Would all the overland mobs become more difficult or just story bosses?
Story bosses
Would mini bosses become more difficult or just the main boss at the end of the zone's story?
increase mini boss difficulty but not to the level of main boss
How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
Would all mobs have more mechanics?
No, mobs have plenty mechanics. We don't see them because the mob dies in 5 seconds
Or would just the main boss have more mechanics?
Same as above
Or would mini bosses also have more mechanics?
Same as above
How would a player access the veteran overland and return back to normal?
Not sure if this is needed. really agree with challenge banners
Would there be additional rewards?
Yes. The last Halloween event is a good example. No point in added a nice challenging boss or event and then give out dirt. No other game really does that and why would you. Challenges are built on reward systems.
As a note we know this thread is here to coral all of this. I highly doubt that ZOS will change anything so the uber care bears can relax. your game is not going to change.
I would love to see who actually struggles with overland and they are older than 8 and can read.
There was a thread lately of someone level in the 40s, who got killed ever so often in overland - I had a conversation with her and explained why that is and what can be done with it - she has 333 health regeneration for example - stats in the 20k range, mixed gear which she found, not upgraded, no jewelry, no food, no potions - there are these people, you can try to find this thread, it was maybe a week ago - that she was near to level 50 did not tell anything about her knowledge of the game at all. Soon she would be getting CP - and still have no clue - there are people like this in this game.
That is the problem with this game. Overland should be a training ground. By level 40 that person should have an understanding of their class and class mechanics. This game hand holds the player and I get why. [snip] But that is a tragedy. I remember this happened in City of Heroes after an event where to much xp was mistakenly given for kills. You had people reaching max lev in matter of days without knowing what the hell they were doing. it was months where you were getting noobs joining high level content who had no clue what was going on. Overland is one of ESO's main weakness as an MMO. If some struggle with the base content of this game then the devs have failed in game design.
They could never do any other content. And the group dungeons are a joke that include Craglorn after the change. Even though I would rather have that 4 man public dungeon difficulty than nothing. Can you imaging games like Total War or Armored Core being dumb down this much so people can feel good about themselves. For crying out loud this game was marketed as a PVP Dark Age Of Camelot like game.
Its a mess.
[Edit for Conspiracy Theory.]
And that is the problem with it, it was marketed as something, what it isn't in the end - overland is ideal for role players like me, who have characters, which have "out of game" characteristics, which govern their behavior, abilities and interests in the game - none of my characters got a high bravery score, so they are all no heroes and because their score is just about average, they will stay mediocre - I won't ever play them like heroes or heroines therefore. As a role player I do not play by the numbers, but what my characters would be thinking - take my argonian for example, he is not that smart, but has a good understanding of nature. He knows that scales are beneficial to have, because they protect his body - a shield is kind of a very large and sturdy scale, he understands that and a large protective scale like a shield is good to have - so he chose 1h&shield and does fairly well with it, even it is not any near to be an optimal choice at all. But he is content with it and my other characters could not convince him better, because he is as well a pretty stubborn guy and advice-resistant.
If this game is played like an RPG, then it is quite entertaining in overland - played by the numbers one can easily outdo the content and then the result is, that it is no longer really fun to be in overlnnd - I get that - but whose fault is that - is it the marketing, which sold the game for something it isn't really?- Is it the mentality of those, who play an RPG like an MMO? Is at fault that the game mixed 2 incompatible players groups - role players vs. competitive players?- The game had an unclear concept from the very start and means something very different to people - incompatibly different sometimes.
Not sure what RPGs you have played but what you are describing are Japanese visual novels. If I played an RPG with no challenge (which I have) they go back to the store. RPGs and and challenge are not strangers like Baulders Gate or Ultima. Original EQ had plenty of role players but still was satisfying in the challenge department. To be honest I am not sure what kind of gamers are you people because you surely not casual. You have gone beyond to the point you really don't want an actual game. Just a cosplay arena.
I come from pen&paper role play - you know, the original old-school role play, where you are sitting around a table, with your character sheets in front of you - and game master is basically advancing the story based on player input and the rule sets used - a player is not playing himself, but the character which is described by the attributes of this character on the character sheet and decisions of the character are made by the player but based on what the character is experiencing and as based on his personality, interests, dislikes and likes, his mental abilities and as well how he is perceived by others.
If you have a character with very low charisma for example, that can have lots of reasons, he could have a disability which other people don't accept or do not want to be confronted with - and that is why he has low charisma - or he could have tourette syndrome, randomly shouting insults at people - old-school role players put a lot of thought into how their characters are and form a idea how to play this character, which is matching the character attributes on the character sheet the best.
A video game cannot really reflect this kind of role play very well yet - but it is interesting to play like this and it not like cosplay, it is not imitating something, but actually giving life to those numbers on the character sheet - in a way your avatar is a little bit like this - those stats and skills he has, define it's abilities in the game - but what it does not have is personality - it is just an empty hull whcih you are using as an avatar - it is not a character on it's very own - old-school role play gives this avatar a personality and character on it's own - it is rich game play in itself - I wouldn't want to miss it.
How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
Would all the overland mobs become more difficult or just story bosses?
Story bosses
Would mini bosses become more difficult or just the main boss at the end of the zone's story?
increase mini boss difficulty but not to the level of main boss
How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
Would all mobs have more mechanics?
No, mobs have plenty mechanics. We don't see them because the mob dies in 5 seconds
Or would just the main boss have more mechanics?
Same as above
Or would mini bosses also have more mechanics?
Same as above
How would a player access the veteran overland and return back to normal?
Not sure if this is needed. really agree with challenge banners
Would there be additional rewards?
Yes. The last Halloween event is a good example. No point in added a nice challenging boss or event and then give out dirt. No other game really does that and why would you. Challenges are built on reward systems.
As a note we know this thread is here to coral all of this. I highly doubt that ZOS will change anything so the uber care bears can relax. your game is not going to change.
On my - so this basically means, you will nuke everything in your way until you get to the story boss to get your challenge - so if you are with us in the same zone, we have nothing left to play because you guys are perma-nuking our game content.
I am strictly against this.
Would all the overland mobs become more difficult or just story bosses?
Story bosses
Would mini bosses become more difficult or just the main boss at the end of the zone's story?
increase mini boss difficulty but not to the level of main boss
How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
Would all mobs have more mechanics?
No, mobs have plenty mechanics. We don't see them because the mob dies in 5 seconds
Or would just the main boss have more mechanics?
Same as above
Or would mini bosses also have more mechanics?
Same as above
How would a player access the veteran overland and return back to normal?
Not sure if this is needed. really agree with challenge banners
Would there be additional rewards?
Yes. The last Halloween event is a good example. No point in added a nice challenging boss or event and then give out dirt. No other game really does that and why would you. Challenges are built on reward systems.
As a note we know this thread is here to coral all of this. I highly doubt that ZOS will change anything so the uber care bears can relax. your game is not going to change.
On my - so this basically means, you will nuke everything in your way until you get to the story boss to get your challenge - so if you are with us in the same zone, we have nothing left to play because you guys are perma-nuking our game content.
I am strictly against this.
I would love to see who actually struggles with overland and they are older than 8 and can read.
There was a thread lately of someone level in the 40s, who got killed ever so often in overland - I had a conversation with her and explained why that is and what can be done with it - she has 333 health regeneration for example - stats in the 20k range, mixed gear which she found, not upgraded, no jewelry, no food, no potions - there are these people, you can try to find this thread, it was maybe a week ago - that she was near to level 50 did not tell anything about her knowledge of the game at all. Soon she would be getting CP - and still have no clue - there are people like this in this game.
That is the problem with this game. Overland should be a training ground. By level 40 that person should have an understanding of their class and class mechanics. This game hand holds the player and I get why. [snip] But that is a tragedy. I remember this happened in City of Heroes after an event where to much xp was mistakenly given for kills. You had people reaching max lev in matter of days without knowing what the hell they were doing. it was months where you were getting noobs joining high level content who had no clue what was going on. Overland is one of ESO's main weakness as an MMO. If some struggle with the base content of this game then the devs have failed in game design.
They could never do any other content. And the group dungeons are a joke that include Craglorn after the change. Even though I would rather have that 4 man public dungeon difficulty than nothing. Can you imaging games like Total War or Armored Core being dumb down this much so people can feel good about themselves. For crying out loud this game was marketed as a PVP Dark Age Of Camelot like game.
Its a mess.
[Edit for Conspiracy Theory.]
And that is the problem with it, it was marketed as something, what it isn't in the end - overland is ideal for role players like me, who have characters, which have "out of game" characteristics, which govern their behavior, abilities and interests in the game - none of my characters got a high bravery score, so they are all no heroes and because their score is just about average, they will stay mediocre - I won't ever play them like heroes or heroines therefore. As a role player I do not play by the numbers, but what my characters would be thinking - take my argonian for example, he is not that smart, but has a good understanding of nature. He knows that scales are beneficial to have, because they protect his body - a shield is kind of a very large and sturdy scale, he understands that and a large protective scale like a shield is good to have - so he chose 1h&shield and does fairly well with it, even it is not any near to be an optimal choice at all. But he is content with it and my other characters could not convince him better, because he is as well a pretty stubborn guy and advice-resistant.
If this game is played like an RPG, then it is quite entertaining in overland - played by the numbers one can easily outdo the content and then the result is, that it is no longer really fun to be in overlnnd - I get that - but whose fault is that - is it the marketing, which sold the game for something it isn't really?- Is it the mentality of those, who play an RPG like an MMO? Is at fault that the game mixed 2 incompatible players groups - role players vs. competitive players?- The game had an unclear concept from the very start and means something very different to people - incompatibly different sometimes.
Not sure what RPGs you have played but what you are describing are Japanese visual novels. If I played an RPG with no challenge (which I have) they go back to the store. RPGs and and challenge are not strangers like Baulders Gate or Ultima. Original EQ had plenty of role players but still was satisfying in the challenge department. To be honest I am not sure what kind of gamers are you people because you surely not casual. You have gone beyond to the point you really don't want an actual game. Just a cosplay arena.
I come from pen&paper role play - you know, the original old-school role play, where you are sitting around a table, with your character sheets in front of you - and game master is basically advancing the story based on player input and the rule sets used - a player is not playing himself, but the character which is described by the attributes of this character on the character sheet and decisions of the character are made by the player but based on what the character is experiencing and as based on his personality, interests, dislikes and likes, his mental abilities and as well how he is perceived by others.
If you have a character with very low charisma for example, that can have lots of reasons, he could have a disability which other people don't accept or do not want to be confronted with - and that is why he has low charisma - or he could have tourette syndrome, randomly shouting insults at people - old-school role players put a lot of thought into how their characters are and form a idea how to play this character, which is matching the character attributes on the character sheet the best.
A video game cannot really reflect this kind of role play very well yet - but it is interesting to play like this and it not like cosplay, it is not imitating something, but actually giving life to those numbers on the character sheet - in a way your avatar is a little bit like this - those stats and skills he has, define it's abilities in the game - but what it does not have is personality - it is just an empty hull whcih you are using as an avatar - it is not a character on it's very own - old-school role play gives this avatar a personality and character on it's own - it is rich game play in itself - I wouldn't want to miss it.
Ok then larping is a better word than cosplay. And also your D&d character is pretty is pretty much an empty husk you are using as a char. Also play games like Neverwinter Nights, not the MMO.
Would all the overland mobs become more difficult or just story bosses?
Story bosses
Would mini bosses become more difficult or just the main boss at the end of the zone's story?
increase mini boss difficulty but not to the level of main boss
How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
Would all mobs have more mechanics?
No, mobs have plenty mechanics. We don't see them because the mob dies in 5 seconds
Or would just the main boss have more mechanics?
Same as above
Or would mini bosses also have more mechanics?
Same as above
How would a player access the veteran overland and return back to normal?
Not sure if this is needed. really agree with challenge banners
Would there be additional rewards?
Yes. The last Halloween event is a good example. No point in added a nice challenging boss or event and then give out dirt. No other game really does that and why would you. Challenges are built on reward systems.
As a note we know this thread is here to coral all of this. I highly doubt that ZOS will change anything so the uber care bears can relax. your game is not going to change.
On my - so this basically means, you will nuke everything in your way until you get to the story boss to get your challenge - so if you are with us in the same zone, we have nothing left to play because you guys are perma-nuking our game content.
I am strictly against this.
Also nothing is perma nuked in the game now so how would that change.
SilverBride wrote: »How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
The developers need to know how much difficulty the players want if they are to establish something that will please them.
How would varying degrees of difficulty work? Would there be different levels of veteran overland or just some mobs more difficult than others? Or both?
Would all the overland mobs become more difficult or just story bosses?
Story bosses
Would mini bosses become more difficult or just the main boss at the end of the zone's story?
increase mini boss difficulty but not to the level of main boss
How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
Would all mobs have more mechanics?
No, mobs have plenty mechanics. We don't see them because the mob dies in 5 seconds
Or would just the main boss have more mechanics?
Same as above
Or would mini bosses also have more mechanics?
Same as above
How would a player access the veteran overland and return back to normal?
Not sure if this is needed. really agree with challenge banners
Would there be additional rewards?
Yes. The last Halloween event is a good example. No point in added a nice challenging boss or event and then give out dirt. No other game really does that and why would you. Challenges are built on reward systems.
As a note we know this thread is here to coral all of this. I highly doubt that ZOS will change anything so the uber care bears can relax. your game is not going to change.
On my - so this basically means, you will nuke everything in your way until you get to the story boss to get your challenge - so if you are with us in the same zone, we have nothing left to play because you guys are perma-nuking our game content.
I am strictly against this.
You guys want easy trash mobs to get to your nodes and such. Personally I would make them all harder but that seems like a fair trade.
SilverBride wrote: »How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
The developers need to know how much difficulty the players want if they are to establish something that will please them.
How would varying degrees of difficulty work? Would there be different levels of veteran overland or just some mobs more difficult than others? Or both?
Cosplay arena. Exactly this.I would love to see who actually struggles with overland and they are older than 8 and can read.
There was a thread lately of someone level in the 40s, who got killed ever so often in overland - I had a conversation with her and explained why that is and what can be done with it - she has 333 health regeneration for example - stats in the 20k range, mixed gear which she found, not upgraded, no jewelry, no food, no potions - there are these people, you can try to find this thread, it was maybe a week ago - that she was near to level 50 did not tell anything about her knowledge of the game at all. Soon she would be getting CP - and still have no clue - there are people like this in this game.
That is the problem with this game. Overland should be a training ground. By level 40 that person should have an understanding of their class and class mechanics. This game hand holds the player and I get why. [snip] But that is a tragedy. I remember this happened in City of Heroes after an event where to much xp was mistakenly given for kills. You had people reaching max lev in matter of days without knowing what the hell they were doing. it was months where you were getting noobs joining high level content who had no clue what was going on. Overland is one of ESO's main weakness as an MMO. If some struggle with the base content of this game then the devs have failed in game design.
They could never do any other content. And the group dungeons are a joke that include Craglorn after the change. Even though I would rather have that 4 man public dungeon difficulty than nothing. Can you imaging games like Total War or Armored Core being dumb down this much so people can feel good about themselves. For crying out loud this game was marketed as a PVP Dark Age Of Camelot like game.
Its a mess.
[Edit for Conspiracy Theory.]
And that is the problem with it, it was marketed as something, what it isn't in the end - overland is ideal for role players like me, who have characters, which have "out of game" characteristics, which govern their behavior, abilities and interests in the game - none of my characters got a high bravery score, so they are all no heroes and because their score is just about average, they will stay mediocre - I won't ever play them like heroes or heroines therefore. As a role player I do not play by the numbers, but what my characters would be thinking - take my argonian for example, he is not that smart, but has a good understanding of nature. He knows that scales are beneficial to have, because they protect his body - a shield is kind of a very large and sturdy scale, he understands that and a large protective scale like a shield is good to have - so he chose 1h&shield and does fairly well with it, even it is not any near to be an optimal choice at all. But he is content with it and my other characters could not convince him better, because he is as well a pretty stubborn guy and advice-resistant.
If this game is played like an RPG, then it is quite entertaining in overland - played by the numbers one can easily outdo the content and then the result is, that it is no longer really fun to be in overlnnd - I get that - but whose fault is that - is it the marketing, which sold the game for something it isn't really?- Is it the mentality of those, who play an RPG like an MMO? Is at fault that the game mixed 2 incompatible players groups - role players vs. competitive players?- The game had an unclear concept from the very start and means something very different to people - incompatibly different sometimes.
Not sure what RPGs you have played but what you are describing are Japanese visual novels. If I played an RPG with no challenge (which I have) they go back to the store. RPGs and and challenge are not strangers like Baulders Gate or Ultima. Original EQ had plenty of role players but still was satisfying in the challenge department. To be honest I am not sure what kind of gamers are you people because you surely not casual. You have gone beyond to the point you really don't want an actual game. Just a cosplay arena.
SilverBride wrote: »How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
The developers need to know how much difficulty the players want if they are to establish something that will please them.
How would varying degrees of difficulty work? Would there be different levels of veteran overland or just some mobs more difficult than others? Or both?
Not a dev there, I have no clue how the varying levels of difficulty would work. That is something they would have to figure out, beta test, and tune.
spartaxoxo wrote: »SilverBride wrote: »How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
The developers need to know how much difficulty the players want if they are to establish something that will please them.
How would varying degrees of difficulty work? Would there be different levels of veteran overland or just some mobs more difficult than others? Or both?
Not a dev there, I have no clue how the varying levels of difficulty would work. That is something they would have to figure out, beta test, and tune.
Personally I feel it should be VMA hard. There's no challenge in content tuned at Craglorn difficulty.
I dont think rewards should be tied to story quests. I would say something like this:
Achievement - Kill all of the WB in X after using Challenge Banner.
Reward - Color for Outfits + Title
Achievement - Do 30 daily quests for X after using Challenge Banner
Reward - Unlocks basic mount to buy from stablemaster (Guar in VV etc.)
If there would be an option for harder delves and public dungeons then:
Achievement - Clear all delves, public dungeons and WB after using Challenge Banner
Reward - Maybe special furnishing from zone like statue + something else like title or maybe special style page.
Those were for achievements so now time for rewards for doing content:
Each boss in zone has "special" drop after using Challenge Banners. Let it be runeboxes with pets, special furnishings, house guests (Nereid for example), tatoo, style page etc. Of course im not a specialist so i dont know what would be exacly a good balance. The point is to be able to farm this and sell them so ppl can buy them if they dont want to farm those. I think it would be nice.
We can also add busts for WB. I love those so i wouldnt mind having more of them.
Treasure maps which would help with farming those motifs from leads...
I wouldnt add more gold for harder content. Instead i would add something like "Adventurer backpack" which will drop materials for potions or something like that. Like whats the point of getting gold if u are losing it anyway because potions costs so much?
Those are for Challenge Bannersin standard zones. For adventure zone it would look diffrent. Those are just examples how rewards could work.
Of course those are my examples and i love furnishings soo.... everyone would like diffrent rewards and its okey.
spartaxoxo wrote: »SilverBride wrote: »How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
The developers need to know how much difficulty the players want if they are to establish something that will please them.
How would varying degrees of difficulty work? Would there be different levels of veteran overland or just some mobs more difficult than others? Or both?
Not a dev there, I have no clue how the varying levels of difficulty would work. That is something they would have to figure out, beta test, and tune.
Personally I feel it should be VMA hard. There's no challenge in content tuned at Craglorn difficulty.
Your idea of an adventure zone as DLC content is still a valid one in my books - but I'm now against anything what puts you in overland content - be it separate or not - it is a lot of work for ZOS to do, and you do not want to quest there and do the content , but just picking raisins - the list of Ronin is pretty clear about what you want - this is not worth doing for ZOS and it would alienate us who are enjoying overland - ZOS will not shoot in their both feet. The game is very successful as it is - if you like it or not, most people enjoy it as it is - and to refactor all the many zones just for you to pick raisins in them -not going to happen.
Would all the overland mobs become more difficult or just story bosses?
Story bosses
Would mini bosses become more difficult or just the main boss at the end of the zone's story?
increase mini boss difficulty but not to the level of main boss
How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
Would all mobs have more mechanics?
No, mobs have plenty mechanics. We don't see them because the mob dies in 5 seconds
Or would just the main boss have more mechanics?
Same as above
Or would mini bosses also have more mechanics?
Same as above
How would a player access the veteran overland and return back to normal?
Not sure if this is needed. really agree with challenge banners
Would there be additional rewards?
Yes. The last Halloween event is a good example. No point in added a nice challenging boss or event and then give out dirt. No other game really does that and why would you. Challenges are built on reward systems.
As a note we know this thread is here to coral all of this. I highly doubt that ZOS will change anything so the uber care bears can relax. your game is not going to change.
On my - so this basically means, you will nuke everything in your way until you get to the story boss to get your challenge - so if you are with us in the same zone, we have nothing left to play because you guys are perma-nuking our game content.
I am strictly against this.
Also nothing is perma nuked in the game now so how would that change.
Because you don't like it and have no challenge there - and now I think this actually a good thing. Your list has jsut shown me the true nature of your request - better rewards just bosses more challenging - you give a damn about quests and the other content - you don't need a vet overland.
Would all the overland mobs become more difficult or just story bosses?
Story bosses
Would mini bosses become more difficult or just the main boss at the end of the zone's story?
increase mini boss difficulty but not to the level of main boss
How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
Would all mobs have more mechanics?
No, mobs have plenty mechanics. We don't see them because the mob dies in 5 seconds
Or would just the main boss have more mechanics?
Same as above
Or would mini bosses also have more mechanics?
Same as above
How would a player access the veteran overland and return back to normal?
Not sure if this is needed. really agree with challenge banners
Would there be additional rewards?
Yes. The last Halloween event is a good example. No point in added a nice challenging boss or event and then give out dirt. No other game really does that and why would you. Challenges are built on reward systems.
As a note we know this thread is here to coral all of this. I highly doubt that ZOS will change anything so the uber care bears can relax. your game is not going to change.
On my - so this basically means, you will nuke everything in your way until you get to the story boss to get your challenge - so if you are with us in the same zone, we have nothing left to play because you guys are perma-nuking our game content.
I am strictly against this.
Also nothing is perma nuked in the game now so how would that change.
Because you don't like it and have no challenge there - and now I think this actually a good thing. Your list has jsut shown me the true nature of your request - better rewards just bosses more challenging - you give a damn about quests and the other content - you don't need a vet overland.
What are you talking about. I like the quest in this game but they are also the biggest let down part of this game. I can't take any big bad seriously. The Dead Lands and Cold Harbor should make you think twice about going there if you know the lore. Instead they might as well be a bunny filled meadow. And don't get me started about Murkmire.
If you ever played LOTRO and went into Moria for the first time you would know what I speak of. Yeah after you max level the area its pretty trivial but getting through it is satisfying and the story is good. ESO does not have that. Yeah its chock full of quest and such but there is never a satisfying conclusion to any of them. Your char never goes through a proper heroes journey. So the entire experience is trivialized.
spartaxoxo wrote: »SilverBride wrote: »How much more difficult would they become?
This is something the devs would need to tune.
Would there be varying degrees of difficulty?
Sure. Keeps things interesting
The developers need to know how much difficulty the players want if they are to establish something that will please them.
How would varying degrees of difficulty work? Would there be different levels of veteran overland or just some mobs more difficult than others? Or both?
Not a dev there, I have no clue how the varying levels of difficulty would work. That is something they would have to figure out, beta test, and tune.
Personally I feel it should be VMA hard. There's no challenge in content tuned at Craglorn difficulty.
tomofhyrule wrote: »Let's get some tank/healer checks, in dungeons and even in solo content, so supports can feel valued as players. As it is, it feels like only leet DPS are considered 'good players' in this game sometimes. At least in overland, I can take overland bosses down in a reasonable amount of time. It's hard, as a support main, to see people say "we should have a vet mode just for us!" and only hear "screw supports, go play with the rest of the noobs" sometimes.
spartaxoxo wrote: »But if they were to go down the path of a vet mode with one difficulty, then I still think it should be vma difficulty. Not because I dislike healers or tanks but because there really isn't a lot of content for solo builds looking for that level of challenge. Tanks and healers should be able to get completes much slower so I'm not necessarily in favor of a dps check in the fashion of vvh's ghost tether mech, but that level of difficulty is good. And as you demonstrated, perfectly completable by tanks and healers.
tomofhyrule wrote: »spartaxoxo wrote: »But if they were to go down the path of a vet mode with one difficulty, then I still think it should be vma difficulty. Not because I dislike healers or tanks but because there really isn't a lot of content for solo builds looking for that level of challenge. Tanks and healers should be able to get completes much slower so I'm not necessarily in favor of a dps check in the fashion of vvh's ghost tether mech, but that level of difficulty is good. And as you demonstrated, perfectly completable by tanks and healers.
But the ghost tether is not completable by tanks and healers
But a new vet version of say the Greenshade quests...well that was one and done. So how does that work for people who already did it?
I have two main issues with solution like this: mobs still charge their special attacks for 5s and those attacks are too easy to dodge and I don't like the idea of being debuffed in zone with players who are not, trolling potential is big. If they would increase the base cast speed and reduce cooldown then it might be okayish but that one would increase overland difficulty (not by much because damage for not debuffed players would stay the same) for all players.tomofhyrule wrote: »You know, "Deal 75/50/25/10% damage," "Take 50/100/200/300% damage," "Lower resists by 25/50/75/90%," "Skills cost 25/50/75/100% more," "Resources reduced by 15/30/45/60%," "Non-player enemies have a 10/20/30/40% chance to crit for 50/75/100/125% damage," etc. are all different debuffs that allow you to customize how difficult you want the game to be, and that wouldn't require a massive rebuild of a zone or a fight to get things done. It's a bit more than just 'lol don't eat food,' but it'd still add some danger where you didn't expect any - if you chose to let enemies crit, you may need to start building with Impen armor or else you'd find the dagger-throwing guy suddenly hit you like a vBRP footsoldier.