GatheredMyst wrote: »A character with:
- Blue gear
- Blue enchantments
- A thematic kit (Lightning mage. Storm Magic, Destro Staff)
- No class masteries enabled.
- CP Points assigned so Magicka doesn't always run out.
... And set to Master difficulty.
Stuff still melts. Lasts for seconds. Insert your choice of descriptions here.
Is it an improvement over before? Yes. Anything compared to how it was before is a step up. But it's still not enough to add that extra "crunch" to the overland stories.
But... three difficulties up, and still finding general mobs being obliterated by a thematic kit and only marginally upgraded gear? Something seems off. I'd turn it onto Vestige, but the gap between Vestige and Master is still incredibly high.
More options added to the pool? A tweaking of the current options? Not sure what the solutions are, but i'd hope the devs are willing to iterate on this a bit more.
My 2 gold pieces.
Step 1) Put the difficulty on Vestige.
Step 2) Take off all armour/jewellery and CP, then equip white weapons no enchants.
There is no difference at a fundamental level between those 2 things. Both a self-nerfs via a sledgehammer.
GatheredMyst wrote: »A character with:
- Blue gear
- Blue enchantments
- A thematic kit (Lightning mage. Storm Magic, Destro Staff)
- No class masteries enabled.
- CP Points assigned so Magicka doesn't always run out.
... And set to Master difficulty.
Stuff still melts. Lasts for seconds. Insert your choice of descriptions here.
Is it an improvement over before? Yes. Anything compared to how it was before is a step up. But it's still not enough to add that extra "crunch" to the overland stories.
But... three difficulties up, and still finding general mobs being obliterated by a thematic kit and only marginally upgraded gear? Something seems off. I'd turn it onto Vestige, but the gap between Vestige and Master is still incredibly high.
More options added to the pool? A tweaking of the current options? Not sure what the solutions are, but i'd hope the devs are willing to iterate on this a bit more.
My 2 gold pieces.
Step 1) Put the difficulty on Vestige.
Step 2) Take off all armour/jewellery and CP, then equip white weapons no enchants.
There is no difference at a fundamental level between those 2 things. Both a self-nerfs via a sledgehammer.
What's the fundamental level you're referring to here?
I see a big difference between those two things. I think superficially the only thing they have in common is that the player character does less damage and experiences more damage. Less superficially, the first option you list let's a player use their current build with all of its details to engage with the mechanics of an encounter that has greater risk of danger and longer time to kill. The second option means the player character has to sacrifice their build, their mechanics and fundamentally all engagement with the systems of the game to manufacture difficulty. I think the reason why you see more players engaging with the difficulty options ZOS provided than self-nerfs is because at the end of the day people still want to play the dang game and its systems. If these were truly fundamentally the same, wouldn't everyone currently running around with vestige enabled have been naked before the update?
I think OP's point is valid that some people may just want more intermediate points that work within the framework of letting them engage with the game's mechanics as fully as possible. There are times that I wish Vestige difficulty and Master had more of a middle-ground. I like Vestige for trash mobs, but some of the bosses I can struggle unless I bump down to Master. Though, this particular issue that I have wouldn't really be solved by just putting in an intermediate point as much as making a difficulty setting that would scale differently for different enemy types.
Step 1) Put the difficulty on Vestige.
Step 2) Take off all armour/jewellery and CP, then equip white weapons no enchants.
There is no difference at a fundamental level between those 2 things. Both a self-nerfs via a sledgehammer.
What's the fundamental level you're referring to here?
I see a big difference between those two things. I think superficially the only thing they have in common is that the player character does less damage and experiences more damage. Less superficially, the first option you list let's a player use their current build with all of its details to engage with the mechanics of an encounter that has greater risk of danger and longer time to kill. The second option means the player character has to sacrifice their build, their mechanics and fundamentally all engagement with the systems of the game to manufacture difficulty. I think the reason why you see more players engaging with the difficulty options ZOS provided than self-nerfs is because at the end of the day people still want to play the dang game and its systems. If these were truly fundamentally the same, wouldn't everyone currently running around with vestige enabled have been naked before the update?
I think OP's point is valid that some people may just want more intermediate points that work within the framework of letting them engage with the game's mechanics as fully as possible. There are times that I wish Vestige difficulty and Master had more of a middle-ground. I like Vestige for trash mobs, but some of the bosses I can struggle unless I bump down to Master. Though, this particular issue that I have wouldn't really be solved by just putting in an intermediate point as much as making a difficulty setting that would scale differently for different enemy types.
They are both the same thing. They are player chosen self-nerfs. They are both sledgehammers.
You talk about mechs like they are designed for this. They aren't, the mechs are tuned for CP160 at Adventurer difficulty. Changing difficulty is no different to taking off gear.
One reduces your damage done/taken after all calculations, the other reduces your damage done/taken before calculations. Having 50% crit rating at Vestige is the same as having 10% crit rating at adventurer. The only difference in the mathematics is the initial value, but the end result is the same. Like I said, a sledgehammer, these are not tuned fights.
Cominfordatoothbrush wrote: »Step 1) Put the difficulty on Vestige.
Step 2) Take off all armour/jewellery and CP, then equip white weapons no enchants.
There is no difference at a fundamental level between those 2 things. Both a self-nerfs via a sledgehammer.
What's the fundamental level you're referring to here?
I see a big difference between those two things. I think superficially the only thing they have in common is that the player character does less damage and experiences more damage. Less superficially, the first option you list let's a player use their current build with all of its details to engage with the mechanics of an encounter that has greater risk of danger and longer time to kill. The second option means the player character has to sacrifice their build, their mechanics and fundamentally all engagement with the systems of the game to manufacture difficulty. I think the reason why you see more players engaging with the difficulty options ZOS provided than self-nerfs is because at the end of the day people still want to play the dang game and its systems. If these were truly fundamentally the same, wouldn't everyone currently running around with vestige enabled have been naked before the update?
I think OP's point is valid that some people may just want more intermediate points that work within the framework of letting them engage with the game's mechanics as fully as possible. There are times that I wish Vestige difficulty and Master had more of a middle-ground. I like Vestige for trash mobs, but some of the bosses I can struggle unless I bump down to Master. Though, this particular issue that I have wouldn't really be solved by just putting in an intermediate point as much as making a difficulty setting that would scale differently for different enemy types.
They are both the same thing. They are player chosen self-nerfs. They are both sledgehammers.
You talk about mechs like they are designed for this. They aren't, the mechs are tuned for CP160 at Adventurer difficulty. Changing difficulty is no different to taking off gear.
One reduces your damage done/taken after all calculations, the other reduces your damage done/taken before calculations. Having 50% crit rating at Vestige is the same as having 10% crit rating at adventurer. The only difference in the mathematics is the initial value, but the end result is the same. Like I said, a sledgehammer, these are not tuned fights.
Say you're at armor cap on adventurer and an enemy attack before mitigation deals 10000 damage. This is reduced to 5000. If you take your armor/defense buffs off and have 0 resistance, the damage you take is effectively +100%. This is not the same thing as playing vestige, it's the same thing as playing seasoned, AND you lose the fun of creating a build for your character
Cominfordatoothbrush wrote: »Step 1) Put the difficulty on Vestige.
Step 2) Take off all armour/jewellery and CP, then equip white weapons no enchants.
There is no difference at a fundamental level between those 2 things. Both a self-nerfs via a sledgehammer.
What's the fundamental level you're referring to here?
I see a big difference between those two things. I think superficially the only thing they have in common is that the player character does less damage and experiences more damage. Less superficially, the first option you list let's a player use their current build with all of its details to engage with the mechanics of an encounter that has greater risk of danger and longer time to kill. The second option means the player character has to sacrifice their build, their mechanics and fundamentally all engagement with the systems of the game to manufacture difficulty. I think the reason why you see more players engaging with the difficulty options ZOS provided than self-nerfs is because at the end of the day people still want to play the dang game and its systems. If these were truly fundamentally the same, wouldn't everyone currently running around with vestige enabled have been naked before the update?
I think OP's point is valid that some people may just want more intermediate points that work within the framework of letting them engage with the game's mechanics as fully as possible. There are times that I wish Vestige difficulty and Master had more of a middle-ground. I like Vestige for trash mobs, but some of the bosses I can struggle unless I bump down to Master. Though, this particular issue that I have wouldn't really be solved by just putting in an intermediate point as much as making a difficulty setting that would scale differently for different enemy types.
They are both the same thing. They are player chosen self-nerfs. They are both sledgehammers.
You talk about mechs like they are designed for this. They aren't, the mechs are tuned for CP160 at Adventurer difficulty. Changing difficulty is no different to taking off gear.
One reduces your damage done/taken after all calculations, the other reduces your damage done/taken before calculations. Having 50% crit rating at Vestige is the same as having 10% crit rating at adventurer. The only difference in the mathematics is the initial value, but the end result is the same. Like I said, a sledgehammer, these are not tuned fights.
Say you're at armor cap on adventurer and an enemy attack before mitigation deals 10000 damage. This is reduced to 5000. If you take your armor/defense buffs off and have 0 resistance, the damage you take is effectively +100%. This is not the same thing as playing vestige, it's the same thing as playing seasoned, AND you lose the fun of creating a build for your character
... which means both increase damage taken, both decrease damage done, both are player choices, both are self-nerfs - that's an example of sharing a fundamental level.
Challenge difficulty as implemented takes no account of nuance, scripting, or mechanics. It's a sledgehammer. There are overland bosses in the game that have attacks that cannot be dodged, they have to be blocked. Which means even a tank at 60k+ health and maximum damage mitigation cannot survive a hit on Vestige. That isn't a challenge, because challenge implies a chance of success.
Edit: Typos
Cominfordatoothbrush wrote: »Step 1) Put the difficulty on Vestige.
Step 2) Take off all armour/jewellery and CP, then equip white weapons no enchants.
There is no difference at a fundamental level between those 2 things. Both a self-nerfs via a sledgehammer.
What's the fundamental level you're referring to here?
I see a big difference between those two things. I think superficially the only thing they have in common is that the player character does less damage and experiences more damage. Less superficially, the first option you list let's a player use their current build with all of its details to engage with the mechanics of an encounter that has greater risk of danger and longer time to kill. The second option means the player character has to sacrifice their build, their mechanics and fundamentally all engagement with the systems of the game to manufacture difficulty. I think the reason why you see more players engaging with the difficulty options ZOS provided than self-nerfs is because at the end of the day people still want to play the dang game and its systems. If these were truly fundamentally the same, wouldn't everyone currently running around with vestige enabled have been naked before the update?
I think OP's point is valid that some people may just want more intermediate points that work within the framework of letting them engage with the game's mechanics as fully as possible. There are times that I wish Vestige difficulty and Master had more of a middle-ground. I like Vestige for trash mobs, but some of the bosses I can struggle unless I bump down to Master. Though, this particular issue that I have wouldn't really be solved by just putting in an intermediate point as much as making a difficulty setting that would scale differently for different enemy types.
They are both the same thing. They are player chosen self-nerfs. They are both sledgehammers.
You talk about mechs like they are designed for this. They aren't, the mechs are tuned for CP160 at Adventurer difficulty. Changing difficulty is no different to taking off gear.
One reduces your damage done/taken after all calculations, the other reduces your damage done/taken before calculations. Having 50% crit rating at Vestige is the same as having 10% crit rating at adventurer. The only difference in the mathematics is the initial value, but the end result is the same. Like I said, a sledgehammer, these are not tuned fights.
Say you're at armor cap on adventurer and an enemy attack before mitigation deals 10000 damage. This is reduced to 5000. If you take your armor/defense buffs off and have 0 resistance, the damage you take is effectively +100%. This is not the same thing as playing vestige, it's the same thing as playing seasoned, AND you lose the fun of creating a build for your character
... which means both increase damage taken, both decrease damage done, both are player choices, both are self-nerfs - that's an example of sharing a fundamental level.
Challenge difficulty as implemented takes no account of nuance, scripting, or mechanics. It's a sledgehammer. There are overland bosses in the game that have attacks that cannot be dodged, they have to be blocked. Which means even a tank at 60k+ health and maximum damage mitigation cannot survive a hit on Vestige. That isn't a challenge, because challenge implies a chance of success.
Edit: Typos
spartaxoxo wrote: »Cominfordatoothbrush wrote: »Step 1) Put the difficulty on Vestige.
Step 2) Take off all armour/jewellery and CP, then equip white weapons no enchants.
There is no difference at a fundamental level between those 2 things. Both a self-nerfs via a sledgehammer.
What's the fundamental level you're referring to here?
I see a big difference between those two things. I think superficially the only thing they have in common is that the player character does less damage and experiences more damage. Less superficially, the first option you list let's a player use their current build with all of its details to engage with the mechanics of an encounter that has greater risk of danger and longer time to kill. The second option means the player character has to sacrifice their build, their mechanics and fundamentally all engagement with the systems of the game to manufacture difficulty. I think the reason why you see more players engaging with the difficulty options ZOS provided than self-nerfs is because at the end of the day people still want to play the dang game and its systems. If these were truly fundamentally the same, wouldn't everyone currently running around with vestige enabled have been naked before the update?
I think OP's point is valid that some people may just want more intermediate points that work within the framework of letting them engage with the game's mechanics as fully as possible. There are times that I wish Vestige difficulty and Master had more of a middle-ground. I like Vestige for trash mobs, but some of the bosses I can struggle unless I bump down to Master. Though, this particular issue that I have wouldn't really be solved by just putting in an intermediate point as much as making a difficulty setting that would scale differently for different enemy types.
They are both the same thing. They are player chosen self-nerfs. They are both sledgehammers.
You talk about mechs like they are designed for this. They aren't, the mechs are tuned for CP160 at Adventurer difficulty. Changing difficulty is no different to taking off gear.
One reduces your damage done/taken after all calculations, the other reduces your damage done/taken before calculations. Having 50% crit rating at Vestige is the same as having 10% crit rating at adventurer. The only difference in the mathematics is the initial value, but the end result is the same. Like I said, a sledgehammer, these are not tuned fights.
Say you're at armor cap on adventurer and an enemy attack before mitigation deals 10000 damage. This is reduced to 5000. If you take your armor/defense buffs off and have 0 resistance, the damage you take is effectively +100%. This is not the same thing as playing vestige, it's the same thing as playing seasoned, AND you lose the fun of creating a build for your character
... which means both increase damage taken, both decrease damage done, both are player choices, both are self-nerfs - that's an example of sharing a fundamental level.
Challenge difficulty as implemented takes no account of nuance, scripting, or mechanics. It's a sledgehammer. There are overland bosses in the game that have attacks that cannot be dodged, they have to be blocked. Which means even a tank at 60k+ health and maximum damage mitigation cannot survive a hit on Vestige. That isn't a challenge, because challenge implies a chance of success.
Edit: Typos
The game wasn't built with CD in mind so ofc there are some outliers where it's better to swap to a companion or to a lower difficulty, for sure.
But, being able to create a build is not a small difference. There are no tanks if you have to remove all of your gear. Being unable to build for a challenge also means that you can't make adjustments to increase the number of enemies you can defeat by just unequipping things. I swapped to the build I created for Night Market and instantly had more fun and survived better than when on my group DPS build. Being able to use experience from one part of the game to enhance my experience in another felt good and is a fundamental part of the RPG experience that is lost by unequipping gear.
Tomatoes and Apples are both red fruit that can be used in cooking. Doesn't make them the same thing.
spartaxoxo wrote: »Cominfordatoothbrush wrote: »Step 1) Put the difficulty on Vestige.
Step 2) Take off all armour/jewellery and CP, then equip white weapons no enchants.
There is no difference at a fundamental level between those 2 things. Both a self-nerfs via a sledgehammer.
What's the fundamental level you're referring to here?
I see a big difference between those two things. I think superficially the only thing they have in common is that the player character does less damage and experiences more damage. Less superficially, the first option you list let's a player use their current build with all of its details to engage with the mechanics of an encounter that has greater risk of danger and longer time to kill. The second option means the player character has to sacrifice their build, their mechanics and fundamentally all engagement with the systems of the game to manufacture difficulty. I think the reason why you see more players engaging with the difficulty options ZOS provided than self-nerfs is because at the end of the day people still want to play the dang game and its systems. If these were truly fundamentally the same, wouldn't everyone currently running around with vestige enabled have been naked before the update?
I think OP's point is valid that some people may just want more intermediate points that work within the framework of letting them engage with the game's mechanics as fully as possible. There are times that I wish Vestige difficulty and Master had more of a middle-ground. I like Vestige for trash mobs, but some of the bosses I can struggle unless I bump down to Master. Though, this particular issue that I have wouldn't really be solved by just putting in an intermediate point as much as making a difficulty setting that would scale differently for different enemy types.
They are both the same thing. They are player chosen self-nerfs. They are both sledgehammers.
You talk about mechs like they are designed for this. They aren't, the mechs are tuned for CP160 at Adventurer difficulty. Changing difficulty is no different to taking off gear.
One reduces your damage done/taken after all calculations, the other reduces your damage done/taken before calculations. Having 50% crit rating at Vestige is the same as having 10% crit rating at adventurer. The only difference in the mathematics is the initial value, but the end result is the same. Like I said, a sledgehammer, these are not tuned fights.
Say you're at armor cap on adventurer and an enemy attack before mitigation deals 10000 damage. This is reduced to 5000. If you take your armor/defense buffs off and have 0 resistance, the damage you take is effectively +100%. This is not the same thing as playing vestige, it's the same thing as playing seasoned, AND you lose the fun of creating a build for your character
... which means both increase damage taken, both decrease damage done, both are player choices, both are self-nerfs - that's an example of sharing a fundamental level.
Challenge difficulty as implemented takes no account of nuance, scripting, or mechanics. It's a sledgehammer. There are overland bosses in the game that have attacks that cannot be dodged, they have to be blocked. Which means even a tank at 60k+ health and maximum damage mitigation cannot survive a hit on Vestige. That isn't a challenge, because challenge implies a chance of success.
Edit: Typos
The game wasn't built with CD in mind so ofc there are some outliers where it's better to swap to a companion or to a lower difficulty, for sure.
But, being able to create a build is not a small difference. There are no tanks if you have to remove all of your gear. Being unable to build for a challenge also means that you can't make adjustments to increase the number of enemies you can defeat by just unequipping things. I swapped to the build I created for Night Market and instantly had more fun and survived better than when on my group DPS build. Being able to use experience from one part of the game to enhance my experience in another felt good and is a fundamental part of the RPG experience that is lost by unequipping gear.
Tomatoes and Apples are both red fruit that can be used in cooking. Doesn't make them the same thing.
The game wasn't built for CD, so ZOS put a CD in, but didn't alter any other the underlying mechs or tuning. Nothing about what you said alters that CD is a sledgehammer. It's a macro level debuff, and it's still not the most challenging thing you can do in overland.
Oh and actually they are the same thing on a fundamental level.
spartaxoxo wrote: »
spartaxoxo wrote: »Cominfordatoothbrush wrote: »Step 1) Put the difficulty on Vestige.
Step 2) Take off all armour/jewellery and CP, then equip white weapons no enchants.
There is no difference at a fundamental level between those 2 things. Both a self-nerfs via a sledgehammer.
What's the fundamental level you're referring to here?
I see a big difference between those two things. I think superficially the only thing they have in common is that the player character does less damage and experiences more damage. Less superficially, the first option you list let's a player use their current build with all of its details to engage with the mechanics of an encounter that has greater risk of danger and longer time to kill. The second option means the player character has to sacrifice their build, their mechanics and fundamentally all engagement with the systems of the game to manufacture difficulty. I think the reason why you see more players engaging with the difficulty options ZOS provided than self-nerfs is because at the end of the day people still want to play the dang game and its systems. If these were truly fundamentally the same, wouldn't everyone currently running around with vestige enabled have been naked before the update?
I think OP's point is valid that some people may just want more intermediate points that work within the framework of letting them engage with the game's mechanics as fully as possible. There are times that I wish Vestige difficulty and Master had more of a middle-ground. I like Vestige for trash mobs, but some of the bosses I can struggle unless I bump down to Master. Though, this particular issue that I have wouldn't really be solved by just putting in an intermediate point as much as making a difficulty setting that would scale differently for different enemy types.
They are both the same thing. They are player chosen self-nerfs. They are both sledgehammers.
You talk about mechs like they are designed for this. They aren't, the mechs are tuned for CP160 at Adventurer difficulty. Changing difficulty is no different to taking off gear.
One reduces your damage done/taken after all calculations, the other reduces your damage done/taken before calculations. Having 50% crit rating at Vestige is the same as having 10% crit rating at adventurer. The only difference in the mathematics is the initial value, but the end result is the same. Like I said, a sledgehammer, these are not tuned fights.
Say you're at armor cap on adventurer and an enemy attack before mitigation deals 10000 damage. This is reduced to 5000. If you take your armor/defense buffs off and have 0 resistance, the damage you take is effectively +100%. This is not the same thing as playing vestige, it's the same thing as playing seasoned, AND you lose the fun of creating a build for your character
... which means both increase damage taken, both decrease damage done, both are player choices, both are self-nerfs - that's an example of sharing a fundamental level.
Challenge difficulty as implemented takes no account of nuance, scripting, or mechanics. It's a sledgehammer. There are overland bosses in the game that have attacks that cannot be dodged, they have to be blocked. Which means even a tank at 60k+ health and maximum damage mitigation cannot survive a hit on Vestige. That isn't a challenge, because challenge implies a chance of success.
Edit: Typos
The game wasn't built with CD in mind so ofc there are some outliers where it's better to swap to a companion or to a lower difficulty, for sure.
But, being able to create a build is not a small difference. There are no tanks if you have to remove all of your gear. Being unable to build for a challenge also means that you can't make adjustments to increase the number of enemies you can defeat by just unequipping things. I swapped to the build I created for Night Market and instantly had more fun and survived better than when on my group DPS build. Being able to use experience from one part of the game to enhance my experience in another felt good and is a fundamental part of the RPG experience that is lost by unequipping gear.
Tomatoes and Apples are both red fruit that can be used in cooking. Doesn't make them the same thing.
The game wasn't built for CD, so ZOS put a CD in, but didn't alter any other the underlying mechs or tuning. Nothing about what you said alters that CD is a sledgehammer. It's a macro level debuff, and it's still not the most challenging thing you can do in overland.
Oh and actually they are the same thing on a fundamental level.
I don't think the way you're using the term fundamental is all that helpful here, because you're using it to mean mathematically fundamental whereas I think others take the experience of playing the game (utilizing build variety etc) to be what is referred to as fundamental. Maybe we should move on from arguing over definitions.
I think if we take a step back, there is some agreement that challenge difficulty would be improved by having it be tuned in some respects to the encounter. Maybe its the case that all enemies with a boss icon (or perhaps individual attacks from said bosses) can be tuned slightly differently on different challenge difficulties. Even a sledgehammer approach to affect all bosses with all attacks above a certain threshold is still a way to achieve more tuned results for the player experience.
spartaxoxo wrote: »
May I suggest Google.
Source: Collins DictionaryYou use fundamental to describe things, activities, and principles that are very important or essential. They affect the basic nature of other things or are the most important element upon which other things depend
Source: WikipediaA role-playing game (sometimes spelled as roleplaying game[1][2] or abbreviated as RPG) is a game in which players assume and play out the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development