Debuff is a bad solution as it only prolongs fights, it doesn't make it more interesting which is the point of this thread - to make overland combat more interesting and meaningful.
Debuff is a bad solution as it only prolongs fights, it doesn't make it more interesting which is the point of this thread - to make overland combat more interesting and meaningful.
If ZOS will made good sliders for debuff you can adjust only damage recieved from mobs to dangerous level, so every mechanics and even simple attacks they have will have meaning and will force you to watch what mobs doing, use block, evade, and stay out of red circles. Just don't touch HP of mobs at all, if you want, so fights will not be prolonged.
I think good sliders, with smooth difficulty progression of damage taken and damage dealt, is the only good real option for devs. Other options are too expensive, and if difficulty will rise with big steps, or damage taken and damage dealt will be tied in one difficulty, many players will be unsatisfied.
Difficulty needs to be brought up by improving AI and some numbers, while also we should get an optional buff that evens things out.
Thats the point of sliders with smooth rise of difficulty. If you play as damage dealer and want mobs to live longer you can decrease your damage with appropriate slider. If you play as tank and want to feel more threat from mobs attacks you can increase damage recieved from mobs. Don't want cheap one shot mechanics? Adjust damage as you like, 2-3-4 shots, whatever you want.Debuff is a bad solution as it only prolongs fights, it doesn't make it more interesting which is the point of this thread - to make overland combat more interesting and meaningful.
If ZOS will made good sliders for debuff you can adjust only damage recieved from mobs to dangerous level, so every mechanics and even simple attacks they have will have meaning and will force you to watch what mobs doing, use block, evade, and stay out of red circles. Just don't touch HP of mobs at all, if you want, so fights will not be prolonged.
I think good sliders, with smooth difficulty progression of damage taken and damage dealt, is the only good real option for devs. Other options are too expensive, and if difficulty will rise with big steps, or damage taken and damage dealt will be tied in one difficulty, many players will be unsatisfied.
Most overland mobs die to two hits, unless slider will have "everything is an one shot" option nothing will change without changing hp. And even that solution is bad as ppl want challenge, not cheap one shot solution.
What data you have to decide that most proposed solutions are "too expensive"? For god sake we are talking about huge corporation that have microsoft backup, they have more money then you can imagine. If they decide that investing in some feature to bring more ppl (and keep those who are currently bored by current game state), different crowd to the game, is worth it, they will invest. This threat is for proposing solutions, not saying "this option is too expensive" because noone have any data to prove that
Thats the point of sliders with smooth rise of difficulty. If you play as damage dealer and want mobs to live longer you can decrease your damage with appropriate slider. If you play as tank and want to feel more threat from mobs attacks you can increase damage recieved from mobs. Don't want cheap one shot mechanics? Adjust damage as you like, 2-3-4 shots, whatever you want.Debuff is a bad solution as it only prolongs fights, it doesn't make it more interesting which is the point of this thread - to make overland combat more interesting and meaningful.
If ZOS will made good sliders for debuff you can adjust only damage recieved from mobs to dangerous level, so every mechanics and even simple attacks they have will have meaning and will force you to watch what mobs doing, use block, evade, and stay out of red circles. Just don't touch HP of mobs at all, if you want, so fights will not be prolonged.
I think good sliders, with smooth difficulty progression of damage taken and damage dealt, is the only good real option for devs. Other options are too expensive, and if difficulty will rise with big steps, or damage taken and damage dealt will be tied in one difficulty, many players will be unsatisfied.
Most overland mobs die to two hits, unless slider will have "everything is an one shot" option nothing will change without changing hp. And even that solution is bad as ppl want challenge, not cheap one shot solution.What data you have to decide that most proposed solutions are "too expensive"? For god sake we are talking about huge corporation that have microsoft backup, they have more money then you can imagine. If they decide that investing in some feature to bring more ppl (and keep those who are currently bored by current game state), different crowd to the game, is worth it, they will invest. This threat is for proposing solutions, not saying "this option is too expensive" because noone have any data to prove that
Seems you new to the game. ZOS have troubles with performance for years, and "huge corporation that have microsoft backup" can't solve them, again for years. ZOS have troubles with game balance, they try to standardised and rebalance game for years and have little success in that, in my opinion, because from the words of one of players who were in Class Rep programm and visited ZOS main quarters and talked with devs, all balance in game managed by 3-4 people, not much for "huge corporation that have microsoft backup". Because, if i know correctly, ZOS throw big part of money to another MMO, which already several years in production. So, i think, ZOS will not do anything expensive or time consuming, especially for small part of community who want overland difficulty increase.
StevieKingslayer wrote: »This is just an echo chamber of no's at this point and people repeating the same reason why they don't want something. We get why you don't want it, which is why we're not asking for what you think we're asking for. Give us a challenge banner/scroll as good faith. Something. Instead of this tirade of no's against us. Do we at least have your support on that? If so, then excellent, I thank you for your time and care about this issue.
Sylvermynx wrote: »The other issue I have (and it's personal to me alone I think, which means it's an edge case) is the suggestion for story questing to be harder. I love questing.... and I'm already having trouble with quest bosses. Making the story quests harder would shut me out of the very content I love the most....
Thats the point of sliders with smooth rise of difficulty. If you play as damage dealer and want mobs to live longer you can decrease your damage with appropriate slider. If you play as tank and want to feel more threat from mobs attacks you can increase damage recieved from mobs. Don't want cheap one shot mechanics? Adjust damage as you like, 2-3-4 shots, whatever you want.Debuff is a bad solution as it only prolongs fights, it doesn't make it more interesting which is the point of this thread - to make overland combat more interesting and meaningful.
If ZOS will made good sliders for debuff you can adjust only damage recieved from mobs to dangerous level, so every mechanics and even simple attacks they have will have meaning and will force you to watch what mobs doing, use block, evade, and stay out of red circles. Just don't touch HP of mobs at all, if you want, so fights will not be prolonged.
I think good sliders, with smooth difficulty progression of damage taken and damage dealt, is the only good real option for devs. Other options are too expensive, and if difficulty will rise with big steps, or damage taken and damage dealt will be tied in one difficulty, many players will be unsatisfied.
Most overland mobs die to two hits, unless slider will have "everything is an one shot" option nothing will change without changing hp. And even that solution is bad as ppl want challenge, not cheap one shot solution.What data you have to decide that most proposed solutions are "too expensive"? For god sake we are talking about huge corporation that have microsoft backup, they have more money then you can imagine. If they decide that investing in some feature to bring more ppl (and keep those who are currently bored by current game state), different crowd to the game, is worth it, they will invest. This threat is for proposing solutions, not saying "this option is too expensive" because noone have any data to prove that
Seems you new to the game. ZOS have troubles with performance for years, and "huge corporation that have microsoft backup" can't solve them, again for years. ZOS have troubles with game balance, they try to standardised and rebalance game for years and have little success in that, in my opinion, because from the words of one of players who were in Class Rep programm and visited ZOS main quarters and talked with devs, all balance in game managed by 3-4 people, not much for "huge corporation that have microsoft backup". Because, if i know correctly, ZOS throw big part of money to another MMO, which already several years in production. So, i think, ZOS will not do anything expensive or time consuming, especially for small part of community who want overland difficulty increase.
I played this game since beta, you don't need to tell me about balance problems (which are mostly intentional to sell new dlc or shake up the meta so ppl farm new gear, buy race change tokens, level up alts, etc). Zos balance is not for players, it is to force ppl to do activities on different toons.
Microsoft owns zenimax for too short period of time to see real impact of their support. And still, you said that this would be expensive solution without providing any data to backup that opinion. Development is an expensive thing. But following your logic they would not releasing dungeon dlcs because they are expensive and only for small portion of playerbase.
If they want ESO to be played for next 5-10 years they need to invest in it. Stop treating them like indie studio that can push only small patches with little to no features as it is simply not true.
Partly agree. Debuffing player not very good option from perception of player, players moslty want to become powerfull, not weaker, but in numbers and effect on combat there is no difference from debuffing player and buffing enemies. For example, player have damage 2, creature have 8 HP, player kill creature in 4 hits, you want to prolonge fight in two times you can debuff player by decreasing his damage to 1, or you can "scale" creature to 16 HP, same result. But players just don't want to debuff themselves and it's understandable. Debuffing is just a method to achieve result and it suggested because it is easier to implement, no need to mock player that he were debuffed. Debuff will be invisible for player, and it more of the wording and and getting right attitude. For exampleOnly issue I have with a debuff is that it kills any incentives to get better gear and use champion points. You almost feel like its more balanced just using overland gear and no champion points and getting the same results. Its like I want to make myself better and more poweful so I can then nerf myself. RPGs are about progression of your character and this doesnt really sit well with that.
This is why I am not keen on having a debuff when there is clearly a fundamental balance problem with the game.
I prefer some of the other options such as better mob scaling or a couple of different difficulty scrolls in the instanced areas that give slightly better rewards from the boss drops such as purple gear over blue or green gear.
gariondavey wrote: »Why is there so much debate when the very obvious solution is to have a different instance of tamriel (vet/hardmode) that you have to queue into?
Mobs do way more increased damage and have much more health.
gariondavey wrote: »Why is there so much debate when the very obvious solution is to have a different instance of tamriel (vet/hardmode) that you have to queue into?
Mobs do way more increased damage and have much more health.
The issue seems to be how much harder mobs or bosses should be as this is different for everybody. Personally I would like more difficult mobs but wouldnt want it so difficult where you are having 5 minute fights with mudcrabs and getting one shotted by quest bosses.
I just want it so that it represents something that resembles a fight so I have to dodge roll or block on occassion and I can use more than one ability.
This is why I think you would probably want more than two levels of difficulty(super easy and super hard, something like easy, veteran and hardcore modes. The challenge as we have seen is the difficulty how to implement this into the game.
Toxic_Hemlock wrote: »gariondavey wrote: »Why is there so much debate when the very obvious solution is to have a different instance of tamriel (vet/hardmode) that you have to queue into?
Mobs do way more increased damage and have much more health.
The issue seems to be how much harder mobs or bosses should be as this is different for everybody. Personally I would like more difficult mobs but wouldnt want it so difficult where you are having 5 minute fights with mudcrabs and getting one shotted by quest bosses.
I just want it so that it represents something that resembles a fight so I have to dodge roll or block on occassion and I can use more than one ability.
This is why I think you would probably want more than two levels of difficulty(super easy and super hard, something like easy, veteran and hardcore modes. The challenge as we have seen is the difficulty how to implement this into the game.
Now you see where those that are happy are coming from. We don't want 5 minute mud crab fights either nor do we want any one shot mechanics, BUT we don't want our questing experience changed in any way either.
Every "switch" you make that can be used in overland to modify difficulty only divides the player base more. If you want to add banners or some other way to make a more personal experience it would reduce dev time needed; the tradeoff being you might have someone come along and gank your target on you.
If you want to go the fully separate instance it would require much more dev time to do the the entire overland and if you decide to split the difficulty even more it become a whole new nightmare.
The answer is not clear to me either, but one thing is for sure the overland world is VERY busy currently and it would seem that splitting up the player base is not something that leads to a "lived in" feeling for the world. And believe it or not people like playing in a world that feels populated by players such as themselves.
Edited a letter
Toxic_Hemlock wrote: »gariondavey wrote: »Why is there so much debate when the very obvious solution is to have a different instance of tamriel (vet/hardmode) that you have to queue into?
Mobs do way more increased damage and have much more health.
The issue seems to be how much harder mobs or bosses should be as this is different for everybody. Personally I would like more difficult mobs but wouldnt want it so difficult where you are having 5 minute fights with mudcrabs and getting one shotted by quest bosses.
I just want it so that it represents something that resembles a fight so I have to dodge roll or block on occassion and I can use more than one ability.
This is why I think you would probably want more than two levels of difficulty(super easy and super hard, something like easy, veteran and hardcore modes. The challenge as we have seen is the difficulty how to implement this into the game.
Now you see where those that are happy are coming from. We don't want 5 minute mud crab fights either nor do we want any one shot mechanics, BUT we don't want our questing experience changed in any way either.
Every "switch" you make that can be used in overland to modify difficulty only divides the player base more. If you want to add banners or some other way to make a more personal experience it would reduce dev time needed; the tradeoff being you might have someone come along and gank your target on you.
If you want to go the fully separate instance it would require much more dev time to do the the entire overland and if you decide to split the difficulty even more it become a whole new nightmare.
The answer is not clear to me either, but one thing is for sure the overland world is VERY busy currently and it would seem that splitting up the player base is not something that leads to a "lived in" feeling for the world. And believe it or not people like playing in a world that feels populated by players such as themselves.
Edited a letter
I would like the system that is used in current dungs so vet overland and for those who seek for even harder quest boss fights, banner for HM.
Hallothiel wrote: »Toxic_Hemlock wrote: »gariondavey wrote: »Why is there so much debate when the very obvious solution is to have a different instance of tamriel (vet/hardmode) that you have to queue into?
Mobs do way more increased damage and have much more health.
The issue seems to be how much harder mobs or bosses should be as this is different for everybody. Personally I would like more difficult mobs but wouldnt want it so difficult where you are having 5 minute fights with mudcrabs and getting one shotted by quest bosses.
I just want it so that it represents something that resembles a fight so I have to dodge roll or block on occassion and I can use more than one ability.
This is why I think you would probably want more than two levels of difficulty(super easy and super hard, something like easy, veteran and hardcore modes. The challenge as we have seen is the difficulty how to implement this into the game.
Now you see where those that are happy are coming from. We don't want 5 minute mud crab fights either nor do we want any one shot mechanics, BUT we don't want our questing experience changed in any way either.
Every "switch" you make that can be used in overland to modify difficulty only divides the player base more. If you want to add banners or some other way to make a more personal experience it would reduce dev time needed; the tradeoff being you might have someone come along and gank your target on you.
If you want to go the fully separate instance it would require much more dev time to do the the entire overland and if you decide to split the difficulty even more it become a whole new nightmare.
The answer is not clear to me either, but one thing is for sure the overland world is VERY busy currently and it would seem that splitting up the player base is not something that leads to a "lived in" feeling for the world. And believe it or not people like playing in a world that feels populated by players such as themselves.
Edited a letter
I would like the system that is used in current dungs so vet overland and for those who seek for even harder quest boss fights, banner for HM.
So would this vet overland be optional? Not clear.
Speaking only for myself (of course) , and i don't know why i never mentioned this on any of my earlier replies & suggestions starting on page 32 , but anyways: i myself have been here since 2013 beta, on PC, and have literally NEVER used an add-on. Not even once.Hallothiel wrote: »I am still curious (as no-one bothered to answer apart from one person - ) as to whether the majority of those who want some sort of overland hard mode are PC players, & whether they play with combat add-ons..
NeeScrolls wrote: »Speaking only for myself (of course) , and i don't know why i never mentioned this on any of my earlier replies & suggestions starting on page 32 , but anyways: i myself have been here since 2013 beta, on PC, and have literally NEVER used an add-on. Not even once.Hallothiel wrote: »I am still curious (as no-one bothered to answer apart from one person - ) as to whether the majority of those who want some sort of overland hard mode are PC players, & whether they play with combat add-ons..
I know i know, i'm weird and probably "missing out" in some player's eyes, but hey what can i tell ya i'm just not a fan of add-ons. I guess i'm just a purist and plus i always see guildmates of mine having issue after issue (bugs) with certain add-ons they use, so i never wanna be bothered with that hassle tbqh.
Be that as it may, while still adhering to my earlier idea/suggestion (about simply adding minor difficulty tweaks here & there to select areas, beasts, & night-times the farther players venture out away from safe-zones like wayshrines & cities) , after testing a few solo methods + companion over the past couple days comparing solo overland vs. solo underland...i have come to the boring milk-toast conclusion that 'overland content' is perfectly fine how it is right now.
In other words: if Zenimax used this sticky thread to make a SLIGHT difficulty increase, i'd be happy. But i'm not gonna fret over it they don't. (Although, if they made it any easier, i'd be very very unhappy lol )
Red_Feather wrote: »I made a suggestion a while ago, but it probably got blown to the winds.
After every chapter is beaten by the player they unlock a toggle curse. Each chapter has it's own unlockable curse.
- Like 'being knocked down applies a massive damage over time'
- or holding block for more than 2 seconds causes stamina to drain rapidly
- or 'when stamina gets to below 20% you are knocked down'
- or 'when nearby 2 or more enemies they begin to drain your resources'
And the more chapters beaten the more you can stacks curses.
Hallothiel wrote: »I am still curious (as no-one bothered to answer apart from one person - thank you) as to whether the majority of those who want some sort of overland hard mode are PC players, & whether they play with combat add-ons.
I have my suspicions, but would like to know.
Hallothiel wrote: »I am still curious (as no-one bothered to answer apart from one person - thank you) as to whether the majority of those who want some sort of overland hard mode are PC players, & whether they play with combat add-ons.
I have my suspicions, but would like to know.
Hallothiel wrote: »I am still curious (as no-one bothered to answer apart from one person - thank you) as to whether the majority of those who want some sort of overland hard mode are PC players, & whether they play with combat add-ons.
I have my suspicions, but would like to know.
spartaxoxo wrote: »Hallothiel wrote: »I am still curious (as no-one bothered to answer apart from one person - thank you) as to whether the majority of those who want some sort of overland hard mode are PC players, & whether they play with combat add-ons.
I have my suspicions, but would like to know.
I am on Playstation 4 NA. I actually don't really know what addons would have to do with it?