The problem is clear: the moment a player on the highest difficulty encounters a player on the lowest difficulty, it can create an EXTREMELY frustrating situation. After all, you’ve been pushing yourself hard against an enemy, spending a good amount of time whittling down its health, and you’ve finally reached that critical 20% phase…
And then a player on the base difficulty lands a single hit and finishes off the entire encounter.
The goal of this thread is to explore possible solutions to this issue.
I understand that, due to server limitations, ESO cannot create multiple instances of delves, overland zones, or public dungeons based on difficulty, as that would be too demanding. I also recognize that implementing something like this before the launch of Challenge Difficulty in June is highly unlikely. With that in mind, the focus here is on ideas that could improve the system in future updates.
Here are a couple of solutions I’ve been considering:
1) Overland remains shared, while instanced content adapts through phasing
Overland content would remain unchanged,
preserving the core MMORPG experience. However,
delves and public dungeons could use a phasing system
similar to what we see in Bleakrock Isle, where players occupy
different versions of the same space depending on their progression, with noticeable environmental and NPC changes.
Instead of story progression, these phases would represent difficulty levels.
In Bleakrock, players transition between phases seamlessly, without loading screens. A similar approach could potentially be applied to instanced content elsewhere in the game.
If necessary, this separation could be limited to the Vestige difficulty tier, where the impact of high-damage players is most disruptive.
2) Combat-based difficulty assignment per enemy
When a player engages an enemy, that enemy adopts the attacker’s difficulty settings for all subsequent participants in that encounter.
In practice, if a Vestige player initiates combat, the enemy becomes
“flagged” under Vestige difficulty. Any other player who joins the fight would then be subject to the same difficulty modifiers for that specific enemy.
While this wouldn’t prevent high-damage players from clearing entire areas quickly, it would ensure that enemies already engaged by a higher-difficulty player are not trivialized.
This approach would likely require significant development effort.
It essentially creates a “first engagement claim” system, where the initial attacker determines the difficulty context of the fight.
Mechanically, this could be implemented in a way similar to how trial target buffs are applied.
These are the ideas I’ve come up with so far. Have you considered any other approaches?
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