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Let the Group Leader set the group's Challenge Difficulty setting.

  • spartaxoxo
    spartaxoxo
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    I literally showed you my preference was changed in the screenshot and video. You can see it literally says normal in my personal settings. And you can see it literally says vet in my personal settings when I leave.

    Idk what else you could need. And at this point I'm just going to agree to disagree and bow out of this
    Edited by spartaxoxo on 15 June 2026 01:42
  • SilverBride
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    Your preference was not changed. That was just showing you that you were in a nomal dungeon. And yea maybe we better just agree to disagree on this now.
    Edited by SilverBride on 15 June 2026 01:58
    PCNA
  • spartaxoxo
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    Your preference was not changed. That was just showing you that you were in a nomal dungeon. And yea maybe we better just agree to disagree on this now.

    One final thing. I was not in a normal dungeon. I was at the Dra'bul wayshrine in Malabal Tor.
    Edited by spartaxoxo on 15 June 2026 02:02
  • SilverBride
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    If you were still in the group then it will still show normal no matter where you are if that was what the group leader was set to.

    I don't know if anyone can clear this up, but I have said all I know how to say about it and will be leaving this conversation now.
    PCNA
  • Erickson9610
    Erickson9610
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    I thought I made it clear that the difficulty of the group only applies when you are in the group:
    When you leave the group, you return to your original difficulty setting. The difficulty setting of the group only applies to people in that group.

    This whole discussion about how this would mess up your personal settings is irrelevant, because that's not what the suggestion in the OP is asking for.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Lekjih
    Lekjih
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    Remind everyone at the beginning to change difficulty and if someone is being a troll, kick them from group. You can't stop randoms from showing up to help regardless so it's a non issue as you can't monopolise the instance.
    698d played, 267 days on the Warden.

    ZOS won't give us Bard class so I'm scribbling songs for Nirn irl.
  • Arunei
    Arunei
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    I don't see the point in forcing people to change their difficulty honestly. Do a reminder at the start and spend a few moments checking that each person has changed, since apparently we get different health bars if we're set at anything above Adventurer. If someone won't change, ask them to leave the group and if they still refuse, kick them.

    There just doesn't seem to be a point to force changing the setting, especially since ZOS then has to come up with coding that "remembers" your previous setting, then goes back to it when you leave the group. There's too many things that can go wrong with that I feel, bugs related to a person's setting getting stuck somehow or simply resetting back to Adventurer every time you leave a group regardless of whether your setting was changed...

    What would be better imo is if the game somehow only took into account whatever the highest setting in the group was, therefore essentially doing the same thing but without potentially messing up/glitching other people.
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Erickson9610
    Erickson9610
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    It would be much easier to set and keep everyone on the same difficulty if it was one of the group settings that the leader could set. It would save time because we wouldn't have to make sure every single player has it set and keeps it that way.

    I think when the group leader changes the group's Challenge Difficulty, it should apply only outside of combat for each player. That is, when you join the group when you're in combat, your difficulty is set the moment you leave combat. Changes to the group Challenge Difficulty should only be possible when all players are not in combat.

    This should not be tied to the Group Finder exclusively. While I do think it would be nice to have a setting for difficulty in the Group Finder, I want to be able to change the difficulty of regular groups as well. Specifically so that guild events don't have to go through the Group Finder (which non-guildies can join) to coordinate an overland group.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • DenverRalphy
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    I really don't have an opinion as to whether it would be useful or not. But I will say that I believe it would add a layer of complexity that isn't needed. ESO is already suffering from feature complexity/bloat as it is, and could do with some trimming down.
    Edited by DenverRalphy on 15 June 2026 15:07
  • ESO_player123
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    It would be much easier to set and keep everyone on the same difficulty if it was one of the group settings that the leader could set. It would save time because we wouldn't have to make sure every single player has it set and keeps it that way.

    I think when the group leader changes the group's Challenge Difficulty, it should apply only outside of combat for each player. That is, when you join the group when you're in combat, your difficulty is set the moment you leave combat. Changes to the group Challenge Difficulty should only be possible when all players are not in combat.

    This should not be tied to the Group Finder exclusively. While I do think it would be nice to have a setting for difficulty in the Group Finder, I want to be able to change the difficulty of regular groups as well. Specifically so that guild events don't have to go through the Group Finder (which non-guildies can join) to coordinate an overland group.

    I'm sorry, but changing difficulty of a group when someone already joined is an invitation to trolling. I do not want to join a group farming WBs and then get a message that my difficulty setting was changed. That is not what I was signing up for when I was joining. How would you like if you joined a group for a normal dungeon and then being ported to vet or vise versa?
    Edited by ESO_player123 on 15 June 2026 15:12
  • SilverBride
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    The whole thing is just not needed and could cause problems. Things are already buggy enough without adding another thing that could cause more.

    Groups already have the option to set requirements and list them in the group finder. If it's a guild event then they can announce the requirements in guild chat or discord.

    If players don't comply then remove them for some that will.

    These are all things the group leader should be doing. We don't need a system to force things.
    PCNA
  • Bguk
    Bguk
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    Everything can be an invitation for trolling. And the idea to not add new systems simply because bugs exist in the game is an invitation to never add anything new.

    This could be a good thing for groups. We are all humans that can easily forget things. Having a toggle for the group difficulty would be useful to handle those times when we are human. I think it's a good idea to see if it's feasable.
  • Arunei
    Arunei
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    Bguk wrote: »
    Everything can be an invitation for trolling. And the idea to not add new systems simply because bugs exist in the game is an invitation to never add anything new.

    This could be a good thing for groups. We are all humans that can easily forget things. Having a toggle for the group difficulty would be useful to handle those times when we are human. I think it's a good idea to see if it's feasable.
    It's not an invitation not to add anything new. It's saying the potential for serious bugs far outweigh features that aren't needed.

    People forgetting is rectified by the leader sending a reminder before the stuff that's being done starts.

    Faster/easier does NOT always equal better.
    Edited by Arunei on 15 June 2026 16:02
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Bguk
    Bguk
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    Arunei wrote: »
    Bguk wrote: »
    Everything can be an invitation for trolling. And the idea to not add new systems simply because bugs exist in the game is an invitation to never add anything new.

    This could be a good thing for groups. We are all humans that can easily forget things. Having a toggle for the group difficulty would be useful to handle those times when we are human. I think it's a good idea to see if it's feasable.
    It's not an invitation not to add anything new. It's saying the potential for serious bugs far outweigh features that aren't needed.

    People forgetting is rectified by the leader sending a reminder before the stuff that's being done starts.

    Faster/easier does NOT always equal better.

    Fair enough on first point. It's more how it was presented.

    Of course faster/easier does not always equal better, and neither does slower/harder either. I just think the idea is something to look into.
  • Soarora
    Soarora
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    Full disclosure that I see pros and cons for both options. It would be fun to be able to set difficulty for a group, but you can just ask them to change difficulty. It would be a problem for zone chat worldboss groups… but you can also leave the group once you have the quest and are at the boss.
    What would be next?

    Group leaders would be able to change player's gear and skills to adhere to what they want? I don't think we want to go down that road.

    This is a slippery slope fallacy. We would never have leaders changing peoples skills. There was an addon that had the ability to lock the group out from using any abilities because of people who keep dealing damage when they need to stop, leading to bosses becoming overpushed and mechanics stacking poorly. This was so unpopular, a counter-addon was made to disable that functionality and the addon no longer has the functionality at all.
    [PC/NA] Dungeoneer (Tank/DPS), Semi-retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    Current GM of Hard Dungeoneers
    Tanks: Sorcerer - Necromancer - Templar
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    Ex-Healer: Warden - Arcanist
    Dungeons: 34/34 HMs - 28/28 Tris
  • SilverBride
    SilverBride
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    Soarora wrote: »
    We would never have leaders changing peoples skills.

    I never thought we would ever have group leader's changing player's settings either, but now that is being proposed.
    PCNA
  • Erickson9610
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    Soarora wrote: »
    We would never have leaders changing peoples skills.

    I never thought we would ever have group leader's changing player's settings either, but now that is being proposed.

    This is what you said previously:
    That is not how it works. Players set their dungeon preference to default to normal or veteran for when they are going into a dungeon alone or making their own group. When a group is being formed the game looks only at the group leader's preference and that is what it uses to place the group in the right dungeon mode. It doesn't override or change any of the group members' settings because it doesn't have to. All it cares about is what the group leader has their preference set to.

    Now imagine this, but for Challenge Difficulty setting.

    Every player in the group gets the same debuffs and increased Gold and XP when this feature is enabled. If it's disabled, everyone can use different difficulty settings.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • SilverBride
    SilverBride
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    No.
    PCNA
  • Erickson9610
    Erickson9610
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    No.

    Just "no"?

    I thought you already decided to leave this conversation.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • tomofhyrule
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    The reason that Dungeon/Trial difficulty is set to the group leader's is because that is instanced. Otherwise, people would end up in separate instances.

    Overland is not instanced. The devs have actually come down very strongly against instancing by difficulty.

    Again, this is a solution in search of a problem. If you're a guild leader and you want to do some "everyone have Vestige difficulty on!" runs, it's easy enough to check and see if people do before you start. And if someone's a troll, you can kick them.

    But if it's a guild run of friends, why is "omg I bet half of my friends and guildies are going to troll!" a thought...? And if your friends and guildies are decent human beings, why do you demand they bend to your whims instead of trusting them?
  • Erickson9610
    Erickson9610
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    The reason that Dungeon/Trial difficulty is set to the group leader's is because that is instanced. Otherwise, people would end up in separate instances.

    Overland is not instanced. The devs have actually come down very strongly against instancing by difficulty.

    Overland doesn't have to be — and shouldn't be — instanced for this proposed feature to work.

    All it would do is temporarily override the difficulty setting that group members select. You don't need to split players into separate instances for this to work.

    Just because the Dungeon Mode setting affects instanced content does not mean that this proposed group Challenge Difficulty setting has to as well.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • SilverBride
    SilverBride
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    No.

    Just "no"?

    I thought you already decided to leave this conversation.

    No. I left a specific conversation with another poster because we were never going to agree.
    PCNA
  • Erickson9610
    Erickson9610
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    No.

    Just "no"?

    I thought you already decided to leave this conversation.

    No. I left a specific conversation with another poster because we were never going to agree.

    Oh, I see that now. My mistake.
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • SilverBride
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    No.

    Just "no"?

    I thought you already decided to leave this conversation.

    No. I left a specific conversation with another poster because we were never going to agree.

    Oh, I see that now. My mistake.

    No problem.
    PCNA
  • Elvenheart
    Elvenheart
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    I’m a part of a few guilds that do interesting themed runs like this. In all cases, they communicate the theme of the run, so everyone will know what they’re signing up for. If I sign up for a skyshard hunting run and suddenly my difficulty setting changed to Vestige without any warning, I would be very upset, but none of the guild members would ever omit anything so important when advertising the run. It would never be, “Oh, by the way, we’re going to collect these skyshards on Vestige for the extra challenge!” after joining a group. So my vote is to let this be done the natural way, through communication between the guild members, not some forced setting that kicks in when I join the group.
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