Try to kill Titan in Badlands on Vestige. He just an elite 119k hp mob, not world boss.ssewallb14_ESO wrote: »I think the incoming damage on Vestige is fine
Spearblade wrote: »Question- and maybe somebody else has asked this, but would it be possible for players playing on Challenge Difficulty to apply a damage taken reduction buff (doesn't apply in addition to player challenge debuffs) to agroed mobs? Basically so Adventurers don't steamroll thru a Vestige's stuff, but are otherwise more or less god mode? I guess it could get a bit more prickly on things like world bosses and stuff, but just seems like Adventurers are likely to sneeze and kill a delve a Vestige might be fixin' to explore properly.
Try to kill Titan in Badlands on Vestige. He just an elite 119k hp mob, not world boss.ssewallb14_ESO wrote: »I think the incoming damage on Vestige is fine
It's doable, maybe Magma Shell with Elf Bane + arcanist burst. But damage + CC is too crazy otherwise.
Here he is:

Spearblade wrote: »Question- and maybe somebody else has asked this, but would it be possible for players playing on Challenge Difficulty to apply a damage taken reduction buff (doesn't apply in addition to player challenge debuffs) to agroed mobs? Basically so Adventurers don't steamroll thru a Vestige's stuff, but are otherwise more or less god mode? I guess it could get a bit more prickly on things like world bosses and stuff, but just seems like Adventurers are likely to sneeze and kill a delve a Vestige might be fixin' to explore properly.
So, to answer some questions on Challenge Difficulty and instancing combat. This is going to be a little bit technical to hopefully explain the limitations from that perspective.
Everything in the game has a "weight" to it. This includes monsters (very weight heavy), interactable objects (these very but can be weight heavy), etc. Weight is determined by how much information is stored in a given object. I mention this because we have formulas for how much "weight" we can attribute to a given zone or instance of a zone and that is based on the intended player cap. So, for instance, Overland zones generally have no weight restrictions because we expect a lot of players in those zones so the weight attributed to the zone is justified and won't adversely affect the server. It gets much more tricky in situations where we expect reduced players in a given zone. The most restrictive are solo instances or fight spaces. We have a lot of development tools we use to make sure we do not exceed weight capacities in these spaces so it should feel seamless to players.
Each zone is controlled on the backend by something that determines which of our servers will spin up which zones when new copies are needed. In Greymoor, we saw the effects of the zones being spun up were not correctly attributing weight. Trials would spin up on weight heavy controllers which would result in adverse conditions in any zone connected to that controller. Our engineers took great pains to reorganize the code in these controllers to make sure the zones were even and weight was correctly distributed.
So, to answer some questions on Challenge Difficulty and instancing combat. This is going to be a little bit technical to hopefully explain the limitations from that perspective.
Everything in the game has a "weight" to it. This includes monsters (very weight heavy), interactable objects (these very but can be weight heavy), etc. Weight is determined by how much information is stored in a given object. I mention this because we have formulas for how much "weight" we can attribute to a given zone or instance of a zone and that is based on the intended player cap. So, for instance, Overland zones generally have no weight restrictions because we expect a lot of players in those zones so the weight attributed to the zone is justified and won't adversely affect the server. It gets much more tricky in situations where we expect reduced players in a given zone. The most restrictive are solo instances or fight spaces. We have a lot of development tools we use to make sure we do not exceed weight capacities in these spaces so it should feel seamless to players.
Each zone is controlled on the backend by something that determines which of our servers will spin up which zones when new copies are needed. In Greymoor, we saw the effects of the zones being spun up were not correctly attributing weight. Trials would spin up on weight heavy controllers which would result in adverse conditions in any zone connected to that controller. Our engineers took great pains to reorganize the code in these controllers to make sure the zones were even and weight was correctly distributed.
Well, sounds like in 2026 a good autoscalable infrastructure with a better scheduler for zones would be a good idea. Having servers on a fixed-scale infrastructure spin up the zones, instead of the scheduler spin up right-sized servers needed for that zone/group of zones explains many performance issues with the game. It's been a while since Microsoft bought you folks, could be a good idea to check Azure AKS....
So, to answer some questions on Challenge Difficulty and instancing combat. This is going to be a little bit technical to hopefully explain the limitations from that perspective.
Everything in the game has a "weight" to it. This includes monsters (very weight heavy), interactable objects (these very but can be weight heavy), etc. Weight is determined by how much information is stored in a given object. I mention this because we have formulas for how much "weight" we can attribute to a given zone or instance of a zone and that is based on the intended player cap. So, for instance, Overland zones generally have no weight restrictions because we expect a lot of players in those zones so the weight attributed to the zone is justified and won't adversely affect the server. It gets much more tricky in situations where we expect reduced players in a given zone. The most restrictive are solo instances or fight spaces. We have a lot of development tools we use to make sure we do not exceed weight capacities in these spaces so it should feel seamless to players.
Each zone is controlled on the backend by something that determines which of our servers will spin up which zones when new copies are needed. In Greymoor, we saw the effects of the zones being spun up were not correctly attributing weight. Trials would spin up on weight heavy controllers which would result in adverse conditions in any zone connected to that controller. Our engineers took great pains to reorganize the code in these controllers to make sure the zones were even and weight was correctly distributed.
I bring this up to highlight the technical aspects of how the game operates from a monster and zone perspective to further illustrate that spinning up new zones based on difficulty without weight concerns and attribution would be extremely detrimental to the entire game. Needing to essentially double all of the available zones in the game without regard to population and weight would mean the entire server would have some pretty major issues regardless of where you would be playing. Even in Delves and Public Dungeons, locations that were not created with these concerns in mind, would potentially be breaking for the server.
We want Challenge Difficulty to be a fun experience for players and, while most of the feedback is regarding the desire for us not to split players from a design standpoint, the technical concerns are most likely bigger than that. This is not said to dismiss feedback but more provide context.
Please DO keep providing feedback. We have some fixes in the works coming for CD. Mainly around the calculations we are making on the backend so that player damage is more in line with expectations but that is not exhaustive and we continue to monitor things. We are taking a look at the Master difficulty in particular as thats where I think most folks will find their groove and we want to make that as smooth as possible.
EthanolMuffins wrote: »So, to answer some questions on Challenge Difficulty and instancing combat. This is going to be a little bit technical to hopefully explain the limitations from that perspective.
Everything in the game has a "weight" to it. This includes monsters (very weight heavy), interactable objects (these very but can be weight heavy), etc. Weight is determined by how much information is stored in a given object. I mention this because we have formulas for how much "weight" we can attribute to a given zone or instance of a zone and that is based on the intended player cap. So, for instance, Overland zones generally have no weight restrictions because we expect a lot of players in those zones so the weight attributed to the zone is justified and won't adversely affect the server. It gets much more tricky in situations where we expect reduced players in a given zone. The most restrictive are solo instances or fight spaces. We have a lot of development tools we use to make sure we do not exceed weight capacities in these spaces so it should feel seamless to players.
Each zone is controlled on the backend by something that determines which of our servers will spin up which zones when new copies are needed. In Greymoor, we saw the effects of the zones being spun up were not correctly attributing weight. Trials would spin up on weight heavy controllers which would result in adverse conditions in any zone connected to that controller. Our engineers took great pains to reorganize the code in these controllers to make sure the zones were even and weight was correctly distributed.
I bring this up to highlight the technical aspects of how the game operates from a monster and zone perspective to further illustrate that spinning up new zones based on difficulty without weight concerns and attribution would be extremely detrimental to the entire game. Needing to essentially double all of the available zones in the game without regard to population and weight would mean the entire server would have some pretty major issues regardless of where you would be playing. Even in Delves and Public Dungeons, locations that were not created with these concerns in mind, would potentially be breaking for the server.
We want Challenge Difficulty to be a fun experience for players and, while most of the feedback is regarding the desire for us not to split players from a design standpoint, the technical concerns are most likely bigger than that. This is not said to dismiss feedback but more provide context.
Please DO keep providing feedback. We have some fixes in the works coming for CD. Mainly around the calculations we are making on the backend so that player damage is more in line with expectations but that is not exhaustive and we continue to monitor things. We are taking a look at the Master difficulty in particular as thats where I think most folks will find their groove and we want to make that as smooth as possible.
Really appreciate how communicative and transparent y'all have been lately, can say it was one of the key factors for me returning to the game. But with the difficulty splitting, I understand the technical issues and desire not to split the playerbase too much. In my opinion the only splitting that would need to happen is for story bosses in the zone as I think that is the source of most feelsbad moments that would occur.
EthanolMuffins wrote: »So, to answer some questions on Challenge Difficulty and instancing combat. This is going to be a little bit technical to hopefully explain the limitations from that perspective.
Everything in the game has a "weight" to it. This includes monsters (very weight heavy), interactable objects (these very but can be weight heavy), etc. Weight is determined by how much information is stored in a given object. I mention this because we have formulas for how much "weight" we can attribute to a given zone or instance of a zone and that is based on the intended player cap. So, for instance, Overland zones generally have no weight restrictions because we expect a lot of players in those zones so the weight attributed to the zone is justified and won't adversely affect the server. It gets much more tricky in situations where we expect reduced players in a given zone. The most restrictive are solo instances or fight spaces. We have a lot of development tools we use to make sure we do not exceed weight capacities in these spaces so it should feel seamless to players.
Each zone is controlled on the backend by something that determines which of our servers will spin up which zones when new copies are needed. In Greymoor, we saw the effects of the zones being spun up were not correctly attributing weight. Trials would spin up on weight heavy controllers which would result in adverse conditions in any zone connected to that controller. Our engineers took great pains to reorganize the code in these controllers to make sure the zones were even and weight was correctly distributed.
I bring this up to highlight the technical aspects of how the game operates from a monster and zone perspective to further illustrate that spinning up new zones based on difficulty without weight concerns and attribution would be extremely detrimental to the entire game. Needing to essentially double all of the available zones in the game without regard to population and weight would mean the entire server would have some pretty major issues regardless of where you would be playing. Even in Delves and Public Dungeons, locations that were not created with these concerns in mind, would potentially be breaking for the server.
We want Challenge Difficulty to be a fun experience for players and, while most of the feedback is regarding the desire for us not to split players from a design standpoint, the technical concerns are most likely bigger than that. This is not said to dismiss feedback but more provide context.
Please DO keep providing feedback. We have some fixes in the works coming for CD. Mainly around the calculations we are making on the backend so that player damage is more in line with expectations but that is not exhaustive and we continue to monitor things. We are taking a look at the Master difficulty in particular as thats where I think most folks will find their groove and we want to make that as smooth as possible.
Really appreciate how communicative and transparent y'all have been lately, can say it was one of the key factors for me returning to the game. But with the difficulty splitting, I understand the technical issues and desire not to split the playerbase too much. In my opinion the only splitting that would need to happen is for story bosses in the zone as I think that is the source of most feelsbad moments that would occur.
Most story instances (or graduation moments) are instanced to you and your group. They have been that way for a bit now though there are some that are not.
So, to answer some questions on Challenge Difficulty and instancing combat. This is going to be a little bit technical to hopefully explain the limitations from that perspective.
Everything in the game has a "weight" to it. This includes monsters (very weight heavy), interactable objects (these very but can be weight heavy), etc. Weight is determined by how much information is stored in a given object. I mention this because we have formulas for how much "weight" we can attribute to a given zone or instance of a zone and that is based on the intended player cap. So, for instance, Overland zones generally have no weight restrictions because we expect a lot of players in those zones so the weight attributed to the zone is justified and won't adversely affect the server. It gets much more tricky in situations where we expect reduced players in a given zone. The most restrictive are solo instances or fight spaces. We have a lot of development tools we use to make sure we do not exceed weight capacities in these spaces so it should feel seamless to players.
Each zone is controlled on the backend by something that determines which of our servers will spin up which zones when new copies are needed. In Greymoor, we saw the effects of the zones being spun up were not correctly attributing weight. Trials would spin up on weight heavy controllers which would result in adverse conditions in any zone connected to that controller. Our engineers took great pains to reorganize the code in these controllers to make sure the zones were even and weight was correctly distributed.
Well, sounds like in 2026 a good autoscalable infrastructure with a better scheduler for zones would be a good idea. Having servers on a fixed-scale infrastructure spin up the zones, instead of the scheduler spin up right-sized servers needed for that zone/group of zones explains many performance issues with the game. It's been a while since Microsoft bought you folks, could be a good idea to check Azure AKS....
The backend stuff is only the tip of the iceberg, and hand-waving "Azure" not only isn't going to actually solve that, but it also won't fix all the other issues.
I really appreciate that kind of information, makes things a lot easier to discuss knowing what limitations there are. I'll just have to see how the interactions pan out on the live server, I'm several years behind on zone content so I imagine the zones I'll be using this feature in first will be quiet, and I'll enjoy what I can of it. But speaking on technical limitations, I know as far back as the base game, with a good example being the final boss of tempest island, that npcs can have skills they can only use on players with specific conditions, and I was wondering if that was an angle that could be taken to make the encounters more engaging beyond adjusting the damage done/taken sliders.
So, to answer some questions on Challenge Difficulty and instancing combat. This is going to be a little bit technical to hopefully explain the limitations from that perspective.
[...]
Please DO keep providing feedback. We have some fixes in the works coming for CD. Mainly around the calculations we are making on the backend so that player damage is more in line with expectations but that is not exhaustive and we continue to monitor things. We are taking a look at the Master difficulty in particular as thats where I think most folks will find their groove and we want to make that as smooth as possible.