I know this has been discussed in other threads, but I hesitate to post in them because they seem to descend very quickly into flaming and hyperbole. I would ask that anyone who wants to go that route pick one of the other threads for such arguing. If you want to vent or name-call, that's your choice, but I'd like to see some polite and detached discussion of the issue. As you may have noticed if you scrolled down some already this post is on the long side, as I want to try to summarize and provide a basis for productive discussion.
Let me start by saying that I empathize with the frustration many people are having. I have been in situations where my character was blown away repeatedly by some solo bosses and other times I was shocked by how easy the fight was. What I'm writing isn't all new ideas but summarizing and elaborating on what has been said with a little new material thrown in as well. I've made it easier to skip to the individual issues you might want to read about with bolded headings.
"Elite Snobs" vs. "Lazy Casuals"
Players of all interests and abilities make up this game, and snap judgements with worn stereotypes might be satisfying for some, but it's counterproductive. Both experienced and casual players are going to be around as long as this game lasts, even if some do leave. Trying to find mutually helpful solutions, even partial solutions, is in everyone's interest. While there have been many suggestions that would need to be implemented by developers, at the end of the day the player community has much it can do to help with ironing out the problems of (solo) boss mobs.
Here are some obvious yet important examples:
1. Don't insult other players for playing more or less well than you and who therefore see the difficulty level of the game differently than you do. Not everyone wants to see the difficulty raised or to see it lowered, and this doesn't make them terrible or selfish. Some players love gaming and want to test themselves with intense challenges. Some players have limited MMO experience, physical disabilities, or slower computers, and they still want to be a part of the game. Be charitable. This is key for everything else that is constructive and helpful.
2. If you are having trouble, ask for help on places like these forums and express gratitude to those who offer it. If you are one of those worried about the game difficulty being lowered, graciously and frequently offer advice and encouragement. Link to tutorial videos on game play and boss fights and offer suggestions about strategy and tactics based on builds and so on. Suggest builds for players whose gaming experience or physical reflexes are limited. The larger the number of players who can successfully get through the content, the less it will be "nerfed".
3. Use or suggest the old beta starting zones. There was a lot of grumbling during beta that many people found them too boring, and those were perfectly valid opinions. Yet those zones are there to help people new to MMOs and to ESO to try out new builds and ease them into game play. Recommend them to starting players and if you are new to the game give them a try.
4. Be patient. No matter what the level of difficulty, some will find it too hard or too easy. If you need to level up more, get better gear, and ask for advice before finishing a quest, there's always another quest to work on. If you're getting bored, find creative ways to challenge yourself and your friends with new builds or specs. If the game is just too easy or too hard to hold your interest long term, that's a shame, but not every game suits every player. Voice your opinion and hope Zenimax listens to and agrees with you.
"Play How You Want"
My own understanding of this may not match yours, but I understood it to mean something like this: "Pick any race, pick any class, and pick any weapon and you can find a way to complete and compete." You may not have the most ripped min-max build, but you aren't going to be stuck with a build that can't make it to end game. That's nice, as I tried to "prep" for ESO by playing very briefly on some free-to-play MMOs after avoiding this genre and found that if I didn't have the exact right combo of skills my character was useless after level 25 or 30.
To me at least this isn't the same as saying, "I can pick whatever I want for my weapon bar and be successful in the game." I know some people lament the skill/class balances, and that is a legitimate concern for those who want to play certain character types or combat styles, but figuring out which skills to use when in your skill line is an essential part of the game. Patience and practice and using the original starter areas for initial experimenting can really help.
I'll use my character as an example. As a Dragonknight, I used Stonefist (later Osidian Shard) and Twin Blades (later Blood Craze) to get through the first 15 or 20 levels, with some Fiery Chains (Extended Chains) and Spiked Armor (Volatile Armor) tossed in along with Dragonknight Standard. I subbed in some other things now and again for different situations, but still this was my bread and butter. Then around levels 35-40 I realized I was slowing down, and I added things like Inhale and replaced Volatile Armor with Obsidian Shield. I also had neglected virtually all of the Earthen Heart passives and remedied that. I am not even close to super-powered -- more like average powered -- and I still get in over my head, but it helped. Quite a bit. I also finally got serious in mid-30s about doing more to developing a back-up weapon beyond casual use and leveling it mostly by leaving one of its skills on my bar. That gave me a ranged option that made my play in some boss battles and dungeon delves much more effective and fun. For example, melee didn't work for me very well against the giant Sinmur the first time I faced him so after my character respawned I went with alternating Healing Springs and the basic attack from a restoration staff with Inhale. It wasn't quick or pretty but it worked. Experimenting is essential.
The "Nerfing" of Tamriel
I am a weak to average player. I am really new to MMOs. I played ESO on the tail end of beta, but only a few characters and none above level 20. Doshia wiped the floor with me at that time. Repeatedly. I had to level up some (well above the stated difficulty level of 12), change strategies, and even then it was a close call. I recall thinking then that it seemed unusually hard compared to what I had experienced up to that point.
Since early release, I've gotten a little better (I hope) but I still struggled in battles with the likes of Fildgor Orcthane. I tried replaying that fight many times, but every idea I came up with was countered by one of his abilities or his speed. I watched video of him being kited and killed in a couple of minutes with no damage to the player's character. That was impressive, but I had to slog it and again, eventually I just barely managed to beat him. I also had to try many times to beat the infamous Doppleganger Tharn, while Doppleganger Lyris wiped me out a few times until I figured out her blind spots. Again, I'm a weak to average player with a plain build.
So I really do sympathize with those who don't want to see the PvE content made too easy and with those who want some parts of it smoothed out a bit. If it's too hard people will quit out of frustration, and if it's too easy people will quit out of boredom. Neither is good business for Zenimax nor the future of the game. That's why compromise solutions are likely the best bet, so that at least some struggling players as well as some highly skilled players can enjoy the game a little more. There will always be some who are going to be dissatisfied, but why not make things more fun for the rest?
Below is the start of a list of possible work-arounds that would need to be implemented on the developer side, and I invite you constructively analyze them or add to the list. I am not necessarily endorsing each and every idea just offering them for consideration:
1. Add an option in the game menu for normal vs. hard difficulty for solo boss encounters like Doshia or Doppleganger Lyris. Experience and loot adjusted by difficulty. Maybe even a special achievement for beating all of the major bosses on hard.
2. Allow a second player for solo boss encounters like Doshia or Doppleganger Lyris. Eliminate loot and character experience rewards for those selecting this option.
3. Have a graded drop-off in difficulty for solo boss encounters for repeated attempts in a single login. Experience and loot adjusted as the difficulty drops.
4. Have (more) solo-instanced boss or even elite-type battles scheduled for levels 1-10 that help introduce certain combat mechanics on the part of mobs to low level characters and give players more experience with them. Some have suggested that players doing a "nerfed" version of level 1-50 PvE will be in for a rude awakening at veteran level play, but I suspect this is actually what is happening as early as level 12 with mobs like Doshia.
5. Improve the tutorials for those going to the old beta starter areas to help new players with basic combat mechanics.
Your Turn
I am really hoping for some good, constructive, and respectful discussion. I'm turning this thread over to the other players on the forum to add their own two cents. I wanted to put all of this in one place since some people seem to be talking past one another even though all sides have something potentially relevant and useful to say. Thanks for reading.
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