TX12001rwb17_ESO wrote: »Why do you enjoy Damage Sponges? having to hit an enemy 100 times is not engaging combat
TX12001rwb17_ESO wrote: »I get the enemies dealing more damage to you so you have to dodge attacks and move around but why do we do less damage to them?
randconfig wrote: »Honestly, there is only one way this challenge difficulty thing is going to work without separate instances:
Mark players and foes in vestige difficulty with an icon, and force any lower difficulty player into that difficulty the moment they join the combat. Do not let them grief and ruin my experience or the experience of my friends.
Otherwise, at least give us a pass on violating the ToS when we inevitably get into verbal fights with griefing players lol.
TX12001rwb17_ESO wrote: »Why do you enjoy Damage Sponges? having to hit an enemy 100 times is not engaging combat, I get the enemies dealing more damage to you so you have to dodge attacks and move around but why do we do less damage to them? why not make all fights as realistic as can be and make it so being stabbed once = death regardless of if you're the player or an NPC.
TX12001rwb17_ESO wrote: »Why do you enjoy Damage Sponges? having to hit an enemy 100 times is not engaging combat, I get the enemies dealing more damage to you so you have to dodge attacks and move around but why do we do less damage to them? why not make all fights as realistic as can be and make it so being stabbed once = death regardless of if you're the player or an NPC.
For many of us it's not about wanting damage sponges. It's about the big evils that are built up over entire stories falling over when light attacked a couple of times with absolutely no threes or danger at all.
For the entire base game, and the first few DLCs you'd spend 40 hours exploring an area, getting the vibe, listening to all the stories, then sneezing on the end boss to kill him while he posed no threat at all.
It's too far in the other direction. It's to easy. There's no stakes to anything. When every single story feels like it could be done by Bill the cabbage farmer, then what's the point?
BretonMage wrote: »
Ah, if only it was the "big evils" that were dangerous. With challenge difficulty the way it's set up now, wolves and bandits will be almost as dangerous as the big evils. Which is ridiculous, and is why I won't be participating.
BretonMage wrote: »
Ah, if only it was the "big evils" that were dangerous. With challenge difficulty the way it's set up now, wolves and bandits will be almost as dangerous as the big evils. Which is ridiculous, and is why I won't be participating.
But you're still going to be able to run past them or blow them up quickly. You also don't have to set it to max difficulty. A notch or two up would add a little resistance and pushback from the world without being too hard.
They could have just buffed all the bosses, but lordy, we know how that would have gone down after 10 years of setting the difficulty bar as low as it is now.
BretonMage wrote: »TX12001rwb17_ESO wrote: »Why do you enjoy Damage Sponges? having to hit an enemy 100 times is not engaging combat, I get the enemies dealing more damage to you so you have to dodge attacks and move around but why do we do less damage to them? why not make all fights as realistic as can be and make it so being stabbed once = death regardless of if you're the player or an NPC.
For many of us it's not about wanting damage sponges. It's about the big evils that are built up over entire stories falling over when light attacked a couple of times with absolutely no threes or danger at all.
For the entire base game, and the first few DLCs you'd spend 40 hours exploring an area, getting the vibe, listening to all the stories, then sneezing on the end boss to kill him while he posed no threat at all.
It's too far in the other direction. It's to easy. There's no stakes to anything. When every single story feels like it could be done by Bill the cabbage farmer, then what's the point?
Ah, if only it was the "big evils" that were dangerous. With challenge difficulty the way it's set up now, wolves and bandits will be almost as dangerous as the big evils. Which is ridiculous, and is why I won't be participating.
spartaxoxo wrote: »BretonMage wrote: »TX12001rwb17_ESO wrote: »Why do you enjoy Damage Sponges? having to hit an enemy 100 times is not engaging combat, I get the enemies dealing more damage to you so you have to dodge attacks and move around but why do we do less damage to them? why not make all fights as realistic as can be and make it so being stabbed once = death regardless of if you're the player or an NPC.
For many of us it's not about wanting damage sponges. It's about the big evils that are built up over entire stories falling over when light attacked a couple of times with absolutely no threes or danger at all.
For the entire base game, and the first few DLCs you'd spend 40 hours exploring an area, getting the vibe, listening to all the stories, then sneezing on the end boss to kill him while he posed no threat at all.
It's too far in the other direction. It's to easy. There's no stakes to anything. When every single story feels like it could be done by Bill the cabbage farmer, then what's the point?
Ah, if only it was the "big evils" that were dangerous. With challenge difficulty the way it's set up now, wolves and bandits will be almost as dangerous as the big evils. Which is ridiculous, and is why I won't be participating.
It's a toggle that you can turn on and off at will. It only works that way if you want it to work that way. You can very easily turn it off while out and about and only turn it on during the big bad.
BretonMage wrote: »spartaxoxo wrote: »BretonMage wrote: »TX12001rwb17_ESO wrote: »Why do you enjoy Damage Sponges? having to hit an enemy 100 times is not engaging combat, I get the enemies dealing more damage to you so you have to dodge attacks and move around but why do we do less damage to them? why not make all fights as realistic as can be and make it so being stabbed once = death regardless of if you're the player or an NPC.
For many of us it's not about wanting damage sponges. It's about the big evils that are built up over entire stories falling over when light attacked a couple of times with absolutely no threes or danger at all.
For the entire base game, and the first few DLCs you'd spend 40 hours exploring an area, getting the vibe, listening to all the stories, then sneezing on the end boss to kill him while he posed no threat at all.
It's too far in the other direction. It's to easy. There's no stakes to anything. When every single story feels like it could be done by Bill the cabbage farmer, then what's the point?
Ah, if only it was the "big evils" that were dangerous. With challenge difficulty the way it's set up now, wolves and bandits will be almost as dangerous as the big evils. Which is ridiculous, and is why I won't be participating.
It's a toggle that you can turn on and off at will. It only works that way if you want it to work that way. You can very easily turn it off while out and about and only turn it on during the big bad.
That's a pretty cumbersome way to go about things though. Also, you'd be flipping back and forth between difficulty modes in public dungeons.
It would have been great if they had a setting where challenge difficulty would only apply to bosses. I'd use that. (And turn it off for WBs, lol).
Displaced_Salad wrote: »That's great (and I mean that sincerely). Now add story mode for those on the opposite side of the spectrum, ZOS, please.
BretonMage wrote: »TX12001rwb17_ESO wrote: »Why do you enjoy Damage Sponges? having to hit an enemy 100 times is not engaging combat, I get the enemies dealing more damage to you so you have to dodge attacks and move around but why do we do less damage to them? why not make all fights as realistic as can be and make it so being stabbed once = death regardless of if you're the player or an NPC.
For many of us it's not about wanting damage sponges. It's about the big evils that are built up over entire stories falling over when light attacked a couple of times with absolutely no threes or danger at all.
For the entire base game, and the first few DLCs you'd spend 40 hours exploring an area, getting the vibe, listening to all the stories, then sneezing on the end boss to kill him while he posed no threat at all.
It's too far in the other direction. It's to easy. There's no stakes to anything. When every single story feels like it could be done by Bill the cabbage farmer, then what's the point?
Ah, if only it was the "big evils" that were dangerous. With challenge difficulty the way it's set up now, wolves and bandits will be almost as dangerous as the big evils. Which is ridiculous, and is why I won't be participating.
Attorneyatlawl wrote: »randconfig wrote: »Honestly, there is only one way this challenge difficulty thing is going to work without separate instances:
Mark players and foes in vestige difficulty with an icon, and force any lower difficulty player into that difficulty the moment they join the combat. Do not let them grief and ruin my experience or the experience of my friends.
Otherwise, at least give us a pass on violating the ToS when we inevitably get into verbal fights with griefing players lol.
Nope. Any difficulty other than adventurer is opt-in. Nobody can be forced into a higher difficulty.
They wouldn't be. It would be their choice to engage (or not) with a clear icon tag.
BretonMage wrote: »TX12001rwb17_ESO wrote: »Why do you enjoy Damage Sponges? having to hit an enemy 100 times is not engaging combat, I get the enemies dealing more damage to you so you have to dodge attacks and move around but why do we do less damage to them? why not make all fights as realistic as can be and make it so being stabbed once = death regardless of if you're the player or an NPC.
For many of us it's not about wanting damage sponges. It's about the big evils that are built up over entire stories falling over when light attacked a couple of times with absolutely no threes or danger at all.
For the entire base game, and the first few DLCs you'd spend 40 hours exploring an area, getting the vibe, listening to all the stories, then sneezing on the end boss to kill him while he posed no threat at all.
It's too far in the other direction. It's to easy. There's no stakes to anything. When every single story feels like it could be done by Bill the cabbage farmer, then what's the point?
Ah, if only it was the "big evils" that were dangerous. With challenge difficulty the way it's set up now, wolves and bandits will be almost as dangerous as the big evils. Which is ridiculous, and is why I won't be participating.
See, I have done the math on this, and that simply is just not true. 100 percent of the damage a wolf does on me atm, is less than 1 percent of my life. So if the wolf did 10 times that (1000 percent) , it will still only take ten percent of my life. Hardly dangerous.
BretonMage wrote: »TX12001rwb17_ESO wrote: »Why do you enjoy Damage Sponges? having to hit an enemy 100 times is not engaging combat, I get the enemies dealing more damage to you so you have to dodge attacks and move around but why do we do less damage to them? why not make all fights as realistic as can be and make it so being stabbed once = death regardless of if you're the player or an NPC.
For many of us it's not about wanting damage sponges. It's about the big evils that are built up over entire stories falling over when light attacked a couple of times with absolutely no threes or danger at all.
For the entire base game, and the first few DLCs you'd spend 40 hours exploring an area, getting the vibe, listening to all the stories, then sneezing on the end boss to kill him while he posed no threat at all.
It's too far in the other direction. It's to easy. There's no stakes to anything. When every single story feels like it could be done by Bill the cabbage farmer, then what's the point?
Ah, if only it was the "big evils" that were dangerous. With challenge difficulty the way it's set up now, wolves and bandits will be almost as dangerous as the big evils. Which is ridiculous, and is why I won't be participating.
BretonMage wrote: »BretonMage wrote: »TX12001rwb17_ESO wrote: »Why do you enjoy Damage Sponges? having to hit an enemy 100 times is not engaging combat, I get the enemies dealing more damage to you so you have to dodge attacks and move around but why do we do less damage to them? why not make all fights as realistic as can be and make it so being stabbed once = death regardless of if you're the player or an NPC.
For many of us it's not about wanting damage sponges. It's about the big evils that are built up over entire stories falling over when light attacked a couple of times with absolutely no threes or danger at all.
For the entire base game, and the first few DLCs you'd spend 40 hours exploring an area, getting the vibe, listening to all the stories, then sneezing on the end boss to kill him while he posed no threat at all.
It's too far in the other direction. It's to easy. There's no stakes to anything. When every single story feels like it could be done by Bill the cabbage farmer, then what's the point?
Ah, if only it was the "big evils" that were dangerous. With challenge difficulty the way it's set up now, wolves and bandits will be almost as dangerous as the big evils. Which is ridiculous, and is why I won't be participating.
See, I have done the math on this, and that simply is just not true. 100 percent of the damage a wolf does on me atm, is less than 1 percent of my life. So if the wolf did 10 times that (1000 percent) , it will still only take ten percent of my life. Hardly dangerous.
Perhaps not one wolf's normal attack. But if you're fighting a few trash mobs, a number of normal attacks followed by a heavy attack might kill you. I was killed by a trash group in a public dungeon, can't remember if it was seasoned or master difficulty. I see trash mobs as nuisances I don't even want to fight, so this was not something I enjoyed.
twisttop138 wrote: »BretonMage wrote: »TX12001rwb17_ESO wrote: »Why do you enjoy Damage Sponges? having to hit an enemy 100 times is not engaging combat, I get the enemies dealing more damage to you so you have to dodge attacks and move around but why do we do less damage to them? why not make all fights as realistic as can be and make it so being stabbed once = death regardless of if you're the player or an NPC.
For many of us it's not about wanting damage sponges. It's about the big evils that are built up over entire stories falling over when light attacked a couple of times with absolutely no threes or danger at all.
For the entire base game, and the first few DLCs you'd spend 40 hours exploring an area, getting the vibe, listening to all the stories, then sneezing on the end boss to kill him while he posed no threat at all.
It's too far in the other direction. It's to easy. There's no stakes to anything. When every single story feels like it could be done by Bill the cabbage farmer, then what's the point?
Ah, if only it was the "big evils" that were dangerous. With challenge difficulty the way it's set up now, wolves and bandits will be almost as dangerous as the big evils. Which is ridiculous, and is why I won't be participating.
You can also switch it on and off at will iirc. So you can have the best of both worlds. This isn't some permanent thing. I'll use it for quest bosses probably exclusively. I don't care if trash mobs have mechanics I don't want to plot out my routes and all this, though respect to those that do. I just don't have the time for hassle in the overland. But bosses? I'm replaying the entire game to have harder bosses. Every quest.
BretonMage wrote: »twisttop138 wrote: »BretonMage wrote: »TX12001rwb17_ESO wrote: »Why do you enjoy Damage Sponges? having to hit an enemy 100 times is not engaging combat, I get the enemies dealing more damage to you so you have to dodge attacks and move around but why do we do less damage to them? why not make all fights as realistic as can be and make it so being stabbed once = death regardless of if you're the player or an NPC.
For many of us it's not about wanting damage sponges. It's about the big evils that are built up over entire stories falling over when light attacked a couple of times with absolutely no threes or danger at all.
For the entire base game, and the first few DLCs you'd spend 40 hours exploring an area, getting the vibe, listening to all the stories, then sneezing on the end boss to kill him while he posed no threat at all.
It's too far in the other direction. It's to easy. There's no stakes to anything. When every single story feels like it could be done by Bill the cabbage farmer, then what's the point?
Ah, if only it was the "big evils" that were dangerous. With challenge difficulty the way it's set up now, wolves and bandits will be almost as dangerous as the big evils. Which is ridiculous, and is why I won't be participating.
You can also switch it on and off at will iirc. So you can have the best of both worlds. This isn't some permanent thing. I'll use it for quest bosses probably exclusively. I don't care if trash mobs have mechanics I don't want to plot out my routes and all this, though respect to those that do. I just don't have the time for hassle in the overland. But bosses? I'm replaying the entire game to have harder bosses. Every quest.
Yeah I really only wanted harder delve and public dungeon bosses. And switching back and forth between normal and challenge difficulty in a delve or public dungeon will get tiresome - there are usually 5 or more bosses in a public dungeon. Not terribly immersive either: "oops, here comes the boss, please wait while I toggle this switch to nerf myself...."
twisttop138 wrote: »BretonMage wrote: »twisttop138 wrote: »BretonMage wrote: »TX12001rwb17_ESO wrote: »Why do you enjoy Damage Sponges? having to hit an enemy 100 times is not engaging combat, I get the enemies dealing more damage to you so you have to dodge attacks and move around but why do we do less damage to them? why not make all fights as realistic as can be and make it so being stabbed once = death regardless of if you're the player or an NPC.
For many of us it's not about wanting damage sponges. It's about the big evils that are built up over entire stories falling over when light attacked a couple of times with absolutely no threes or danger at all.
For the entire base game, and the first few DLCs you'd spend 40 hours exploring an area, getting the vibe, listening to all the stories, then sneezing on the end boss to kill him while he posed no threat at all.
It's too far in the other direction. It's to easy. There's no stakes to anything. When every single story feels like it could be done by Bill the cabbage farmer, then what's the point?
Ah, if only it was the "big evils" that were dangerous. With challenge difficulty the way it's set up now, wolves and bandits will be almost as dangerous as the big evils. Which is ridiculous, and is why I won't be participating.
You can also switch it on and off at will iirc. So you can have the best of both worlds. This isn't some permanent thing. I'll use it for quest bosses probably exclusively. I don't care if trash mobs have mechanics I don't want to plot out my routes and all this, though respect to those that do. I just don't have the time for hassle in the overland. But bosses? I'm replaying the entire game to have harder bosses. Every quest.
Yeah I really only wanted harder delve and public dungeon bosses. And switching back and forth between normal and challenge difficulty in a delve or public dungeon will get tiresome - there are usually 5 or more bosses in a public dungeon. Not terribly immersive either: "oops, here comes the boss, please wait while I toggle this switch to nerf myself...."
Oh I get the complaint for sure. To be completely fair though, I don't know what people thought it would be. This is a Zos that cannot do chapters anymore. A Zos that is greatly diminished. We were always going to get the basic economy package. There's a lot of people super excited though, and that makes me happy. I will use it for story bosses and maybe delves or PD bosses. If I'm honest, I don't really care about immersion. If it's easy to use, I'll be satisfied.