BagOfBadgers wrote: »Moving on. I'm enjoying the extra challange of the event bosses in the delves/PDs, it take me a full 30 seconds rather that the normal 6'ish seconds to solo kill them.......
Dolmens are still 45-50ish seconds for the 4 pinions and then about 8 for boss and minons.......
Now remember to ask permision if it is OK to play the game how you want, when others are around.....
(Tongue firmly in cheek)
BagOfBadgers wrote: »Moving on. I'm enjoying the extra challange of the event bosses in the delves/PDs, it take me a full 30 seconds rather that the normal 6'ish seconds to solo kill them.......
Dolmens are still 45-50ish seconds for the 4 pinions and then about 8 for boss and minons.......
Now remember to ask permision if it is OK to play the game how you want, when others are around.....
(Tongue firmly in cheek)
BagOfBadgers wrote: »Moving on. I'm enjoying the extra challange of the event bosses in the delves/PDs, it take me a full 30 seconds rather that the normal 6'ish seconds to solo kill them.......
Dolmens are still 45-50ish seconds for the 4 pinions and then about 8 for boss and minons.......
Now remember to ask permision if it is OK to play the game how you want, when others are around.....
(Tongue firmly in cheek)
spartaxoxo wrote: »BagOfBadgers wrote: »Moving on. I'm enjoying the extra challange of the event bosses in the delves/PDs, it take me a full 30 seconds rather that the normal 6'ish seconds to solo kill them.......
Dolmens are still 45-50ish seconds for the 4 pinions and then about 8 for boss and minons.......
Now remember to ask permision if it is OK to play the game how you want, when others are around.....
(Tongue firmly in cheek)
I like that they also have something worth farming for once. I met a nice player while farming the delve boss. I gave them a worm cult brew because they weren't having much luck getting vitrified souls to drop. We killed the same boss together for a good 20 minutes or so. They also had added me a friend. It was pretty nice and wholesome experience. Dude was super nice. I think the extra HP of these made it easier to share although doing this event I did see a couple of people who couldn't solo them. I helped such people get the kill anyway. So, I guess I'm a hater.
Anyway I'm digging the drop rate on these furnishings. It's not so high they feel worthless to try and collect. But it's not so low it feels impossible. I think I'll be able to get the lamp to drop before event ends (only one I'm still missing) and if not, I'll be able to buy it a reasonable price.
SilverBride wrote: »I'll repeat my statement because I think it was important. My post isn't about single play or even solo play. It is about some players not respecting other players.
I understand what you are saying but I don't agree that turning public areas into private instances would be beneficial. I think it would destroy a social aspect of the game and I don't want to see it happen.
A player needing resources could have gone to a different area to harvest.
Someone hitting an enemy someone else is fighitng may think they are being helpful.
Players farming for leads in a public dungeon is perfectly acceptable. How else are they supposed to get the leads they need?
None of these things are disrespectful to other players.
I don't know what server you are on, but if you play on PCNA I would be glad to help you do some of your public dungeon quests.
BagOfBadgers wrote: »Moving on. I'm enjoying the extra challange of the event bosses in the delves/PDs, it take me a full 30 seconds rather that the normal 6'ish seconds to solo kill them.......
Dolmens are still 45-50ish seconds for the 4 pinions and then about 8 for boss and minons.......
Now remember to ask permision if it is OK to play the game how you want, when others are around.....
(Tongue firmly in cheek)
Being rude is not necessary.
Expecting others to be respectful in a public environment is not asking too much and doesn't demand nasty remarks.
ESO_player123 wrote: »spartaxoxo wrote: »BagOfBadgers wrote: »Moving on. I'm enjoying the extra challange of the event bosses in the delves/PDs, it take me a full 30 seconds rather that the normal 6'ish seconds to solo kill them.......
Dolmens are still 45-50ish seconds for the 4 pinions and then about 8 for boss and minons.......
Now remember to ask permision if it is OK to play the game how you want, when others are around.....
(Tongue firmly in cheek)
I like that they also have something worth farming for once. I met a nice player while farming the delve boss. I gave them a worm cult brew because they weren't having much luck getting vitrified souls to drop. We killed the same boss together for a good 20 minutes or so. They also had added me a friend. It was pretty nice and wholesome experience. Dude was super nice. I think the extra HP of these made it easier to share although doing this event I did see a couple of people who couldn't solo them. I helped such people get the kill anyway. So, I guess I'm a hater.
Anyway I'm digging the drop rate on these furnishings. It's not so high they feel worthless to try and collect. But it's not so low it feels impossible. I think I'll be able to get the lamp to drop before event ends (only one I'm still missing) and if not, I'll be able to buy it a reasonable price.
A bit off topic, but I think I read somewhere that they are planning to add some time in the future the furnishing plans for the furnishings that now are dropped from the Marshalls.
Edit: from Update 47
6 new furnishings are being dropped during the Battle for the Writhing Wall and in a future update recipes will be made available to craft duplicates.
It does not specifically mentions the Marshalls, but what other 6 new furnishings related to the event we have?
I was playing a level 16 character on a new player island map. One or two players (both CP levels) farming an area fast-running from resource to resource, leaving the area resource bare. I waited for the resources to start spawning. Before the first one spawned, the one of the two was back collecting again. I just needed a couple plays to craft with. It took more than an hour because of these two farming the area.
I was playing a level 16 character on a new player island map. One or two players (both CP levels) farming an area fast-running from resource to resource, leaving the area resource bare. I waited for the resources to start spawning. Before the first one spawned, the one of the two was back collecting again. I just needed a couple plays to craft with. It took more than an hour because of these two farming the area.
This is a problem that doesn’t happen when stealing apples near Belkarth. 10 players can be stealing apples, and no player’s stealing interferes with any other player’s ability to steal, even if all the other players are built to zip from container to container and clear out all the apples. This is because the containers are instanced.
Instancing is used to prevent interference, yet exists alongside being able to see and potentially interact with other players. Expanding this pre-existing solution would further reduce interference while not reducing the current levels of seeing and interacting with other players.

I just killed a delve "boss" and this just cracks me up
2.8 seconds. no ult, just a few skills.
c'mon guys, can't you see why it's so boring and lame to play this game right now?
I would like the ability to skip over a suggestion in the map guide. Second time I hit a suggestion that I couldn't do and now the guide is useless.
AlexanderDeLarge wrote: »I assume there hasn't been any mention about this since that offhand remark at the end of the content reveal back in April?
ZOS_GinaBruno wrote: »Just to level set, while overland difficulty is in active development, it's not something that will be ready to be released before the end of the year. We're definitely excited to share more information on it as development progresses, though!
ZOS_GinaBruno wrote: »We don't want to exclude anyone with this feature, and I'd like to reiterate the core values that Finn mentioned during the AMA:
- This will be optional and no one will be forced into it
- There will be varied levels of difficulty players can opt into
- We will NOT be separating players
ZOS_GinaBruno wrote: »Fair question. Caveat of "this is still in development" but part of this feature will include proper incentives to opting into more difficult content, without making it feel like you are being punished for not doing it.
AlexanderDeLarge wrote: »I assume there hasn't been any mention about this since that offhand remark at the end of the content reveal back in April? I know there's been a lot of turmoil in this industry lately but that's all the more reason to address the problem directly as it's one of the most common complaints you see on/outside these forums. Labeling and dismissing it as a vocal minority at this point is insane.
Amazon just killed New World and the new LOTR MMO. NetEase just killed two MMO projects this week. There's little to nothing new on the horizon and the new game director wants The Elder Scrolls Online to be a 30 year lifespan MMO.
The best time for this to be implemented was 11 years ago when the game released. Second best time to do it was when it became important enough to warrant a stickied thread. Next best time is now. This thread has been pinned for 4 years for god's sake. November 2021. ZOS should be begging lapsed players to come back and this is one of the biggest ways they can do that.
Hi All. We have seen the multitude of threads related to Overland Content. The increase in weekly threads around this issue has caused some users to have a negative experience on the forum overall, leading to the threads being closed. However, we also recognize there are players who would like to discuss this topic. So, we have made a thread for players who would like to discuss the topic of Overland Content.
...
Thanks for the continued feedback here.
300+ pages. Wow. I feel bad for anyone soliciting player feedback. But...
A thing I recommended further back came up again. About elemental resistances being so small as to be unnoticeable. That is a way to enhance overland difficultly. Bump up thematic resistances to 100%. And maybe even delve and world bosses get healed by using the wrong element.
I have a 100% fire mage build, and I was in High Isle closing the volcanic vents, and I hardly noticed whatever fire damage resistance those creatures have. Really, my toon's attacks should have been a wet noodle to all the beasts involved. Or worse, my toon's fire attacks should have been a light refresher for them. Instead, I was fire whipping flame atronachs in the same number of hits as anything else of similar health. Ot at least is sure seemed like it.
300+ pages. Wow. I feel bad for anyone soliciting player feedback. But...
A thing I recommended further back came up again. About elemental resistances being so small as to be unnoticeable. That is a way to enhance overland difficultly. Bump up thematic resistances to 100%. And maybe even delve and world bosses get healed by using the wrong element.
I have a 100% fire mage build, and I was in High Isle closing the volcanic vents, and I hardly noticed whatever fire damage resistance those creatures have. Really, my toon's attacks should have been a wet noodle to all the beasts involved. Or worse, my toon's fire attacks should have been a light refresher for them. Instead, I was fire whipping flame atronachs in the same number of hits as anything else of similar health. Ot at least is sure seemed like it.
Monsters & NPCs
Monsters are no longer vulnerable to elements.
They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
Monsters are no longer resistant to elements.
They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
Monsters that dodge roll no longer always move in the same direction.
Injured soldiers in Eagle’s Strand can no longer be attacked.
Attacking or killing a critter no longer takes you into combat.
Skavenger critters will no longer grant Ultimate.
300+ pages. Wow. I feel bad for anyone soliciting player feedback. But...
A thing I recommended further back came up again. About elemental resistances being so small as to be unnoticeable. That is a way to enhance overland difficultly. Bump up thematic resistances to 100%. And maybe even delve and world bosses get healed by using the wrong element.
I have a 100% fire mage build, and I was in High Isle closing the volcanic vents, and I hardly noticed whatever fire damage resistance those creatures have. Really, my toon's attacks should have been a wet noodle to all the beasts involved. Or worse, my toon's fire attacks should have been a light refresher for them. Instead, I was fire whipping flame atronachs in the same number of hits as anything else of similar health. Ot at least is sure seemed like it.
spartaxoxo wrote: »Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.Monsters & NPCs
Monsters are no longer vulnerable to elements.
They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
Monsters are no longer resistant to elements.
They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
Monsters that dodge roll no longer always move in the same direction.
Injured soldiers in Eagle’s Strand can no longer be attacked.
Attacking or killing a critter no longer takes you into combat.
Skavenger critters will no longer grant Ultimate.
https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975
It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.
alpha_synuclein wrote: »spartaxoxo wrote: »Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.Monsters & NPCs
Monsters are no longer vulnerable to elements.
They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
Monsters are no longer resistant to elements.
They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
Monsters that dodge roll no longer always move in the same direction.
Injured soldiers in Eagle’s Strand can no longer be attacked.
Attacking or killing a critter no longer takes you into combat.
Skavenger critters will no longer grant Ultimate.
https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975
It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.
With subclassing in place maybe we could have that back? The disadvantage argument is not valid anymore and it would be an interesting refresher to have enemies actually interacting with builds.
alpha_synuclein wrote: »spartaxoxo wrote: »Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.Monsters & NPCs
Monsters are no longer vulnerable to elements.
They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
Monsters are no longer resistant to elements.
They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
Monsters that dodge roll no longer always move in the same direction.
Injured soldiers in Eagle’s Strand can no longer be attacked.
Attacking or killing a critter no longer takes you into combat.
Skavenger critters will no longer grant Ultimate.
https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975
It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.
With subclassing in place maybe we could have that back? The disadvantage argument is not valid anymore and it would be an interesting refresher to have enemies actually interacting with builds.
alpha_synuclein wrote: »spartaxoxo wrote: »Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.Monsters & NPCs
Monsters are no longer vulnerable to elements.
They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
Monsters are no longer resistant to elements.
They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
Monsters that dodge roll no longer always move in the same direction.
Injured soldiers in Eagle’s Strand can no longer be attacked.
Attacking or killing a critter no longer takes you into combat.
Skavenger critters will no longer grant Ultimate.
https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975
It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.
With subclassing in place maybe we could have that back? The disadvantage argument is not valid anymore and it would be an interesting refresher to have enemies actually interacting with builds.
alpha_synuclein wrote: »spartaxoxo wrote: »Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.Monsters & NPCs
Monsters are no longer vulnerable to elements.
They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
Monsters are no longer resistant to elements.
They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
Monsters that dodge roll no longer always move in the same direction.
Injured soldiers in Eagle’s Strand can no longer be attacked.
Attacking or killing a critter no longer takes you into combat.
Skavenger critters will no longer grant Ultimate.
https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975
It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.
With subclassing in place maybe we could have that back? The disadvantage argument is not valid anymore and it would be an interesting refresher to have enemies actually interacting with builds.
To add what others have said, this would put pure class at an even further disadvantage. I’d rather ZOS balance pure and subclassing, making pure close to/on par with subclassing builds. Not everyone wants to subclass and it has caused a lot of gatekeeping in group content, but that’s a separate topic.
alpha_synuclein wrote: »spartaxoxo wrote: »Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.Monsters & NPCs
Monsters are no longer vulnerable to elements.
They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
Monsters are no longer resistant to elements.
They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
Monsters that dodge roll no longer always move in the same direction.
Injured soldiers in Eagle’s Strand can no longer be attacked.
Attacking or killing a critter no longer takes you into combat.
Skavenger critters will no longer grant Ultimate.
https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975
It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.
With subclassing in place maybe we could have that back? The disadvantage argument is not valid anymore and it would be an interesting refresher to have enemies actually interacting with builds.
To add what others have said, this would put pure class at an even further disadvantage. I’d rather ZOS balance pure and subclassing, making pure close to/on par with subclassing builds. Not everyone wants to subclass and it has caused a lot of gatekeeping in group content, but that’s a separate topic.
This topic is overland feedback, so I think gatekeeping in group content is appropriate as there are group events in overland.
alpha_synuclein wrote: »spartaxoxo wrote: »Fun Fact: Enemies did used to have various elemental resistances and elemental weaknesses! This was removed with Summerset.Monsters & NPCs
Monsters are no longer vulnerable to elements.
They will not proc Explosion, Disintegration, Deep Freeze, Pestilence, or Venom due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values reduced against damage dealt by these elements.
Monsters are no longer resistant to elements.
They can now proc Burning, Concussion, Chill, Diseased, or Poison due to Fire, Shock, Frost, Disease, or Poison attacks used against them.
Likewise, monsters no longer have resistance values raised against damage dealt by these elements.
Monsters that dodge roll no longer always move in the same direction.
Injured soldiers in Eagle’s Strand can no longer be attacked.
Attacking or killing a critter no longer takes you into combat.
Skavenger critters will no longer grant Ultimate.
https://forums.elderscrollsonline.com/en/discussion/comment/5145975#Comment_5145975
It's been so many years that I no longer remember why. I think, if I am remembering correctly, it was because they wanted people to be able to play anything they wanted in content. So, as an example, they didn't want Magicka Dragon Knights to be at a disadvantage in content with a lot of fire monsters. But, I could be remembering that wrong because it's been a very long time.
With subclassing in place maybe we could have that back? The disadvantage argument is not valid anymore and it would be an interesting refresher to have enemies actually interacting with builds.
To add what others have said, this would put pure class at an even further disadvantage. I’d rather ZOS balance pure and subclassing, making pure close to/on par with subclassing builds. Not everyone wants to subclass and it has caused a lot of gatekeeping in group content, but that’s a separate topic.
This topic is overland feedback, so I think gatekeeping in group content is appropriate as there are group events in overland.