Damage alterations alone could be done outside of instances, but the bigger reason why the Blackrose archers do well is because their allies are a big enough threat and last long enough to buy them the time to get off the shot. This is something that enemies in overland don't have, and bleeds into the quest boss encounters as well.
Ive heard people say that they wanted pve to be a bit more difficult and here is what i would say
First would be to add more mechanic to the game giving enemies respective resistances. a good example of this is probably to make most dwarven mechanical enemies immune to being set on fire...
This would be amazing because then you would be encouraged to build your character to be able to easier farm certain areas for drops or to slot out different element type spells or weapons/enchants to fit the occasion
that being said adding these kinds of mechanics to dungeons and trials as well might be gamebreaking for some players
i imagine most regular enemies would have one type of resistance making it so some types of damage are less favorable in certain zones save for some odd bosses here and there.
then there would be bosses with resistances to multiple things which would make the preferred requirements to farm more exclusive and maybe increasing the value of items dropped from that boss or zone
this might seem to be too hard for newer players now that i think about it
Oh... Look, this has already been discussed somewhere, not in this thread. But tanks and healers are only group support roles. Without a group, being a tank or a healer is completely pointless. I understand if the content forces players to balance between survivability and damage, like in pvp. But in pve in eso it's completely different. There is no point in being more survivable for an overland because it is trivial.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
Parasaurolophus wrote: »Oh... Look, this has already been discussed somewhere, not in this thread. But tanks and healers are only group support roles. Without a group, being a tank or a healer is completely pointless. I understand if the content forces players to balance between survivability and damage, like in pvp. But in pve in eso it's completely different. There is no point in being more survivable for an overland because it is trivial.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
Also, solo arenas could be more survivable, but that would make veteran versions of the arena just not passable for even more players. Experience shows that ZoS cannot make heals more relevant even for group content for four people. HM Stone Garden is too difficult for the average player. vTDC without HM was nerfed because it was impassable without a healer. Now it ends without a healer with the pugs group.
Parasaurolophus wrote: »Oh... Look, this has already been discussed somewhere, not in this thread. But tanks and healers are only group support roles. Without a group, being a tank or a healer is completely pointless. I understand if the content forces players to balance between survivability and damage, like in pvp. But in pve in eso it's completely different. There is no point in being more survivable for an overland because it is trivial.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
Also, solo arenas could be more survivable, but that would make veteran versions of the arena just not passable for even more players. Experience shows that ZoS cannot make heals more relevant even for group content for four people. HM Stone Garden is too difficult for the average player. vTDC without HM was nerfed because it was impassable without a healer. Now it ends without a healer with the pugs group.
Seeing as how the rest of the game is going it makes sense they are moving everything to dps. It's the easiest and most straight forward thing to do in this game. Already too many people in here are complaining that making things less trivial is a disaster to their personal playstyle. Imagine if the holy trinity was truly enforced in this game. It would completely confuse them and shatter their well being.
Parasaurolophus wrote: »Oh... Look, this has already been discussed somewhere, not in this thread. But tanks and healers are only group support roles. Without a group, being a tank or a healer is completely pointless. I understand if the content forces players to balance between survivability and damage, like in pvp. But in pve in eso it's completely different. There is no point in being more survivable for an overland because it is trivial.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
Also, solo arenas could be more survivable, but that would make veteran versions of the arena just not passable for even more players. Experience shows that ZoS cannot make heals more relevant even for group content for four people. HM Stone Garden is too difficult for the average player. vTDC without HM was nerfed because it was impassable without a healer. Now it ends without a healer with the pugs group.
Seeing as how the rest of the game is going it makes sense they are moving everything to dps. It's the easiest and most straight forward thing to do in this game. Already too many people in here are complaining that making things less trivial is a disaster to their personal playstyle. Imagine if the holy trinity was truly enforced in this game. It would completely confuse them and shatter their well being.
A small thing I could add to previously made points of other players: I really want to face more enemies that are memorable and have impactful attacks, which force you to pay attention to combat. Cyrodiil guards (menders, archers, mages, elite guards), aurorian knights, xivilai ravagers and shockslayers, crematorial guards are some of the examples of such enemies.
If some of the basic enemies could be replaced with reskins of the ones I mention (at least for vet mode) it would be a huge improvement for combat encounters. I’m not sure how viable it is for the old content but facing same mages and warriors with dumb 2014 AI and outdated skills in new DLCs is such a let down and no amount of debuffs would make them interesting.
I also really like the idea with new game+ as it was my choice of how to enjoy Dark Souls and Sekiro without meaningless burden such as calamity ring. It added extra challenge, better rewards and additional replay value to these games in a fun way.
spartaxoxo wrote: »
EvilAutoTech wrote: »I would prefer vet instances. It might divide some of the population, but I think that would be temporary. I remember how empty silver and gold were prior to 1 Tamriel.
Tbh the only argument against it i find convincing is cost related, but it’s for devs to decide how to reduce it and the solution can be done in so many different ways to avoid other problems. Updated zone chat functionality could be helpful to that and would provide benefit not only for vet vs normal but also grouping for dailies, dungeons and trials and with it concerns about separation become unjustified.EvilAutoTech wrote: »I would prefer vet instances. It might divide some of the population, but I think that would be temporary. I remember how empty silver and gold were prior to 1 Tamriel.
Tbh the only argument against it i find convincing is cost related, but it’s for devs to decide how to reduce it and the solution can be done in so many different ways to avoid other problems. Updated zone chat functionality could be helpful to that and would provide benefit not only for vet vs normal but also grouping for dailies, dungeons and trials and with it concerns about separation become unjustified.EvilAutoTech wrote: »I would prefer vet instances. It might divide some of the population, but I think that would be temporary. I remember how empty silver and gold were prior to 1 Tamriel.
Tbh the only argument against it i find convincing is cost related, but it’s for devs to decide how to reduce it and the solution can be done in so many different ways to avoid other problems. Updated zone chat functionality could be helpful to that and would provide benefit not only for vet vs normal but also grouping for dailies, dungeons and trials and with it concerns about separation become unjustified.EvilAutoTech wrote: »I would prefer vet instances. It might divide some of the population, but I think that would be temporary. I remember how empty silver and gold were prior to 1 Tamriel.
If cost was not an issue, would you still have problems with it? And assuming that server stability efforts will remain the same either way, where would you rather see the money be put?
Tbh the only argument against it i find convincing is cost related, but it’s for devs to decide how to reduce it and the solution can be done in so many different ways to avoid other problems. Updated zone chat functionality could be helpful to that and would provide benefit not only for vet vs normal but also grouping for dailies, dungeons and trials and with it concerns about separation become unjustified.EvilAutoTech wrote: »I would prefer vet instances. It might divide some of the population, but I think that would be temporary. I remember how empty silver and gold were prior to 1 Tamriel.
If cost was not an issue, would you still have problems with it? And assuming that server stability efforts will remain the same either way, where would you rather see the money be put?
The latter question is seen from ZOS perspective quite easy to decide - should the money go into something, which benefits just a minority at most, but a lot of them will still be unhappy, because they all have a quite different idea of what challenge they want, if they have an idea at all - or the other option, invest it in something what has been very successful and where the revenue und profit can be safely estimated - what do you think they will be going for?
The latter question is seen from ZOS perspective quite easy to decide - should the money go into something, which benefits just a minority at most, but a lot of them will still be unhappy, because they all have a quite different idea of what challenge they want, if they have an idea at all - or the other option, invest it in something what has been very successful and where the revenue und profit can be safely estimated - what do you think they will be going for?
So part of your argument against the idea of more difficult overland content is that you feel it is just a minority that would benefit from it? Is that a fair assessment?
Tbh the only argument against it i find convincing is cost related, but it’s for devs to decide how to reduce it and the solution can be done in so many different ways to avoid other problems. Updated zone chat functionality could be helpful to that and would provide benefit not only for vet vs normal but also grouping for dailies, dungeons and trials and with it concerns about separation become unjustified.EvilAutoTech wrote: »I would prefer vet instances. It might divide some of the population, but I think that would be temporary. I remember how empty silver and gold were prior to 1 Tamriel.
If cost was not an issue, would you still have problems with it? And assuming that server stability efforts will remain the same either way, where would you rather see the money be put?
The latter question is seen from ZOS perspective quite easy to decide - should the money go into something, which benefits just a minority at most, but a lot of them will still be unhappy, because they all have a quite different idea of what challenge they want, if they have an idea at all - or the other option, invest it in something what has been very successful and where the revenue und profit can be safely estimated - what do you think they will be going for?
So part of your argument against the idea of more difficult overland content is that you feel it is just a minority that would benefit from it? Is that a fair assessment?
spartaxoxo wrote: »Even if we can't reasonably expect new and vet zones for all past expansions and the new ones, they could at least like give us some debuffs or an occasional adventure zone or something.
SilverBride wrote: »spartaxoxo wrote: »Even if we can't reasonably expect new and vet zones for all past expansions and the new ones, they could at least like give us some debuffs or an occasional adventure zone or something.
And who knows? If they do give some of those things and find they are successful that may prompt them to do more.
Tbh the only argument against it i find convincing is cost related, but it’s for devs to decide how to reduce it and the solution can be done in so many different ways to avoid other problems. Updated zone chat functionality could be helpful to that and would provide benefit not only for vet vs normal but also grouping for dailies, dungeons and trials and with it concerns about separation become unjustified.EvilAutoTech wrote: »I would prefer vet instances. It might divide some of the population, but I think that would be temporary. I remember how empty silver and gold were prior to 1 Tamriel.
If cost was not an issue, would you still have problems with it? And assuming that server stability efforts will remain the same either way, where would you rather see the money be put?
The latter question is seen from ZOS perspective quite easy to decide - should the money go into something, which benefits just a minority at most, but a lot of them will still be unhappy, because they all have a quite different idea of what challenge they want, if they have an idea at all - or the other option, invest it in something what has been very successful and where the revenue und profit can be safely estimated - what do you think they will be going for?
So part of your argument against the idea of more difficult overland content is that you feel it is just a minority that would benefit from it? Is that a fair assessment?
Tbh the only argument against it i find convincing is cost related, but it’s for devs to decide how to reduce it and the solution can be done in so many different ways to avoid other problems. Updated zone chat functionality could be helpful to that and would provide benefit not only for vet vs normal but also grouping for dailies, dungeons and trials and with it concerns about separation become unjustified.EvilAutoTech wrote: »I would prefer vet instances. It might divide some of the population, but I think that would be temporary. I remember how empty silver and gold were prior to 1 Tamriel.
If cost was not an issue, would you still have problems with it? And assuming that server stability efforts will remain the same either way, where would you rather see the money be put?
The latter question is seen from ZOS perspective quite easy to decide - should the money go into something, which benefits just a minority at most, but a lot of them will still be unhappy, because they all have a quite different idea of what challenge they want, if they have an idea at all - or the other option, invest it in something what has been very successful and where the revenue und profit can be safely estimated - what do you think they will be going for?
So part of your argument against the idea of more difficult overland content is that you feel it is just a minority that would benefit from it? Is that a fair assessment?
my argument is that you don't know what you want nor would you even care to find a solution for that - but leave it to ZOS to figure that out - but as long as you don't have a common ground, how difficult it should actually be, this is a task for ZOS which is likely to make pretty much no one happy - you don't put in any effort at all to declare how difficult you want it, nor would there be any consent at all - this is set up for failure therefore and ZOS would be silly to even consider it.
spartaxoxo wrote: »Tbh the only argument against it i find convincing is cost related, but it’s for devs to decide how to reduce it and the solution can be done in so many different ways to avoid other problems. Updated zone chat functionality could be helpful to that and would provide benefit not only for vet vs normal but also grouping for dailies, dungeons and trials and with it concerns about separation become unjustified.EvilAutoTech wrote: »I would prefer vet instances. It might divide some of the population, but I think that would be temporary. I remember how empty silver and gold were prior to 1 Tamriel.
If cost was not an issue, would you still have problems with it? And assuming that server stability efforts will remain the same either way, where would you rather see the money be put?
The latter question is seen from ZOS perspective quite easy to decide - should the money go into something, which benefits just a minority at most, but a lot of them will still be unhappy, because they all have a quite different idea of what challenge they want, if they have an idea at all - or the other option, invest it in something what has been very successful and where the revenue und profit can be safely estimated - what do you think they will be going for?
So part of your argument against the idea of more difficult overland content is that you feel it is just a minority that would benefit from it? Is that a fair assessment?
my argument is that you don't know what you want nor would you even care to find a solution for that - but leave it to ZOS to figure that out - but as long as you don't have a common ground, how difficult it should actually be, this is a task for ZOS which is likely to make pretty much no one happy - you don't put in any effort at all to declare how difficult you want it, nor would there be any consent at all - this is set up for failure therefore and ZOS would be silly to even consider it.
I want it to be as difficult as VMA
spartaxoxo wrote: »Tbh the only argument against it i find convincing is cost related, but it’s for devs to decide how to reduce it and the solution can be done in so many different ways to avoid other problems. Updated zone chat functionality could be helpful to that and would provide benefit not only for vet vs normal but also grouping for dailies, dungeons and trials and with it concerns about separation become unjustified.EvilAutoTech wrote: »I would prefer vet instances. It might divide some of the population, but I think that would be temporary. I remember how empty silver and gold were prior to 1 Tamriel.
If cost was not an issue, would you still have problems with it? And assuming that server stability efforts will remain the same either way, where would you rather see the money be put?
The latter question is seen from ZOS perspective quite easy to decide - should the money go into something, which benefits just a minority at most, but a lot of them will still be unhappy, because they all have a quite different idea of what challenge they want, if they have an idea at all - or the other option, invest it in something what has been very successful and where the revenue und profit can be safely estimated - what do you think they will be going for?
So part of your argument against the idea of more difficult overland content is that you feel it is just a minority that would benefit from it? Is that a fair assessment?
my argument is that you don't know what you want nor would you even care to find a solution for that - but leave it to ZOS to figure that out - but as long as you don't have a common ground, how difficult it should actually be, this is a task for ZOS which is likely to make pretty much no one happy - you don't put in any effort at all to declare how difficult you want it, nor would there be any consent at all - this is set up for failure therefore and ZOS would be silly to even consider it.
I want it to be as difficult as VMA
ok, so it seem to be balanced for CP 300 - will this make a CP 1200 happy? or will it again be too easy? and what about those with even more CP?
spartaxoxo wrote: »spartaxoxo wrote: »Tbh the only argument against it i find convincing is cost related, but it’s for devs to decide how to reduce it and the solution can be done in so many different ways to avoid other problems. Updated zone chat functionality could be helpful to that and would provide benefit not only for vet vs normal but also grouping for dailies, dungeons and trials and with it concerns about separation become unjustified.EvilAutoTech wrote: »I would prefer vet instances. It might divide some of the population, but I think that would be temporary. I remember how empty silver and gold were prior to 1 Tamriel.
If cost was not an issue, would you still have problems with it? And assuming that server stability efforts will remain the same either way, where would you rather see the money be put?
The latter question is seen from ZOS perspective quite easy to decide - should the money go into something, which benefits just a minority at most, but a lot of them will still be unhappy, because they all have a quite different idea of what challenge they want, if they have an idea at all - or the other option, invest it in something what has been very successful and where the revenue und profit can be safely estimated - what do you think they will be going for?
So part of your argument against the idea of more difficult overland content is that you feel it is just a minority that would benefit from it? Is that a fair assessment?
my argument is that you don't know what you want nor would you even care to find a solution for that - but leave it to ZOS to figure that out - but as long as you don't have a common ground, how difficult it should actually be, this is a task for ZOS which is likely to make pretty much no one happy - you don't put in any effort at all to declare how difficult you want it, nor would there be any consent at all - this is set up for failure therefore and ZOS would be silly to even consider it.
I want it to be as difficult as VMA
ok, so it seem to be balanced for CP 300 - will this make a CP 1200 happy? or will it again be too easy? and what about those with even more CP?
Yes. It would. VMA casts the widest net as the most difficult content outside of it is group content, so it should make a pretty wide swath happy. CP only matters so much.
spartaxoxo wrote: »spartaxoxo wrote: »Tbh the only argument against it i find convincing is cost related, but it’s for devs to decide how to reduce it and the solution can be done in so many different ways to avoid other problems. Updated zone chat functionality could be helpful to that and would provide benefit not only for vet vs normal but also grouping for dailies, dungeons and trials and with it concerns about separation become unjustified.EvilAutoTech wrote: »I would prefer vet instances. It might divide some of the population, but I think that would be temporary. I remember how empty silver and gold were prior to 1 Tamriel.
If cost was not an issue, would you still have problems with it? And assuming that server stability efforts will remain the same either way, where would you rather see the money be put?
The latter question is seen from ZOS perspective quite easy to decide - should the money go into something, which benefits just a minority at most, but a lot of them will still be unhappy, because they all have a quite different idea of what challenge they want, if they have an idea at all - or the other option, invest it in something what has been very successful and where the revenue und profit can be safely estimated - what do you think they will be going for?
So part of your argument against the idea of more difficult overland content is that you feel it is just a minority that would benefit from it? Is that a fair assessment?
my argument is that you don't know what you want nor would you even care to find a solution for that - but leave it to ZOS to figure that out - but as long as you don't have a common ground, how difficult it should actually be, this is a task for ZOS which is likely to make pretty much no one happy - you don't put in any effort at all to declare how difficult you want it, nor would there be any consent at all - this is set up for failure therefore and ZOS would be silly to even consider it.
I want it to be as difficult as VMA
ok, so it seem to be balanced for CP 300 - will this make a CP 1200 happy? or will it again be too easy? and what about those with even more CP?
Yes. It would. VMA casts the widest net as the most difficult content outside of it is group content, so it should make a pretty wide swath happy. CP only matters so much.
Do you think (real question, because I have no idea about this kind of content) that ZOS could make an estimate how many are using it, based on the usage of VMA currently in regards to the total amount of veterans >= 300CP? Or is that too special to base a decision about possible user numbers on this?
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »Tbh the only argument against it i find convincing is cost related, but it’s for devs to decide how to reduce it and the solution can be done in so many different ways to avoid other problems. Updated zone chat functionality could be helpful to that and would provide benefit not only for vet vs normal but also grouping for dailies, dungeons and trials and with it concerns about separation become unjustified.EvilAutoTech wrote: »I would prefer vet instances. It might divide some of the population, but I think that would be temporary. I remember how empty silver and gold were prior to 1 Tamriel.
If cost was not an issue, would you still have problems with it? And assuming that server stability efforts will remain the same either way, where would you rather see the money be put?
The latter question is seen from ZOS perspective quite easy to decide - should the money go into something, which benefits just a minority at most, but a lot of them will still be unhappy, because they all have a quite different idea of what challenge they want, if they have an idea at all - or the other option, invest it in something what has been very successful and where the revenue und profit can be safely estimated - what do you think they will be going for?
So part of your argument against the idea of more difficult overland content is that you feel it is just a minority that would benefit from it? Is that a fair assessment?
my argument is that you don't know what you want nor would you even care to find a solution for that - but leave it to ZOS to figure that out - but as long as you don't have a common ground, how difficult it should actually be, this is a task for ZOS which is likely to make pretty much no one happy - you don't put in any effort at all to declare how difficult you want it, nor would there be any consent at all - this is set up for failure therefore and ZOS would be silly to even consider it.
I want it to be as difficult as VMA
ok, so it seem to be balanced for CP 300 - will this make a CP 1200 happy? or will it again be too easy? and what about those with even more CP?
Yes. It would. VMA casts the widest net as the most difficult content outside of it is group content, so it should make a pretty wide swath happy. CP only matters so much.
Do you think (real question, because I have no idea about this kind of content) that ZOS could make an estimate how many are using it, based on the usage of VMA currently in regards to the total amount of veterans >= 300CP? Or is that too special to base a decision about possible user numbers on this?
VMA is actually pretty specialized but I imagine there would be a lot of overlap between those who like VMA and those want this, so it could be a decent indicator.
Quests are solo content and most requests I have seen want it to remain as such. And VMA is the most popular of the hard solo activities of which there is precious little. So seeing who had vma weapons before the change and how popular vma still is would probably be a decent indication.