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.
But then the problem arise what values would be optimal and how you adjust them?
Another problem how would that work in MMO where you constantly surrounded by players, who can potentially troll and grief you or just unintentionally help without realization that you don’t want it?
How you incentivize to use it? Make no mistake if ZOS add something like that in game it should have benefits for them and would most likely be a mystic item, which they would try to sell to as much players as possible.
And that in turn creates a potential problems of toxicity if loot is shared or reduced on stolen kills, abuse if isn’t shared or underuse if it’s designed badly for both challenge and incentive.
In most pessimistic outcome, the item ends up useless, cluttering our inventory with no real value to those who asked for harder challenges and wasted devs resources. In realistic outcome, I’d expect it be used for farming of easy public dungeons and nothing more.
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.
But then the problem arise what values would be optimal and how you adjust them?
Another problem how would that work in MMO where you constantly surrounded by players, who can potentially troll and grief you or just unintentionally help without realization that you don’t want it?
How you incentivize to use it? Make no mistake if ZOS add something like that in game it should have benefits for them and would most likely be a mystic item, which they would try to sell to as much players as possible.
And that in turn creates a potential problems of toxicity if loot is shared or reduced on stolen kills, abuse if isn’t shared or underuse if it’s designed badly for both challenge and incentive.
In most pessimistic outcome, the item ends up useless, cluttering our inventory with no real value to those who asked for harder challenges and wasted devs resources. In realistic outcome, I’d expect it be used for farming of easy public dungeons and nothing more.
SilverBride wrote: »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.
But then the problem arise what values would be optimal and how you adjust them?
Another problem how would that work in MMO where you constantly surrounded by players, who can potentially troll and grief you or just unintentionally help without realization that you don’t want it?
How you incentivize to use it? Make no mistake if ZOS add something like that in game it should have benefits for them and would most likely be a mystic item, which they would try to sell to as much players as possible.
And that in turn creates a potential problems of toxicity if loot is shared or reduced on stolen kills, abuse if isn’t shared or underuse if it’s designed badly for both challenge and incentive.
In most pessimistic outcome, the item ends up useless, cluttering our inventory with no real value to those who asked for harder challenges and wasted devs resources. In realistic outcome, I’d expect it be used for farming of easy public dungeons and nothing more.
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
And you stated you don't want devs time wasted and system copied from current Cyrodiil, where green tree did not apply. So following your logic, your solution does require rework of what is currently possible and thus devs time. My question stands though: with value of CP power so low how it supposed to address discussed issue and affect those who want it solved in any way? Combat wise, I barely notice any difference with or without CP as it stands.
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]
Toxic_Hemlock wrote: »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.
I find it challenging due to my health and I'm not a newbie anymore, does that mean that the game should not allow me to have fun? BTW I don't do any dungeon over the first four normals in a party as dying over and over is not what I call fun, so maybe some don't complain because they avoid them. I have never done a trial or arena, but I'm not asking for them to be easier (non-optional) to suit me as I'm not interested in that content.
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.
Edit: clarity
Franchise408 wrote: »Those of us who want challenge, we have to go into completely different realms of the game to get it. All of it group based. World bosses, dungeons, trials, PVP - all of the challenge in this game is group or PVP based. And simply put, that's an unacceptable design.
Franchise408 wrote: »It shouldn't be controversial, but unfortunately it is because many don't want those of us who want a higher challenge to be able to have it. So many in this very thread are against even an optional challenge.
Franchise408 wrote: »...snip
Those of us who want challenge, we have to go into completely different realms of the game to get it. All of it group based. World bosses, dungeons, trials, PVP - all of the challenge in this game is group or PVP based. And simply put, that's an unacceptable design. snip...
Hallothiel wrote: »Those of us who want challenge, we have to go into completely different realms of the game to get it. All of it group based. World bosses, dungeons, trials, PVP - all of the challenge in this game is group or PVP based. And simply put, that's an unacceptable design.
It’s an MMO. Not a single player game.
Therefore not really ‘an unacceptable design’, but a fundamental part of what this type of game is!!!
Franchise408 wrote: »Hallothiel wrote: »Those of us who want challenge, we have to go into completely different realms of the game to get it. All of it group based. World bosses, dungeons, trials, PVP - all of the challenge in this game is group or PVP based. And simply put, that's an unacceptable design.
It’s an MMO. Not a single player game.
Therefore not really ‘an unacceptable design’, but a fundamental part of what this type of game is!!!
So then why shouldn't the casuals who don't want to face a challenge have to be subjected to the same design?
Why do they get to have their "relaxing single player" questing time, while the rest of us have to be forced into group content because "it's an MMO, not a single player game"?
Franchise408 wrote: »Hallothiel wrote: »Those of us who want challenge, we have to go into completely different realms of the game to get it. All of it group based. World bosses, dungeons, trials, PVP - all of the challenge in this game is group or PVP based. And simply put, that's an unacceptable design.
It’s an MMO. Not a single player game.
Therefore not really ‘an unacceptable design’, but a fundamental part of what this type of game is!!!
So then why shouldn't the casuals who don't want to face a challenge have to be subjected to the same design?
Why do they get to have their "relaxing single player" questing time, while the rest of us have to be forced into group content because "it's an MMO, not a single player game"?
spartaxoxo wrote: »Franchise408 wrote: »Hallothiel wrote: »Those of us who want challenge, we have to go into completely different realms of the game to get it. All of it group based. World bosses, dungeons, trials, PVP - all of the challenge in this game is group or PVP based. And simply put, that's an unacceptable design.
It’s an MMO. Not a single player game.
Therefore not really ‘an unacceptable design’, but a fundamental part of what this type of game is!!!
So then why shouldn't the casuals who don't want to face a challenge have to be subjected to the same design?
Why do they get to have their "relaxing single player" questing time, while the rest of us have to be forced into group content because "it's an MMO, not a single player game"?
They are subjected to the same design. Most of them do want group sets and the like, and they don't have the option to get them anyway else except do more challenging group content. A lot of them also like to have their maps completed and they have to do world bosses and the like to get it.
Every player has to interact with the game the way it is designed.
Also your question amounts "If I can't have all the content cater to me, then they shouldn't be allowed to have any content catered to them."
Which is a pretty bad take. Different parts of the game cater to different audiences.
The developers could definitely do more to give people who want vet overland a more enjoyable experience but trying to force people out of the game to get it ain't it. Forcing vet overland also forces out the majority of the players. It's selfish and bad for the healh of the game.
Franchise408 wrote: »So then why shouldn't the casuals who don't want to face a challenge have to be subjected to the same design?
Why do they get to have their "relaxing single player" questing time, while the rest of us have to be forced into group content because "it's an MMO, not a single player game"?
Franchise408 wrote: »That's not what my take amounts to at all
spartaxoxo wrote: »That's why any vet overland content should be optional.
Malfious1986 wrote: »They stopped playing after that because there was no feeling of accomplishment.
Sylvermynx wrote: »I just can't believe no one but me has trouble with bosses like Molag Bal, Mulaamnir, Vandacia. I can't even count the number of times on two 50s at 300+ CP that I died to those three. Of course I have some situational issues, but y'all act like they're a walk in the park.
Anything BUT that for me.... I actually wish I could just wipe them in a few seconds. Nope. Me that wipes....
Toxic_Hemlock wrote: »Sylvermynx wrote: »I just can't believe no one but me has trouble with bosses like Molag Bal, Mulaamnir, Vandacia. I can't even count the number of times on two 50s at 300+ CP that I died to those three. Of course I have some situational issues, but y'all act like they're a walk in the park.
Anything BUT that for me.... I actually wish I could just wipe them in a few seconds. Nope. Me that wipes....
In my case it is an age thing mostly. I struggle with some overland creatures too, trolls in particular, but I also have VERY bad reflexes. I do hope though that they actually read this entire thread and make changes optional and not just increase the overall difficulty.
I fear it will be my last MMO anyways, and I want to enjoy the experience while it lasts.
Toxic_Hemlock wrote: »Sylvermynx wrote: »I just can't believe no one but me has trouble with bosses like Molag Bal, Mulaamnir, Vandacia. I can't even count the number of times on two 50s at 300+ CP that I died to those three. Of course I have some situational issues, but y'all act like they're a walk in the park.
Anything BUT that for me.... I actually wish I could just wipe them in a few seconds. Nope. Me that wipes....
do hope though that they actually read this entire thread and make changes optional and not just increase the overall difficulty.
Malfious1986 wrote: »I've been playing eso since the launch and I remember the huge build up to the battle with Molag Bal in the finale. It wasn't ridiculously hard but it was a good combination of difficulty and atmosphere for the final confrontation and I walked away with a sense of satisfaction.
You are the only person I have ever heard of, in 4 years of playing, who keeps playing ESO with 700+ ping. That is nightmare fuel. Even the most skilled players will be crippled in overland with ping like that. Because this is a major technical issue, it's not some situational issue that anyone should suffer. I bet it's the biggest reason if you are having issues with quest bosses. Have you ever tried a VPN btw? They might help with getting a more stable connection to ESO servers. No guarantees tho. But it definitely helped me. (for reference I use ExpressVPN)Sylvermynx wrote: »I just can't believe no one but me has trouble with bosses like Molag Bal, Mulaamnir, Vandacia. I can't even count the number of times on two 50s at 300+ CP that I died to those three. Of course I have some situational issues, but y'all act like they're a walk in the park.
Anything BUT that for me.... I actually wish I could just wipe them in a few seconds. Nope. Me that wipes....