So you want Zenimax to take time from fixing this game many bugs and from creating new content to develop a 'self debuff' you can very easily achieve by making your self lesser versions of your best in slot gear or by using less optimal gear? Ok...
Daemons_Bane wrote: »@MarcoPolo have you edited my name in that quote, or is that a fancy bug?
Daemons_Bane wrote: »@MarcoPolo have you edited my name in that quote, or is that a fancy bug?
Daemons_Bane wrote: »Just took a quick look at my alchemy ingame.. I can indeed make magicka hard to use, but only for 35 seconds at a time
Daemons_Bane wrote: »If you just want to debuff yourself simply like that, would poisons not do the trick?
Could you explain? I've never used poisons before; I thought they were just buffs for my weapons?
Daemons_Bane wrote: »I put an image of a fun poison in my previous post.. If they added a crown store item that extended potion time, you would be set
Daemons_Bane wrote: »Well, one can always hope Dahveedthe potion formula is there, so now you can wish for a crownstore item extending it's duration
Daemons_Bane wrote: »I think people see this as another request for a difficulty slider, as I did myself in the beginning.. That questions has been raised countless times, so people are short on patience on the subjectHaving understood what you meant and wanted, I agree that the wish could be granted without too much trouble
Daemons_Bane wrote: »I think people see this as another request for a difficulty slider, as I did myself in the beginning.. That questions has been raised countless times, so people are short on patience on the subjectHaving understood what you meant and wanted, I agree that the wish could be granted without too much trouble
The problem lies in both a lack of understanding and patience.
People jump to conclusions without even reading the first damn sentence.
Hell even the title should be pretty obvious that it isn't just another "difficulty slider" request...
Anyways thanks for your understanding, you are one of the 0.000001% of people on planet Earth actually capable of changing their minds in an argument.
Silver_Strider wrote: »I'm still bummed out that they didn't add diseases, like Rock joint or Brain Rot, to the game.
This is the wilderness after all. Animals and creatures wield all sorts of bacteria and viruses that are easily just as lethal as any claws, fangs or weapons and should have been an easy enough feature to add.
I mean, just have each disease offer some debuff that is similar to what poisons do but for extreme periods of time, or even permanent until cured. It's not like they haven't done that with how you acquire Vampire/WW already and with wide array of debuffs, it should be easy to add certain debuffs to certain mobs to make them more troublesome.
World Boss should also be given this treatment, making their fights much more engaging overall. Imagine a World Boss that places Brain Rot on you, making all your magic abilities cost more, or Rock Joint that makes dodge roll more costly. It would be more challenging that's for sure and in all seriousness, should be how world bosses should be.
As for a cure for these diseases, there should be special shrines/NPCs in cities or out in the wilderness that help remove these debuffs. Pilgrims traveling the roads, shrines dedicated to Kyne in Skyrim or Y'ffre in Valenwood, things like that to make the world more engaging would have been great little perks of the world.
RoamingRiverElk wrote: »So what would the debuff costume ideally do? How would it lower your stats, by how much?
OK, I wasn't going to weigh in here but I got to thinking. I don't completely disagree with your motives OP. I too enjoyed vet content more when it was still a challenge. However since they have removed veteran ranks and will soon have everything scaled anyway, I don't really think delving into past disagreements about nerfing veteran ranks is really relevant.
The biggest problem I have with what you are suggesting is that it just doesn't really make any sense. Not for the sort of linear, mechanic-independent self-nerf you are asking for. In other words, difficulty is more than just lowering your own stats. It has to do with enemy behavior, how intelligently and frequently they use what sort of abilities, how quickly they react to your own attacks, etc.
Just nerfing your own stats will ultimately achieve very little in terms of increasing the difficulty so long as the mobs you are fighting still follow the same predictable "vanilla" patterns.
Therefor, what other people have already suggested would already achieve what you are asking the devs to devote ANY time to. Crafting a non-set of gear in your desired style to effectively nerf your stats and defenses would make mistakes less forgiving, and make fights take longer and require better resource management.
But you say "no that's not good enough."
Not to be rude but again without devoting time to a true difficulty slider where MECHANICS were scaled as well as just moving some stat decimals, it really isn't any different than wearing white gear. The fact that you can't be bothered to meet what you are asking for half way when it is already an option doesn't do much to inspire support for your cause.
I do think a difficulty slider would be a good idea though. In the open world, only people playing in that difficulty tier would be phased into your shard of the Megaserver.
Also I'd just like to repeat that if you're so concerned about dev's "wasting time" by concentrating on something like this, where is your forum post decrying ZoS's recent announcement that they are completely revamping all leveling zones in the entire game to scale to players' level? Why aren't you totally up in arms about this massive waste of resources (which quite obviously took exponentially longer than the very easy debuff I am suggesting?
Also I'd just like to repeat that if you're so concerned about dev's "wasting time" by concentrating on something like this, where is your forum post decrying ZoS's recent announcement that they are completely revamping all leveling zones in the entire game to scale to players' level? Why aren't you totally up in arms about this massive waste of resources (which quite obviously took exponentially longer than the very easy debuff I am suggesting?
That is an apples and oranges argument though. Scaling everything is a GREAT idea as it prevents 90% of the content from being under-leveled. It was a great step making all gold zones max level and this will be even better. I will always get max XP for killing things and questing, and all content will be as challenging as that content gets.
Never made sense a Mudcrab from Glenumbra could kick the tar out of my Bosmer that hunted entire civilizations of them to extinction in Grahtwood!
But back to the topic at hand. I am not trying to be rude or to argue with you, and much of my first post was just general musing not directed at you specifically. More just saying that IF we were to do a difficulty "thing," it would be better/make more sense to have it phased (so only those that select that level of difficulty will appear to you in the world), and have it effect mechanics as well.
But what you are asking for... Well it is just hard for me to comprehend really. It seems almost like a paradox, a contradiction, like an exercise in self-deception or a purely intellectual exercise. You want the game to give you a sense of progression, and to use all the methods available to become stronger, but you want to then be able to negate that progression. But you don't want to negate the progression...
You do see where this is inevitably going don't you? Once you get better at your class and level up your gear with even better sets and enchants, the current debuff will no longer be enough and you will have to ask the devs to make you a STRONGER poison/ring/spell/spoiled food/whatever debuff.
It just seems like an imperfect "fix" or substitute for a true instanced difficulty slider which would be IMHO a far better solution.
Can I PLEEEEASE have a self-nerf option?
But can I please just have a very SIMPLE self-nerf that applies a sort of debuff to my character to make single player questing interesting?
Also I'd just like to repeat that if you're so concerned about dev's "wasting time" by concentrating on something like this, where is your forum post decrying ZoS's recent announcement that they are completely revamping all leveling zones in the entire game to scale to players' level? Why aren't you totally up in arms about this massive waste of resources (which quite obviously took exponentially longer than the very easy debuff I am suggesting?
That is an apples and oranges argument though. Scaling everything is a GREAT idea as it prevents 90% of the content from being under-leveled. It was a great step making all gold zones max level and this will be even better. I will always get max XP for killing things and questing, and all content will be as challenging as that content gets.
Never made sense a Mudcrab from Glenumbra could kick the tar out of my Bosmer that hunted entire civilizations of them to extinction in Grahtwood!
But back to the topic at hand. I am not trying to be rude or to argue with you, and much of my first post was just general musing not directed at you specifically. More just saying that IF we were to do a difficulty "thing," it would be better/make more sense to have it phased (so only those that select that level of difficulty will appear to you in the world), and have it effect mechanics as well.
But what you are asking for... Well it is just hard for me to comprehend really. It seems almost like a paradox, a contradiction, like an exercise in self-deception or a purely intellectual exercise. You want the game to give you a sense of progression, and to use all the methods available to become stronger, but you want to then be able to negate that progression. But you don't want to negate the progression...
You do see where this is inevitably going don't you? Once you get better at your class and level up your gear with even better sets and enchants, the current debuff will no longer be enough and you will have to ask the devs to make you a STRONGER poison/ring/spell/spoiled food/whatever debuff.
It just seems like an imperfect "fix" or substitute for a true instanced difficulty slider which would be IMHO a far better solution.
Your "imperfect fix" would be 100% perfect for me, sorry but you're completely wrong.
If I change the difficulty in Skyrim to "hard" or "easy", do i then just throw up my arms and say "well what's the point of even trying" and then throw it back to easy?
If this were implemented, all I would have to do is apply it exactly once to my new level 1 character, then *bam* the entire game just changed forever and I never have to think about it again. I play the game as usual, as though I don't even have a debuff and as though the game were *supposed* to be played this way. I am very good at deluding myself this way, don't worry.
This is how I do it in Skyrim, after all. As a PC player, I literally always have to option of winning every single fight no matter what just by opening the console interface and typing "TGM". But I literally never do this... Why? Because I can easily delude myself into thinking I am "not allowed" to.
The "self-deception" you are talking about is 100% fine by me. It just means the game is much harder, and all my gear stats bonuses etc etc etc are meaningful again and not just a waste of time and energy.
And if they did it in increments, the level would be entirely up to me. I wouldn't have to ask them for yet another nerf, because those nerfs would already be available with the click of a button.
If you are having a hard time comprehending my point of view... believe me when I say I have an equally hard time comprehending people like yourself (but especially people much worse than yourself... there are a lot of them out there) who are so negative about an idea that would effect them literally in no way whatsoever: It would be just yet another Crown Store item that you decide not to buy, then hop along your merry way killing quest mobs in 2 seconds.
Meanwhile I'll be having way much more fun than before deluding myself into thinking that this *is* how the game is supposed to be, thank you very much.
And (to repeat again) it requires very little effort from ZoS to accomplish.
Also I'd just like to repeat that if you're so concerned about dev's "wasting time" by concentrating on something like this, where is your forum post decrying ZoS's recent announcement that they are completely revamping all leveling zones in the entire game to scale to players' level? Why aren't you totally up in arms about this massive waste of resources (which quite obviously took exponentially longer than the very easy debuff I am suggesting?
That is an apples and oranges argument though. Scaling everything is a GREAT idea as it prevents 90% of the content from being under-leveled. It was a great step making all gold zones max level and this will be even better. I will always get max XP for killing things and questing, and all content will be as challenging as that content gets.
Never made sense a Mudcrab from Glenumbra could kick the tar out of my Bosmer that hunted entire civilizations of them to extinction in Grahtwood!
But back to the topic at hand. I am not trying to be rude or to argue with you, and much of my first post was just general musing not directed at you specifically. More just saying that IF we were to do a difficulty "thing," it would be better/make more sense to have it phased (so only those that select that level of difficulty will appear to you in the world), and have it effect mechanics as well.
But what you are asking for... Well it is just hard for me to comprehend really. It seems almost like a paradox, a contradiction, like an exercise in self-deception or a purely intellectual exercise. You want the game to give you a sense of progression, and to use all the methods available to become stronger, but you want to then be able to negate that progression. But you don't want to negate the progression...
You do see where this is inevitably going don't you? Once you get better at your class and level up your gear with even better sets and enchants, the current debuff will no longer be enough and you will have to ask the devs to make you a STRONGER poison/ring/spell/spoiled food/whatever debuff.
It just seems like an imperfect "fix" or substitute for a true instanced difficulty slider which would be IMHO a far better solution.
Your "imperfect fix" would be 100% perfect for me, sorry but you're completely wrong.
If I change the difficulty in Skyrim to "hard" or "easy", do i then just throw up my arms and say "well what's the point of even trying" and then throw it back to easy?
If this were implemented, all I would have to do is apply it exactly once to my new level 1 character, then *bam* the entire game just changed forever and I never have to think about it again. I play the game as usual, as though I don't even have a debuff and as though the game were *supposed* to be played this way. I am very good at deluding myself this way, don't worry.
This is how I do it in Skyrim, after all. As a PC player, I literally always have to option of winning every single fight no matter what just by opening the console interface and typing "TGM". But I literally never do this... Why? Because I can easily delude myself into thinking I am "not allowed" to.
The "self-deception" you are talking about is 100% fine by me. It just means the game is much harder, and all my gear stats bonuses etc etc etc are meaningful again and not just a waste of time and energy.
And if they did it in increments, the level would be entirely up to me. I wouldn't have to ask them for yet another nerf, because those nerfs would already be available with the click of a button.
If you are having a hard time comprehending my point of view... believe me when I say I have an equally hard time comprehending people like yourself (but especially people much worse than yourself... there are a lot of them out there) who are so negative about an idea that would effect them literally in no way whatsoever: It would be just yet another Crown Store item that you decide not to buy, then hop along your merry way killing quest mobs in 2 seconds.
Meanwhile I'll be having way much more fun than before deluding myself into thinking that this *is* how the game is supposed to be, thank you very much.
And (to repeat again) it requires very little effort from ZoS to accomplish.
Hey man, I honestly don't care. Like I said I'm not arguing with you. Just trying to have a civil discussion with different viewpoints.
I think part of the problem is you kind of come off sounding a bit arrogant, or at least, kind of seem to have a bad attitude. Maybe you have dealt with one too many forum trolls and now just see personal attacks where there are really just innocent people trying to talk to you that might not 100% agree?
I mean I made what I thought was a totally kind, non-confrontational, and even mildly humorous response, and it seems you took the whole thing as a personal attack. I never once used the term "delusional," yet you keep repeating that in quoting me like what I was saying is that only a delusional person would want what you are asking for.
By self-deception I meant, that since there are already options like crafting weaker gear to quest in that you reject as an option, you are essentially asking for a debuff where you KNOW you are debuffed yet "make believe" in your mind that it is normal for your character, in order to gain the impression that the content is more challenging.
It sounds like you would be better served just sending a request to ZOS through support mail. It doesn't really sound like you were looking to have a conversation. Otherwise, maybe take a step back and realize not everyone with a different viewpoint is out to troll you?
Regards.
Sprotch_16_ESO wrote: »I completely understand you @Dahveed. I had the same problem in another game a couple of years back.I do not have that problem in ESO, but I'm not that good a player
Implementing a difficulty slider is probably too.... 'difficult', and the more I think about how this would be implemented, the more I understand ZOS's point in saying it's almost impossible to do.
However you have a point ; the mechanics already exists.
All the potions (except for poison), enchanted gear, sets, ..., they all ADD one or more values to your stats. How hard can it be to have something that SUBTRACT a values from you stats ?
May I add another option to your list : ZOS could add a new crafting station to the game (Peryite's Curse). This station would let you craft and improve a new set (Set of Peryite's Curse) that actually decreases your health, stamina, magica.....Set Weapons would make less damage. And the more that gear is 'improved', the higher the negative values....
They could make this a mini-DLC in the Crown-store. I don't think it would require much work on ZOS's part, because (again) : all the mechanics already exist.
PS : I myself would not use it, I'm happy with the difficulty as it is. But I understand you.
edited for typo