is not about me preferring solo content.
I have a friend who played group overland with me sometimes. He is playing another game right now. He said there was no point in going into dungeons or tying to do anchor when there was such a crowd that the mobs and bosses disappear before one gets to fight. (He was trying to complete Alik'r map.) It is a problem and it will not be resolve if those wanting a challenging overland can occupy both spaces with dual difficulties. I could likely get my friend to join me if I ask politely, but he is not likely to continue to pay for the sub to do that, so we will be confined to the base areas.
I just wanted to enjoy the game without having the boss kills, resources, quest mobs swept away from me, which leaves me waiting more than playing. Posters seem to believe that my wanting that takes away from them. They can have everything in overland at one level, why do they need everything at two levels? If they want questing and resources to be easy but bosses to be challenging, then it sounds very much like they do not want a more challenging overland at all.