spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »Toxic_Hemlock wrote: »spartaxoxo wrote: »[snip]SilverBride wrote: »A lot of us don't see a problem with overland, but are agreeable with finding a way to make it enjoyable for those who do. We have offered some reasonable solutions but they are all dismissed because it's not a separate instance.
The only thing a separate instance would provide that removing CP or a debuff wouldn't is the possibility of better rewards. Realistically, the possibility that every overland mob would get new mechanics is miniscule, so that isn't really a factor.
So why a separate veteran instance, or nothing?
How would that enhance the game for either party? Vet players would experience no difference. And people who like the game the way it is would have a worse experience. I can see no other point to such a change rather than to spite normal players tbh. Make it make sense.
Removing CP from nOL players make sense because:
— nOL can be finished without CP easily.
— Companions are useless in vet content, but they could be a great addition for nOL players without CP.
— Most of the nOL players find overland mobs unnecessery and annoying thing on their way to other activities, so they rarely engage in combat at all.
— With green CP passives for harvesting resoureces vOL players can obtain "extra rewards" without adding any new extra rewards by devs.
— Champion points will also become a reward for vOL players granting them a sense of accomplishment.
[edited to remove quote]
That is probably the most balanced and well-thought suggestion about CP and debuffs I've read in whole discussion and the only one I can at least accept. Personally, I would correct it this way:
Leave all overland as it is, but disable all CPs while there.
To enable it again you need to use mystic or food with debuff (several grades: blues, purple, gold), with stronger debuff more slottables and passives you can activate. For example, blue grade reduce your damage done and damage received by 30%, but you gain access to 1 slottable and 3 passives for each tree, purple up these values to 45% and add healing reduction while allow to use additional slottable and another 3 passives, gold up values to 60% and disable hp regen on top with no CP restrictions. Maybe even add more CP nodes exclusive to using gold debuff, like better odds of drops and their quality, etc. Debuffs should also affect companions.
I’m still not entirely convinced how this would work in MMO settings but at least for enabling more risks you’d be getting better rewards and speeding up other things.
That being said I would still take vet overland, vet quests, instances or adventure zones hard by default, rather than settling with cheap options.
Well it should come as no surprise here but, I don't agree with you.
You and the OP both want to put the onus on the casual player to get gud, something I have zero interest in. Placing it on the average player to use a buff to make themselves stronger instead of making it more of a challenge to those that want difficult challenges is just being cruel to the casual player. You suggestion is FAR too convoluted to anyone that just wants to play the game and as such you would drive players away when they need to add steps to their well practiced routine just to play the way they used to....
Many here did not ask for more difficult challenge, nor did we ask for any changes to overland, if you want it changed it is on YOU to nerf yourself here, don't expect those that are happy to have to jump through hoops for you!
edit: few mistakes
Nobody forced to "get gut" in case of my suggestion. All passives + 4 slottables in blue CPs yield something like 10-15% dps increase at best, even less benefits from red tree to mitigation. Debuffs in that case offer fair balance in build flexibility, making everything more challenging and green tree compensate with extra rewards and utility.
Nobody is forcing you to use such debuffs and you don’t need CPs to complete anything in current difficulty state so what would you lose?
Going from this angle would at least provide some reason to use it rather than “let’s make a debuff food that will straight up nerf players who want a challenge without any compensation or reason to use it and get this over with” or even more popular “use armory slot to strip all your gear and CP so you can nullify all progress you made to enjoy majority of newly released content”.
By no means this suggestion is perfect, it’s just cheap. But in case of debuff it would always be cheap, lazy and somebody ended up to be disappointed and for that reasons it’s least desired one.
I guess I don't understand your suggestion as you're quoting a post that was making a seemingly different suggestion. What is your proposal?
Quoted post suggested to remove all CPs from normal overland and leave it in vet. I just compose my take on how to implement that while considering debate about debuffs and population split above.
Causal players having difficult content forced on them so you can put debuffs in the CP tree makes zero sense to me. There's absolutely no reason casual players experience needs to be ruined for that. And Vet players could easily slot any debuffs they were interested in without also nerfing casuals.
Like sorry this guy wants the mob to hit him harder so we're just gonna delete years worth of effort on your unrelated account? How does tearing the casual players earned progress down build up the vet player?
Funny that this point become logical and justified in reverse, where vet players forced in extremely easy content and easy is the only option to complete it. And most common suggestions to address it is to nerf yourself and nullify all made progress while somehow it supposed to enchant experience, not ruin it.
I already addressed that false equivalency.
There is a difference between forcing something on people that they don't want and did not request to get a result that they actively despise versus giving someone an option to do something they don't like to get a result that they do want and asked for.
Vet Overland players want to have the experience where if they don't say dodge a bosses heavy attack they will die. This can be accomplished in many different ways, one of which is choosing to self nerf.
People who like normal Overland do NOT want to engage in that kind of battle. So you're forcing them to engage it in anyway at all times by forcibly removing progress they have earned.
That is not the same thing.
But couldn’t “false equivalency” applied to complains and requests for vet overland?
A lot of feedback I read in this or other threads are touching on more than just difficulty, yet common reply is just self nerf or watch for other game while missing other points entirely.
There is a big difference between easy and trivial, and currently ESO overland and quest bosses fall under the trivial as mobs actually require zero effort to kill currently.
Its almost at the level where the combat feels pointless and it may aswell go down the same route as those janky korean FTP MMOs where is auto combats for you, just leaving you to play it as a walking simulator.
I dont like the idea of a debuff at all as it removes the concept of RPG elements of character progression, but I like the idea of scaleable mobs that go beyond CP 160, or the option just to have difficulty sliders on instanced quests.
I dont like the idea of a debuff at all as it removes the concept of RPG elements of character progression, but I like the idea of scaleable mobs that go beyond CP 160, or the option just to have difficulty sliders on instanced quests.
There is a big difference between easy and trivial, and currently ESO overland and quest bosses fall under the trivial as mobs actually require zero effort to kill currently.
spartaxoxo wrote: »I dont like the idea of a debuff at all as it removes the concept of RPG elements of character progression, but I like the idea of scaleable mobs that go beyond CP 160, or the option just to have difficulty sliders on instanced quests.
Debuffs are like really common in rpgs though. Like even within the Elder Scrolls franchise, but also other rpgs. Because while they do take power away, they greatly enhance the roleplaying aspect of the game by increasing immersion. They make you reconsider old encounters, make everything feel more like a threat, etc. They are also some of the most popular and consistent mods out there for rpgs across many different games. Shoot survival mode in Skyrim's anniversary edition started out as mod that included a series of debuffs placed on the player that they have to counteract with items such as if they get too hungry, they starve to death. I believe there is more to it than that but that part was certainly a major selling point.
So I don't think it's at all a fair criticism that debuffs go against RPG elements whatsoever.
I think it's more accurate to say it goes against your personal power fantasy because it requires you to turn off power you had before and that to you is too immersion breaking to make up for all the other benefits it brings. Because buffing the mob to take say 10k damage from instead of 25 is no different than nerfing you so that you only do 10k damage to the boss from a pure functionality standpoint. Which also means from an engaging fight standpoint, it is literally the exact same thing.
The difference is whether or not it disrupts your personal power fantasy, the drops, and that one doesn't require a separate instance and the other does. Not in it's RPG bonafides. Again, it is pretty common in RPGs and even something players will add in themselves through modding.There is a big difference between easy and trivial, and currently ESO overland and quest bosses fall under the trivial as mobs actually require zero effort to kill currently.
This is subjective. There are multiple players in this thread that do not find current overland trivial. They die and everything and have to put in effort to kill things. I am not one of them but they are in this thread and in this game.
[snip] But should the game be tuned to the lowest denominator, or set to a moderate level with the offer of some help for those with difficulties?
As for power fantasy I can asure you I dont have one, I dont play meta and o 100K dps or anything like that and I actually vouched for the mobs scaling and the option to disable CPs. In fact I wouldnt even mind if CPs were taken out of the game completely to reduce the powercreep. I just want to be able to enjoy combat in the open world and be able to quest whilst having something that resembles combat like other RPG/MMO games. This would at least entice me to purchase some of the chapters which at the moment represents poor value for me.
It is a shame as ESO potentially is the only MMO currently that holds any interest for me and has so much more potential that I feel is being held back by rigid beliefs and ideas that are now starting to feel stale in the light of new competition around the corner.
SilverBride wrote: »I'm not against veteran overland because my character is weak or I am unable to handle more challenging mobs. I don't find overland a struggle at all and I like it that way.
I like feeling strong and being the hero. I like that I'm strong enough to help others with World Bosses when they ask in zone. I find it immersive to come in and save the NPCs asking for my help without struggling.
Overland doesn't need fixed. It's functioning just like it's supposed to.
SilverBride wrote: »I'm not against veteran overland because my character is weak or I am unable to handle more challenging mobs. I don't find overland a struggle at all and I like it that way.
I like feeling strong and being the hero. I like that I'm strong enough to help others with World Bosses when they ask in zone. I find it immersive to come in and save the NPCs asking for my help without struggling.
Overland doesn't need fixed. It's functioning just like it's supposed to.
Being the hero doesnt mean you have to kill all things with ease. The heroes in fiction normally have epic fights with the end of story villain and it actually makes the setting feel more heroic as a result.
Of course you can feel strong against wolves and skeevers, but for elite mobs, quest bosses and end of story bosses it feels anticlimatic if they are too easy for many of us. I understand you may like it easy all the way through, but for many others we at least enjoy something that resembles a fight.
What if Luke Skywalker had walked in with his light saber and one shotted Darth vader in return of the jedi, it would hardly feel heroic. snip...
SilverBride wrote: »I'm not against veteran overland because my character is weak or I am unable to handle more challenging mobs. I don't find overland a struggle at all and I like it that way.
I like feeling strong and being the hero. I like that I'm strong enough to help others with World Bosses when they ask in zone. I find it immersive to come in and save the NPCs asking for my help without struggling.
Overland doesn't need fixed. It's functioning just like it's supposed to.
Being the hero doesnt mean you have to kill all things with ease. The heroes in fiction normally have epic fights with the end of story villain and it actually makes the setting feel more heroic as a result.
There is a big difference between easy and trivial, and currently ESO overland and quest bosses fall under the trivial as mobs actually require zero effort to kill currently.
Its almost at the level where the combat feels pointless and it may aswell go down the same route as those janky korean FTP MMOs where is auto combats for you, just leaving you to play it as a walking simulator.
I dont like the idea of a debuff at all as it removes the concept of RPG elements of character progression, but I like the idea of scaleable mobs that go beyond CP 160, or the option just to have difficulty sliders on instanced quests.
Trivial to you. Easy to you. But I still see players dying to delve bosses. We still have players calling out for help for story bosses in zone.
At a certain point with any game, you just have to accept that your understanding of the games mechanics has surpassed that game's ability to offer a challenge to you. That is perfectly ok.
The problem is, they are never going to be able to balance a vet instance of overland. Because it will always either be too easy to too hard for some and will never be able to strike a balance there. And at some point, even that challenge becomes trivial or easy again for those same players and they request more.
It's just not feasible or realistic.
Parasaurolophus wrote: »There is a big difference between easy and trivial, and currently ESO overland and quest bosses fall under the trivial as mobs actually require zero effort to kill currently.
Its almost at the level where the combat feels pointless and it may aswell go down the same route as those janky korean FTP MMOs where is auto combats for you, just leaving you to play it as a walking simulator.
I dont like the idea of a debuff at all as it removes the concept of RPG elements of character progression, but I like the idea of scaleable mobs that go beyond CP 160, or the option just to have difficulty sliders on instanced quests.
Trivial to you. Easy to you. But I still see players dying to delve bosses. We still have players calling out for help for story bosses in zone.
At a certain point with any game, you just have to accept that your understanding of the games mechanics has surpassed that game's ability to offer a challenge to you. That is perfectly ok.
The problem is, they are never going to be able to balance a vet instance of overland. Because it will always either be too easy to too hard for some and will never be able to strike a balance there. And at some point, even that challenge becomes trivial or easy again for those same players and they request more.
It's just not feasible or realistic.
It is not true. The game has a high powercreep, but not infinite. Nobody complains that dungeons or trials are too simple and boring. Their difficulty is all right. I see no reason why you can't find the perfect balance for the overland.
Yes, I also often see beginners who find it difficult. But it is difficult for them while they are newbies. At the end of the day, the game cannot be focused only on beginners.
Parasaurolophus wrote: »Nobody complains that dungeons or trials are too simple and boring. Their difficulty is all right. I see no reason why you can't find the perfect balance for the overland.
Yes, I also often see beginners who find it difficult. But it is difficult for them while they are newbies. At the end of the day, the game cannot be focused only on beginners.
Toxic_Hemlock wrote: »All many of us here are asking for in an optional switch for those that want challenge whilst leaving the overland alone for those that want it. IMO this should not be such a controversial subject as it seems to have become.
SilverBride wrote: »Toxic_Hemlock wrote: »All many of us here are asking for in an optional switch for those that want challenge whilst leaving the overland alone for those that want it. IMO this should not be such a controversial subject as it seems to have become.
I don't want other things that would benefit the playerbase as a whole to be put on hold while they spend time and resources for something that very few would use.
We have suggested a debuff for general overland and an optional veteran story boss. Those would take much less resources to implement and would not affect anyone but the player using them, but these ideas keep getting shot down.
I have asked why some want a separate veteran overland instance or nothing but haven't received an explanation.
Toxic_Hemlock wrote: »SilverBride wrote: »Toxic_Hemlock wrote: »All many of us here are asking for in an optional switch for those that want challenge whilst leaving the overland alone for those that want it. IMO this should not be such a controversial subject as it seems to have become.
I don't want other things that would benefit the playerbase as a whole to be put on hold while they spend time and resources for something that very few would use.
We have suggested a debuff for general overland and an optional veteran story boss. Those would take much less resources to implement and would not affect anyone but the player using them, but these ideas keep getting shot down.
I have asked why some want a separate veteran overland instance or nothing but haven't received an explanation.
Which is why I suggested the no CP "SWITCH" for overland as the code is already there due to no cp cyrodiil, it would be an easier route. After the devs see if it is used on a regular basis then they could release some resources to make HM banners or some other solution.
This way it would not require much over a code copy/paste/edit to make it possible in overland all while not using a ton of resources that could take away future content from the players.
Toxic_Hemlock wrote: »SilverBride wrote: »Toxic_Hemlock wrote: »All many of us here are asking for in an optional switch for those that want challenge whilst leaving the overland alone for those that want it. IMO this should not be such a controversial subject as it seems to have become.
I don't want other things that would benefit the playerbase as a whole to be put on hold while they spend time and resources for something that very few would use.
We have suggested a debuff for general overland and an optional veteran story boss. Those would take much less resources to implement and would not affect anyone but the player using them, but these ideas keep getting shot down.
I have asked why some want a separate veteran overland instance or nothing but haven't received an explanation.
Which is why I suggested the no CP "SWITCH" for overland as the code is already there due to no cp cyrodiil, it would be an easier route. After the devs see if it is used on a regular basis then they could release some resources to make HM banners or some other solution.
This way it would not require much over a code copy/paste/edit to make it possible in overland all while not using a ton of resources that could take away future content from the players.
And again why is it ok to take progress from veteran players while providing nothing in return but it’s scandalous in reverse? Nobody would be excited about applying nerf to themselves for no reason. Yes, it’s convenient solution to dismiss such topics but does it accomplish anything or address the issue?
Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty.
And again why is it ok to take progress from veteran players while providing nothing in return but it’s scandalous in reverse? Nobody would be excited about applying nerf to themselves for no reason. Yes, it’s convenient solution to dismiss such topics but does it accomplish anything or address the issue?
Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty.
Toxic_Hemlock wrote: »SilverBride wrote: »Toxic_Hemlock wrote: »All many of us here are asking for in an optional switch for those that want challenge whilst leaving the overland alone for those that want it. IMO this should not be such a controversial subject as it seems to have become.
I don't want other things that would benefit the playerbase as a whole to be put on hold while they spend time and resources for something that very few would use.
We have suggested a debuff for general overland and an optional veteran story boss. Those would take much less resources to implement and would not affect anyone but the player using them, but these ideas keep getting shot down.
I have asked why some want a separate veteran overland instance or nothing but haven't received an explanation.
Which is why I suggested the no CP "SWITCH" for overland as the code is already there due to no cp cyrodiil, it would be an easier route. After the devs see if it is used on a regular basis then they could release some resources to make HM banners or some other solution.
This way it would not require much over a code copy/paste/edit to make it possible in overland all while not using a ton of resources that could take away future content from the players.
And again why is it ok to take progress from veteran players while providing nothing in return but it’s scandalous in reverse? Nobody would be excited about applying nerf to themselves for no reason. Yes, it’s convenient solution to dismiss such topics but does it accomplish anything or address the issue?
Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty.
Sylvermynx wrote: »And again why is it ok to take progress from veteran players while providing nothing in return but it’s scandalous in reverse? Nobody would be excited about applying nerf to themselves for no reason. Yes, it’s convenient solution to dismiss such topics but does it accomplish anything or address the issue?
Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty.
It is noticeable to me. CP is the only reason I can live over three mobs these days. Add a 4th, and no, it doesn't help me stay alive. Not long back, I was lucky to live over two mobs.
Toxic_Hemlock wrote: »Toxic_Hemlock wrote: »SilverBride wrote: »Toxic_Hemlock wrote: »All many of us here are asking for in an optional switch for those that want challenge whilst leaving the overland alone for those that want it. IMO this should not be such a controversial subject as it seems to have become.
I don't want other things that would benefit the playerbase as a whole to be put on hold while they spend time and resources for something that very few would use.
We have suggested a debuff for general overland and an optional veteran story boss. Those would take much less resources to implement and would not affect anyone but the player using them, but these ideas keep getting shot down.
I have asked why some want a separate veteran overland instance or nothing but haven't received an explanation.
Which is why I suggested the no CP "SWITCH" for overland as the code is already there due to no cp cyrodiil, it would be an easier route. After the devs see if it is used on a regular basis then they could release some resources to make HM banners or some other solution.
This way it would not require much over a code copy/paste/edit to make it possible in overland all while not using a ton of resources that could take away future content from the players.
And again why is it ok to take progress from veteran players while providing nothing in return but it’s scandalous in reverse? Nobody would be excited about applying nerf to themselves for no reason. Yes, it’s convenient solution to dismiss such topics but does it accomplish anything or address the issue?
Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty.
Many here didn't want more of a challenge is the answer here. Edit: also it would be optional, so we would not be taking ANYTHING away from you. If you had a game mode, lets call it a trial for instance, and I wanted it to be easier. I would have to tell you why I deserve to have the difficulty decreased all while trying to keep the dev time needed to minimal. This might lead to an optional switch that made made the trail easier to me without taking anything away from you. We won't discuss loot here as that is not what this is about, RIGHT?
Meanwhile you want a game mode, overland, made to be more of a challenge for you. This is fine in itself, but you cannot expect those that are happy to give up what makes them happy is my point.
It seems to be lost on some here though, but MANY HERE LIKE IT THE WAY IT IS so why should we have to change?
Edit 2: Per your quote "Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty."
By your own logic then you would use the switch and feel no difference then? As for me and others that insignificant increase does make some difference. You are in fact proving my point for me.
SilverBride wrote: »And again why is it ok to take progress from veteran players while providing nothing in return but it’s scandalous in reverse? Nobody would be excited about applying nerf to themselves for no reason. Yes, it’s convenient solution to dismiss such topics but does it accomplish anything or address the issue?
Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty.
How does a debuff take progress from veteran players? It doesn't take anything away. It just temporarily removes it to make the fights more difficult, which is what is being asked for.
SilverBride wrote: »And again why is it ok to take progress from veteran players while providing nothing in return but it’s scandalous in reverse? Nobody would be excited about applying nerf to themselves for no reason. Yes, it’s convenient solution to dismiss such topics but does it accomplish anything or address the issue?
Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty.
How does a debuff take progress from veteran players? It doesn't take anything away. It just temporarily removes it to make the fights more difficult, which is what is being asked for.
Depends on what kind of debuff. CP one take away champion points for no reason.
Toxic_Hemlock wrote: »Toxic_Hemlock wrote: »SilverBride wrote: »Toxic_Hemlock wrote: »All many of us here are asking for in an optional switch for those that want challenge whilst leaving the overland alone for those that want it. IMO this should not be such a controversial subject as it seems to have become.
I don't want other things that would benefit the playerbase as a whole to be put on hold while they spend time and resources for something that very few would use.
We have suggested a debuff for general overland and an optional veteran story boss. Those would take much less resources to implement and would not affect anyone but the player using them, but these ideas keep getting shot down.
I have asked why some want a separate veteran overland instance or nothing but haven't received an explanation.
Which is why I suggested the no CP "SWITCH" for overland as the code is already there due to no cp cyrodiil, it would be an easier route. After the devs see if it is used on a regular basis then they could release some resources to make HM banners or some other solution.
This way it would not require much over a code copy/paste/edit to make it possible in overland all while not using a ton of resources that could take away future content from the players.
And again why is it ok to take progress from veteran players while providing nothing in return but it’s scandalous in reverse? Nobody would be excited about applying nerf to themselves for no reason. Yes, it’s convenient solution to dismiss such topics but does it accomplish anything or address the issue?
Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty.
Many here didn't want more of a challenge is the answer here. Edit: also it would be optional, so we would not be taking ANYTHING away from you. If you had a game mode, lets call it a trial for instance, and I wanted it to be easier. I would have to tell you why I deserve to have the difficulty decreased all while trying to keep the dev time needed to minimal. This might lead to an optional switch that made made the trail easier to me without taking anything away from you. We won't discuss loot here as that is not what this is about, RIGHT?
Meanwhile you want a game mode, overland, made to be more of a challenge for you. This is fine in itself, but you cannot expect those that are happy to give up what makes them happy is my point.
It seems to be lost on some here though, but MANY HERE LIKE IT THE WAY IT IS so why should we have to change?
Edit 2: Per your quote "Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty."
By your own logic then you would use the switch and feel no difference then? As for me and others that insignificant increase does make some difference. You are in fact proving my point for me.
By my own logic it would provide nothing of value at all beside small damage decrease and losing green tree passives. So what are my reasons to use it?
I know that some people in this threat is strictly opposed to anything meaningful and that is why I have hard time taking their suggestions seriously because they are written with no regards to players who want harder challenges.
SilverBride wrote: »SilverBride wrote: »And again why is it ok to take progress from veteran players while providing nothing in return but it’s scandalous in reverse? Nobody would be excited about applying nerf to themselves for no reason. Yes, it’s convenient solution to dismiss such topics but does it accomplish anything or address the issue?
Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty.
How does a debuff take progress from veteran players? It doesn't take anything away. It just temporarily removes it to make the fights more difficult, which is what is being asked for.
Depends on what kind of debuff. CP one take away champion points for no reason.
What about a debuff that removes half your health and half your damage?
Toxic_Hemlock wrote: »Toxic_Hemlock wrote: »Toxic_Hemlock wrote: »SilverBride wrote: »Toxic_Hemlock wrote: »All many of us here are asking for in an optional switch for those that want challenge whilst leaving the overland alone for those that want it. IMO this should not be such a controversial subject as it seems to have become.
I don't want other things that would benefit the playerbase as a whole to be put on hold while they spend time and resources for something that very few would use.
We have suggested a debuff for general overland and an optional veteran story boss. Those would take much less resources to implement and would not affect anyone but the player using them, but these ideas keep getting shot down.
I have asked why some want a separate veteran overland instance or nothing but haven't received an explanation.
Which is why I suggested the no CP "SWITCH" for overland as the code is already there due to no cp cyrodiil, it would be an easier route. After the devs see if it is used on a regular basis then they could release some resources to make HM banners or some other solution.
This way it would not require much over a code copy/paste/edit to make it possible in overland all while not using a ton of resources that could take away future content from the players.
And again why is it ok to take progress from veteran players while providing nothing in return but it’s scandalous in reverse? Nobody would be excited about applying nerf to themselves for no reason. Yes, it’s convenient solution to dismiss such topics but does it accomplish anything or address the issue?
Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty.
Many here didn't want more of a challenge is the answer here. Edit: also it would be optional, so we would not be taking ANYTHING away from you. If you had a game mode, lets call it a trial for instance, and I wanted it to be easier. I would have to tell you why I deserve to have the difficulty decreased all while trying to keep the dev time needed to minimal. This might lead to an optional switch that made made the trail easier to me without taking anything away from you. We won't discuss loot here as that is not what this is about, RIGHT?
Meanwhile you want a game mode, overland, made to be more of a challenge for you. This is fine in itself, but you cannot expect those that are happy to give up what makes them happy is my point.
It seems to be lost on some here though, but MANY HERE LIKE IT THE WAY IT IS so why should we have to change?
Edit 2: Per your quote "Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty."
By your own logic then you would use the switch and feel no difference then? As for me and others that insignificant increase does make some difference. You are in fact proving my point for me.
By my own logic it would provide nothing of value at all beside small damage decrease and losing green tree passives. So what are my reasons to use it?
I know that some people in this threat is strictly opposed to anything meaningful and that is why I have hard time taking their suggestions seriously because they are written with no regards to players who want harder challenges.
First and foremost I did not include the green tree in this as EVERYONE should benefit from that tree.
Edit: Your reasons for using it are that small damage decrease you stated (I.E. more challenge)
As for me needing it...
The Fitness tree allows me to slot an ability that gives me breathing room for when I get held (slippery) that has more than once saved my butt. Along with reduced stamina cost for dodging and improved speed can turn the tide too.
The warfare tree allows me to hit a bit harder and in doing so lets me hit hard enough to possibly damage delve bosses quick enough that I don't get hit too much.
As you can see what you consider to be a more or less useless, I consider to be a game changer.
As for you wanting harder challenge, the voluntary CP nerf is all I can see as viable as anything else would require more dev time and as such would take content away from the general populous.
Different strokes... I cannot tell you what is fun or viable for you, all I ask is please don't do the same to me.
edit: clarity
SilverBride wrote: »SilverBride wrote: »And again why is it ok to take progress from veteran players while providing nothing in return but it’s scandalous in reverse? Nobody would be excited about applying nerf to themselves for no reason. Yes, it’s convenient solution to dismiss such topics but does it accomplish anything or address the issue?
Not to mention CP does not provide significant dps or survivability increase on its own. At the end of the day it wouldn’t even be noticeable in current overland difficulty.
How does a debuff take progress from veteran players? It doesn't take anything away. It just temporarily removes it to make the fights more difficult, which is what is being asked for.
Depends on what kind of debuff. CP one take away champion points for no reason.
What about a debuff that removes half your health and half your damage?
It would be slightly more realistic if the debuff increased your damage taken, reduced damage done and healing done and maybe remove hp hegen. These stats would make everything harder, hp cap does nothing for that.