[...]
golfer.dub17_ESO wrote: »They've really nerfed the boss difficulty.
Leveling a new alt, I dps'd Doshia down instantly and Balreth was already missing some hp when I entered his arena.
Standard mob difficulty feels about the same though.
@llyoke : while solo content is indeed quite solo-able, did you try the group dungeons, Trials or other end game stuff?
Indeed it's very easy, most of the time (I'm saying this as a solo PvE player).
Just a suggestion: how about trying to run some dungeons naked?^^ I haven't done this before, but the more I think about it, the more tempting it gets, just to see how far I could get
MercyKilling wrote: »Once upon a time, there was an MMO. What the name of this MMO is is unimportant, what -is- important is that it had the same thing other MMO's have. Missions. Quests. Story-driven content that could be done by a single person OR a group of people. These missions or quests or whatever you want to call them actually SCALED based upon group size.
This MMO ALSO had another feature of the questing/mission system whereby a person could tailor their experience even further. One could choose from (at first) four different difficulty levels, effectively boosting the mobs within to a maximum of four levels above the individual's own level, thereby making it even more challenging.
Eventually, the developers refined the process to where a single character could set their personal(and group, if they led/formed the group) difficulty to the aforementioned +4 levels, and then...they could adjust the mob spawn size of the mission or quest from single player to a full team's worth of mobs to fight. In this game, team max size was eight. So a single player could spawn a mission with mobs spawning for a team size of 8.
This MMO came out at roughly the same time as WoW, to boot. April 27th, 2004 was the official launch date, as I recall. The tech and means to do so was around back then. Why can't this kind of scaling tech be used in this game would be my major concern, rather than solo or group content. Such a system as the aforementioned MMO's for grouping and scaling content would solve this problem rather efficiently, and could be incorporated into this game rather easily. It would also solve the problem of the main quest being "too easy" or "too hard"...for one could tailor it to their OWN SKILL LEVEL. It simply wouldn't matter if one wanted to group up to do it or solo it, for the difficulty (or ease) is in the hands of the player.
TL : DR
Instead of everyone griping about how easy it's become and railing at the developers to make things harder across the board....why not choose poking the developers on THIS subject. Let the player decide what difficulty to run at.
Edit: Added a TLDR.
Indeed it's very easy, most of the time (I'm saying this as a solo PvE player).
Just a suggestion: how about trying to run some dungeons naked?^^ I haven't done this before, but the more I think about it, the more tempting it gets, just to see how far I could get
I've done the naked thing a few times, and even though it might put the difficulty up a bit (most of the time, it doesn't), it's just plain boring
MercyKilling wrote: »Once upon a time, there was an MMO. What the name of this MMO is is unimportant, what -is- important is that it had the same thing other MMO's have. Missions. Quests. Story-driven content that could be done by a single person OR a group of people. These missions or quests or whatever you want to call them actually SCALED based upon group size.
This MMO ALSO had another feature of the questing/mission system whereby a person could tailor their experience even further. One could choose from (at first) four different difficulty levels, effectively boosting the mobs within to a maximum of four levels above the individual's own level, thereby making it even more challenging.
Eventually, the developers refined the process to where a single character could set their personal(and group, if they led/formed the group) difficulty to the aforementioned +4 levels, and then...they could adjust the mob spawn size of the mission or quest from single player to a full team's worth of mobs to fight. In this game, team max size was eight. So a single player could spawn a mission with mobs spawning for a team size of 8.
This MMO came out at roughly the same time as WoW, to boot. April 27th, 2004 was the official launch date, as I recall. The tech and means to do so was around back then. Why can't this kind of scaling tech be used in this game would be my major concern, rather than solo or group content. Such a system as the aforementioned MMO's for grouping and scaling content would solve this problem rather efficiently, and could be incorporated into this game rather easily. It would also solve the problem of the main quest being "too easy" or "too hard"...for one could tailor it to their OWN SKILL LEVEL. It simply wouldn't matter if one wanted to group up to do it or solo it, for the difficulty (or ease) is in the hands of the player.
TL : DR
Instead of everyone griping about how easy it's become and railing at the developers to make things harder across the board....why not choose poking the developers on THIS subject. Let the player decide what difficulty to run at.
Edit: Added a TLDR.
I would love a difficulty slider.
MercyKilling wrote: »Once upon a time, there was an MMO. What the name of this MMO is is unimportant, what -is- important is that it had the same thing other MMO's have. Missions. Quests. Story-driven content that could be done by a single person OR a group of people. These missions or quests or whatever you want to call them actually SCALED based upon group size.
This MMO ALSO had another feature of the questing/mission system whereby a person could tailor their experience even further. One could choose from (at first) four different difficulty levels, effectively boosting the mobs within to a maximum of four levels above the individual's own level, thereby making it even more challenging.
Eventually, the developers refined the process to where a single character could set their personal(and group, if they led/formed the group) difficulty to the aforementioned +4 levels, and then...they could adjust the mob spawn size of the mission or quest from single player to a full team's worth of mobs to fight. In this game, team max size was eight. So a single player could spawn a mission with mobs spawning for a team size of 8.
This MMO came out at roughly the same time as WoW, to boot. April 27th, 2004 was the official launch date, as I recall. The tech and means to do so was around back then. Why can't this kind of scaling tech be used in this game would be my major concern, rather than solo or group content. Such a system as the aforementioned MMO's for grouping and scaling content would solve this problem rather efficiently, and could be incorporated into this game rather easily. It would also solve the problem of the main quest being "too easy" or "too hard"...for one could tailor it to their OWN SKILL LEVEL. It simply wouldn't matter if one wanted to group up to do it or solo it, for the difficulty (or ease) is in the hands of the player.
TL : DR
Instead of everyone griping about how easy it's become and railing at the developers to make things harder across the board....why not choose poking the developers on THIS subject. Let the player decide what difficulty to run at.
Edit: Added a TLDR.
I would love a difficulty slider.
In my opinion, if a difficulty slider is implemented, they shouldn't hold back with it. Make a wide enough range of difficulty that goes from 'Oh I have to think' to 'Oh **** how do I stay alive?!?', sorta like Skyrim's Master setting with unimproved and unenchanted weapons and armor. Give a wide enough range so that the last one could be near impossible. Of course the easiest difficulty could be what we have now.
I'm fed up of playing a game, where I even dumbing myself down won't give me the challenge that I seek. After Unlimited was released, I thought I'd just continue playing free for a while, and then re-sub, once they sort out the easiness of the game. This isn't going to happen, and I don't want to waste my time or money on a game that literally presents not a single challenge. I can't even imagine how much easier this game would be if I were to group up. My 4-year-old niece would even have no trouble playing this.
It's a damn shame, because I really enjoyed everything else about the game, but there's absolutely no point in me even using armour or powerful weapons if they just exacerbate this problem. I'm tired of using starter gear, or even no gear, and selling new gear.
I'm not asking for ZOS to bump up the difficulty to be as challenging as Dark Souls (although, I'd like that), and then make the game a pain for those who don't want really tough challenges, I just want to have to use my brain while playing, and actually try-hard to beat the enemies that are supposed to be tough... or at least balance the choice for those who want a higher difficulty, and those who want it as it is.
And before you say anything, about how I can do all kinds of methods to make the game harder, I'VE TRIED EVERYTHING, AND I'M TIRED OF IT MAKING NO DIFFERENCE! I shouldn't even have to go through extreme lengths to make the game harder!
I'm referring to PVE. PVP is actually fantastic, but I think most of you may agree that around 95% of this game is PVE...
[Moderator Note: Edited per our rules on Demands / Threats]
MercyKilling wrote: »Once upon a time, there was an MMO. What the name of this MMO is is unimportant, what -is- important is that it had the same thing other MMO's have. Missions. Quests. Story-driven content that could be done by a single person OR a group of people. These missions or quests or whatever you want to call them actually SCALED based upon group size.
This MMO ALSO had another feature of the questing/mission system whereby a person could tailor their experience even further. One could choose from (at first) four different difficulty levels, effectively boosting the mobs within to a maximum of four levels above the individual's own level, thereby making it even more challenging.
Eventually, the developers refined the process to where a single character could set their personal(and group, if they led/formed the group) difficulty to the aforementioned +4 levels, and then...they could adjust the mob spawn size of the mission or quest from single player to a full team's worth of mobs to fight. In this game, team max size was eight. So a single player could spawn a mission with mobs spawning for a team size of 8.
This MMO came out at roughly the same time as WoW, to boot. April 27th, 2004 was the official launch date, as I recall. The tech and means to do so was around back then. Why can't this kind of scaling tech be used in this game would be my major concern, rather than solo or group content. Such a system as the aforementioned MMO's for grouping and scaling content would solve this problem rather efficiently, and could be incorporated into this game rather easily. It would also solve the problem of the main quest being "too easy" or "too hard"...for one could tailor it to their OWN SKILL LEVEL. It simply wouldn't matter if one wanted to group up to do it or solo it, for the difficulty (or ease) is in the hands of the player.
TL : DR
Instead of everyone griping about how easy it's become and railing at the developers to make things harder across the board....why not choose poking the developers on THIS subject. Let the player decide what difficulty to run at.
Edit: Added a TLDR.
I would love a difficulty slider.
In my opinion, if a difficulty slider is implemented, they shouldn't hold back with it. Make a wide enough range of difficulty that goes from 'Oh I have to think' to 'Oh **** how do I stay alive?!?', sorta like Skyrim's Master setting with unimproved and unenchanted weapons and armor. Give a wide enough range so that the last one could be near impossible. Of course the easiest difficulty could be what we have now.
Of course having the option to raise or lower the difficulty (or, options in general) would be a good thing. But I'm not sure how this could work, f.e. what if 2 different players playing on 2 different difficulties fighting 1 mob? Of course this difficulty change works in Skyrim and other single player games, but I think it'd be almost impossible to add this to an MMO (I have to say I don't know much about other MMOs, though). Except for solo instances, I can't imagine how this would work elsewhere in the game. Unless, f.e. on lower difficulty, we gain less XP but gain more power to finish the mob, and vice versa. But.. I don't know..