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My Character is Leveling Down Instead of Up

  • starkerealm
    starkerealm
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    @starkerealm , Yeah the base damage is still what I get caught up on... It's just hard spending so much time leveling up my character to switch to the throw-away and deal more dmg per strike.

    Yeah, that's mostly because your level 4 is hyperleveled to deal with the enemies. It wouldn't surprise me if it has a substantially larger stamina pool than your 49.
  • Altaire
    Altaire
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    OP
    That's how OneTam works now, ZoS didn't like it ppl could solo so far. So they 'fixed it'.
    If ya was high lvl w/ good equipment, then not a problem.
    If ya a 'Lowbie' then ya can't farm...

    Jk, everyone farms now... and that's just sad.
    Might as well change the name to 'farmland saga'
  • Daniel_Malloy
    Daniel_Malloy
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    Altaire wrote: »
    OP
    That's how OneTam works now, ZoS didn't like it ppl could solo so far. So they 'fixed it'.
    If ya was high lvl w/ good equipment, then not a problem.
    If ya a 'Lowbie' then ya can't farm...

    Jk, everyone farms now... and that's just sad.
    Might as well change the name to 'farmland saga'

    As sad as it is, that's what I have to do now it seems to reach CP 160. I'm up to CP 15 now and just got my proverbial donkey handed to me in an accidental duel while finishing up a mob by a lvl 14 character... I REALLY don't like people spamming duels and REALLY hate this backwards system!
  • Horker
    Horker
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    Its the 200% damage scaling u get at low level, it scales down the higher ur level get, because at low level u lack sustain, so thats why you have damage.

    tbh, kinda funny to trash ppl with meteor at a level 10 DK in a duel these days
    ROSES ARE RED, VIOLETS ARE BLUE, TRINIMAC IS DEAD, MALACATH IS TRUE
  • carljokl
    carljokl
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    In anticipation of console release of One Tamriel on Thursday, these findings are kind of depressing reading.

    It sounds like the satisfaction of getting tougher when leveling is going to be lost. It wouldn't be so bad if it was tapered so it is a gradual increase in toughness.

    It sounds like with the wrong build it is possible to get weaker.

    I have mixed feelings because on the one hand it feels like leveling a character has just become greatly devalued. On the other hand I have hit problems that leveling Alts in a full set of training gear it is quite possible to start out-leveling the content before completing even the main quests in a zone. Presently as soon as you are more than 5 levels above the creatures you are killing then there is no reward. No drops, no experience, no gold, nothing. This means if you want to finish an area or even if you missed a quest or area when you were the right level, completing it yields no reward except at the end of the quest. Even killing off a world boss that was missed gives you no reward. When killing these mobs like a chore it is easy for me to get sloppy. If I just try and run through an finish a quest (why waste time killing mobs for zero reward?) it is possible to end up with a large group chasing you. These might overwhelm you if they catch up. If they kill you then there is the insult of paying to repair your gear even though the mobs you have been killing have produced zero gold to compensate for this cost. It then becomes a lost maker except for the quest completion reward.

    One Tamriel should fix this so that no matter what the mobs are always the right level that I should gain experience. It is in improvement for that.

    I still would like to feel like I am getting more powerful as I level up.

    In the end it is coming whether I want it or not. The best I can do is learn to adapt to play effectively with this new style of leveling.
    My Characters

    Xargothius: Breton - JOAT / Magsorc | Orchid the Fair: Orismer - Crafter / Heavy Tank | Voneri Vox: Dunmer - Magplar Healer | Rexorgiana: Imperial - Temptress / Magblade
    Phirkius: Altmer - MagSorc | Rexorigus: Imperial - Med Tank / StamKnight | Sven Svedishchef: Nord - Provisioner / Stamplar | Finds-All-Fungi: Argonian - Alchemist/ Stamblade
    Emerald-Wild-Guard: Bosmer - Wyrd / StamSorc | Nates Datum Festi: Imperial - Light Tank / StamKnight | Magnolia Desert-Blossom: Redguard - 2 Handed Stamplar | Shadow-Softpaw: Khajiit - StamBlade
    Sorcerer | Dragon Knight | Templar | Night Blade
  • Tabbycat
    Tabbycat
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    I think it would be interesting to see the level 4 and the level 49 Nord Dragon Knights duel each other just to see how it would turn out. Of course, OP couldn't do that but perhaps if a friend is willing to help with the experiment and has a free character slot...
    Founder and Co-GM of The Psijic Order Guild (NA)
    0.016%
  • DarkLord
    DarkLord
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    The OP has a point.
    Leveling from 1 to 160 CP is harder (as in tedious, not more difficult).
    Before the Update you could do Green content at speed now all the content is Yellow.
    It is not more difficult, it just take longer to kill stuff (very boring).

    After 160CP life gets much easier and your DPS increase as you level up, but boy it's boring to get there............
    Of course some Classes and builds are better than others but generally a Newbie wouldn't know much about optimize their Class to maximize DPS, and they might get bored before they learn how to do it.
    Edited by DarkLord on October 11, 2016 11:04AM
  • eserras7b16_ESO
    eserras7b16_ESO
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    You are "overscaled" at low level to compensate for the lack of skills and skillpoints and the abilities and passives that go with them.

    Craft yourself more gear. This game is not a typical MMO anymore in that side. Anyway, you should be getting stronger in a matter that your skills and passives develop as well as your gameplay. If you craft yourself gear of your level you'll see that you get stronger.
    Eptackt - Argonian Templar
    Belegrand - Redguard Nightblade
  • Bryanonymous
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    How can the OP ignore so many other buffs that a low level player doesn't have? Amazing... Off the top of my head: Enchantments, set pieces, armor quality, food, potions, passives... And that's all before CP. You really want your end game to be happy time care bear sims face roll online? LoL. And yes, a new character can access all those things too... but who does that? A truely new player doesn't have any gold to get anything like that.
    Edited by Bryanonymous on October 11, 2016 11:18AM
  • DarkLord
    DarkLord
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    How can the OP ignore so many other buffs that a low level player doesn't have? Amazing... Off the top of my head: Enchantments, set pieces, armor quality, food, potions, passives... And that's all before CP. You really want your end game to be happy time care bear sims face roll online? LoL.

    I don't want to speak on the OP behalf but personally I do all of that, but the point is that my DPS decreased in a matter of one single day, it is not about optimizing my character for best result (which I am sure can be improved), it's the sudden nerf in DPS.
    The day after the Update it takes me roughly 40-50% longer to kill the same exact mobs I was killing the previous day (I am lvl 120).
    Yet a level 350 can steamroll through the same mobs exactly as before the update.
    Basically this Update affected negatively players below the 160cp mark, while everybody else (Above 160cp) benefits from it as they still manage to breeze through packs of mobs as before, but now they also get XP.

    I don't mind the game getting more difficult (World Bosses for example a good thing), or having to group up with some dudes to do some content I was able to solo before, and I don't mind dying more often if the mobs are actually more challenging but........taking ages to down a single mob is not really fun or welcomed.
  • Logun24x7
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    I've been wondering why as I level the less power I have and the longer the fights take .... at level one with no skills I was killing a group of 3 mobs no problem .... at 32 in blue gear 3 mobs nearly kill me .... something feels upside down now.

    Personally I think all gear should get buffed up to compensate
  • Garrick
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    I noticed the leveling down effect too. I didn't do any "tests" as such, it was more what I observed through alternating between my max-level character and a low-level character in the same zone. The short of it is: the content is much easier for my low-level character (level 8).

    I don't think the difficulty is such a big deal. It's odd, I admit, but high level characters need more of a challenge to keep things interesting. It would be worse if low-levels had a hard time of it. It would make sense if higher-level zones were more challenging, but then that defeats the purpose of One Tamriel.

    What I think it more weird is that leveling up makes your character look weaker, stats wise. Every level, my character loses stats. And that attribute point I allocate only serves to make one stat downgrade at a slower rate. I know that this is mostly gear-related, but it is a very counter-intuitive system. I can't imagine what brand new players think of it.

    One of the flaws of One Tamriel is that it is a game overhaul designed mostly for existing players. When you have several characters, and champion points, it all kind of works. It may be a little counter-intuitive but experienced players know what they are doing (mostly) and the impact is negligible. However, for new players it must be very confusing. I have a friend who quit playing some months back only to come back with One Tamriel. I mainly notice all the strange leveling effects due to questions I get. The one that I couldn't answer (other than to say "respec") was why her character had lower health than mine despite her putting attribute points in health.

    Generally, I feel that attribute points are redundant now. Instead, there should perhaps be a triangle of health, stamina and magicka like the one in character creation for muscular, fat and thin. The player chooses where they want the character to be in the stat triangle and that affects their stats. Maybe charge 50 gold per level to change it. I don't like minimizing rpg elements but if something is pointless and confusing then why keep it?
  • Bryanonymous
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    DarkLord wrote: »
    How can the OP ignore so many other buffs that a low level player doesn't have? Amazing... Off the top of my head: Enchantments, set pieces, armor quality, food, potions, passives... And that's all before CP. You really want your end game to be happy time care bear sims face roll online? LoL.

    I don't want to speak on the OP behalf but personally I do all of that, but the point is that my DPS decreased in a matter of one single day, it is not about optimizing my character for best result (which I am sure can be improved), it's the sudden nerf in DPS.
    The day after the Update it takes me roughly 40-50% longer to kill the same exact mobs I was killing the previous day (I am lvl 120).
    Yet a level 350 can steamroll through the same mobs exactly as before the update.
    Basically this Update affected negatively players below the 160cp mark, while everybody else (Above 160cp) benefits from it as they still manage to breeze through packs of mobs as before, but now they also get XP.

    I don't mind the game getting more difficult (World Bosses for example a good thing), or having to group up with some dudes to do some content I was able to solo before, and I don't mind dying more often if the mobs are actually more challenging but........taking ages to down a single mob is not really fun or welcomed.

    Your DPS will go back up when you apply CP. The main problem is they have two different leveling systems, which I hate too. 1-50, and then CP. Redundant. Keep in mind, the idea is for the game to be easier for new players.
    Edited by Bryanonymous on October 11, 2016 11:44AM
  • sadownik
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    @DarkLord this is exactly how it looks now. If you are trying to "equalize" content for players with lvl 10 character and lvl 50 cp 600 character (plenty of those) the outcome can't be good. Ofc the system can be still fine tuned, but lets face it - it will take months for ZOS (as with almost every little damn thing) and the outcome is very uncetrain.
  • Cryptical
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    carljokl wrote: »
    In anticipation of console release of One Tamriel on Thursday, these findings are kind of depressing reading.

    It sounds like the satisfaction of getting tougher when leveling is going to be lost. It wouldn't be so bad if it was tapered so it is a gradual increase in toughness.

    It sounds like with the wrong build it is possible to get weaker.

    I have mixed feelings because on the one hand it feels like leveling a character has just become greatly devalued. On the other hand I have hit problems that leveling Alts in a full set of training gear it is quite possible to start out-leveling the content before completing even the main quests in a zone. Presently as soon as you are more than 5 levels above the creatures you are killing then there is no reward. No drops, no experience, no gold, nothing. This means if you want to finish an area or even if you missed a quest or area when you were the right level, completing it yields no reward except at the end of the quest. Even killing off a world boss that was missed gives you no reward. When killing these mobs like a chore it is easy for me to get sloppy. If I just try and run through an finish a quest (why waste time killing mobs for zero reward?) it is possible to end up with a large group chasing you. These might overwhelm you if they catch up. If they kill you then there is the insult of paying to repair your gear even though the mobs you have been killing have produced zero gold to compensate for this cost. It then becomes a lost maker except for the quest completion reward.

    One Tamriel should fix this so that no matter what the mobs are always the right level that I should gain experience. It is in improvement for that.

    I still would like to feel like I am getting more powerful as I level up.

    In the end it is coming whether I want it or not. The best I can do is learn to adapt to play effectively with this new style of leveling.

    Before, you climbed the level mountain and you reached the summit, where you could one-shot the mobs that lived in the foothills below you. It was possible to reach the pinnacle and see the achievement by measuring the lands you've level-conquered. You could walk to those foothills to hit things you had missed earlier and felt the reward you'd earned in the strength of your character.

    Now, the mountain has been replaced by a treadmill, one of the models with the variable uphill incline option. There is no summit. There is no pinnacle. You walk the treadmill but your effort never takes you above the foothills. The treadmill just keeps turning, the incline getting steeper with each level you walk. You will never feel the reward you earned by your effort, because a treadmill has no finish line.

    Every person that complained that the game was too easy at high levels helped to deliver us to this unending treadmill.

    Be careful what you wish for... You just might get it.
    Xbox NA
  • STEVIL
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    @carljokl
    "It sounds like with the wrong build it is possible to get weaker."

    Nothing i have seen, in play or in verified forum comments, says this is true on the whole - ie as a whole character concept.

    One partial exception is that they do give low level characters a boost which is gradually taken away as they gain all the various things like full skill trees and bar swapping and sets... so if you "test" by ignoring some/all of those with some naked light attack test - you may see discrepancies.

    But what you can see is that your decisions have impact.

    Say at level 5 you choose to assign all your attributes to stamina. So, its like what STA-3, health-0 magica-0. When the system scales that up it scales it based on "100% atts into sta" So it takes all that huge honking pool of level 5 to cp160 base health, stamina and magica scaling pile and assigns it based off 100% to stamina for the levels you chose and the rest by its normal scaling rules. (havent checked to see if it assigns "scaled attributes" evenly or based off your spends but either way it holds.)

    Say over the next 44 levels you assign 41 attribute to health so you are now like 10-sta 41-health 10-mag then by your choice you took all that "scaling attributes pile" and spent most of it on health, on survive and not on damage etc.

    So the first character was one you said should be offensive focused... in stamina.
    The second character you said was mostly focused on survival - over 4-1 in fact for any given attack.

    So you should expect the second character to be more survivable but also to take longer to beat up similar threats in a scaled system if you cut out all the non-scaling kinds of stuff like sets, advanced skills, swapping, etc etc etc etc.

    "play whatever you want" never meant to me the "and it wont matter what you choose" some folks seem to want to read into it. if it did i wouldn't be playing it because i want my choices as to where i spent points, where i developed skills, what gear i choose to wear to all matter.

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • DarkLord
    DarkLord
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    DarkLord wrote: »
    Stuff......

    Your DPS will go back up when you apply CP. The main problem is they have two different leveling systems, which I hate too. 1-50, and then CP. Redundant. Keep in mind, the idea is for the game to be easier for new players.

    Yes that's what I said in my post, after 160cp things get increasingly better as you level (Edit you said until 50, but problem persist until you get to 160cp and can obtain the best gear, upgrading Purple gear every 5 levels is something not many people can afford).
    ZOS should buff Base Player Weapon Penetration for low level character to increase their DPS.

    By the way they should do that ONLY when the player is doing Solo content.
    If a low level character is grouped with an higher level character (for example Dungeons and World Bosses) they shouldn't get the extra buff, as I think there should be difference in DPS between a low level and an higher level when they do the same content.
    Edited by DarkLord on October 11, 2016 12:17PM
  • Victos
    Victos
    So basically you've taken a system that is designed for newer players to have an easier start and decided (yes decided) to see the help they get at lower levels as a disadvantage for higher levels.

    I've leveled from 6-50 in literally no time at all on a stamina Templar.

    I've reached lvl 50 in:
    - blue lvl 6 LIGHT training armor (no sets!)
    - lvl 10 jewelry
    - lvl 38 blue weapons

    And I was able to pull 920% xp/hour from 45 to 50 - solo.

    How the hell is that even able to cause frustration? I simply can't see it.

    The boost doesn't just have to compensate for missing gear pieces, stat points, cp points and skill points(skill morphs, skills, passives, ulti).
    It also has to compensate for proper rotations, understanding of basic game mechanics (so many people reach max level without ever rebinding interrupt - and yet they complain when they get toasted after hit by a stun), proper builds (not only the number of points counts, the way they are allocated does aswell), proper gearing (superior gear? Nice how about superior gear sets? Oh how about gear sets that complement each other?) and - and this is key - awareness.

    Awareness is such a big point it even needs a section of it's own. People just starting out don't know when to do what and a simple rotation doesn't cut it. As soon as you know what abilities to dodge, which ones to block, when to engage and when to kite - this game becomes a dancing game of joy and gets so much easier. To the point one is able to solo clear veteran dungeons in average gear.

    On top of that one just simply can't build full tank and expect to outshine the damage of a character that get's boosted on every single stat.

    So basically this just boils down to a mind setting. Do you lose base stats when you level up? Yes you do, because the system is designed to keep it somewhat on the same level. You yourself - hopefully - got better, learned mechanics, learned how to skill your character, learned more about your desired role in the game and so on.

    Because of the points above you are actually getting stronger, even though your character window doesn't say so. (while completely neglecting skills and passives that is)

    I just simply can't see how a lvl 4 with a maximum of 4 different spells, no passives, no ultimates, no experience in the game- even though he might have higher base stats - can compete with a lvl 49.

    How come even though my stats decreased my actual xp/hour while grinding increased? I've started with lvl 8 at around 400%/hour and ended with 920%/hour - how is that possible if my character got so much weaker?

    I tell you why: Because at higher levels more stats come from gear, that way you simply can't compare a character without gear at 2 different points in his leveling cycle - because the buff compensates gear!

    You simply can't compare it: That's like comparing two humans on their bikes. A 49 year old that puts his feet up and doesn't actually ride the bike - and a 4 year old that does the same - but the parents are behind it and push it through the streets. You couldn't just say "oh so 4 year olds get boosted so hard by parents that as I get older my riding abilities actually decrease!"

    NO - You're simply not riding the bike like you should and instead compare apples to oranges!

    EDIT: Looking at the video and the stats it's even more clear you compare apples to oranges.

    Your lvl 4 has:
    - 1546 weapon dmg
    - 14853 Stamina

    Your lvl 49 NAKED (while the buff compensates for gear):
    - 1178
    - 12046

    Thats a difference of:
    - 368
    - 2807

    A basic jewelry set alone with physical harm on it would be on par with the 368 dmg.
    A dmg set like hundings rage on top of that would far outscale these stats
    Another set like leki's on top of that and your lvl 4 is laughable at best.

    Adding major brutality (20% dmg) which the lvl 4 doesn't have access to on top of that...
    You see where I'm going with this.

    One simply can't compare a buff that is designed to compensate for many things and then not take these things into account.
    Edited by Victos on October 11, 2016 12:58PM
  • sadownik
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    @Victos how many cp's you have?
  • Daniel_Malloy
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    @Victos , Thank you for taking the time to post. Since you missed it in the many posts I have made, let me state it simply:

    I am playing as a casual gamer.

    I could care less about your xp/hour percentages and even mine for that matter. I don't even care whether you were gaining this xp/hour and solo-ing veteran dungeons before and/or after One Tamriel. What I care about is being able to enjoy the game with others and feel like I have accomplished something.

    Personally I think I have done well going from lvl 1 to CP 15 in that span of little over a month. True, I could grind through faster but in the process I have maxed out my provisioning, leveled up my blacksmith, my clothier, my woodworking, and my enchanting at a respectable pace. I have also ENJOYED the game doing so. Grinding most likely would not have resulted in as much enjoyment for me, and that is what I am after by playing a video game. A lot of people, including ZoS in my opinion, forget that there was a wave of new players with the release of Gold that were not new players or veteran yet at the time One Tamriel released. Those of us in this middle-level area are put into a disadvantage because we are deemed skilled enough to have our "boosting" scaled down. It has been more noticeable for me because of this straight jump into 1T.

    The simple fact remains: As you increase in level, your stats are lowered. You lose the "newbie buff" provided to you to make the game "more accessible" to new low-level players. As a higher level character, you are expected to compensate for this loss by utilizing high-tiered gear, gear sets, enchantments, food/drink buffs, skills, morphs and player skill. I know this, and others know this now, but it still does not change the fact that it exists.
  • starkerealm
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    carljokl wrote: »
    It sounds like with the wrong build it is possible to get weaker.

    @carljokl, this doesn't seem to actually happen. I haven't spent enough time with the game to be absolutely certain, but it seems as you level up, you have more ability to focus your character now. So you can make your character weaker (to damage) in order to make them deal more damage. Or you can make them beefier, but they'll do less damage. I'm honestly not sure about how it feels progressing though, since I haven't had the time to dedicate to raising an alt. (In the process of unpacking from a move, and still grabbing stuff from my old place.)
    carljokl wrote: »
    I have mixed feelings because on the one hand it feels like leveling a character has just become greatly devalued. On the other hand I have hit problems that leveling Alts in a full set of training gear it is quite possible to start out-leveling the content before completing even the main quests in a zone. Presently as soon as you are more than 5 levels above the creatures you are killing then there is no reward. No drops, no experience, no gold, nothing. This means if you want to finish an area or even if you missed a quest or area when you were the right level, completing it yields no reward except at the end of the quest. Even killing off a world boss that was missed gives you no reward. When killing these mobs like a chore it is easy for me to get sloppy. If I just try and run through an finish a quest (why waste time killing mobs for zero reward?) it is possible to end up with a large group chasing you. These might overwhelm you if they catch up. If they kill you then there is the insult of paying to repair your gear even though the mobs you have been killing have produced zero gold to compensate for this cost. It then becomes a lost maker except for the quest completion reward.

    One Tamriel should fix this so that no matter what the mobs are always the right level that I should gain experience. It is in improvement for that.

    Personally, it actually feels a lot more freeform, and open. You can grab a character and go anywhere with them now, without having to worry about if you'll be out of level range for stuff later. If you're in the mood for a certain zone, you can just go there.

    Leveling itself... yeah, I'm not sure. I know my vets feel a lot more powerful than my lowbies, (especially the ones I haven't spent CP on), but I'm not entirely certain that's a result of being a CR360-something, or if you do actually feel progression, still.

    As someone mentioned earlier, the biggest drop offs in power are the overlevel charge which depletes from level 1 to 34. Also, you're scaled to150 or 160, so once you exceed that, you'll be leveling normally and flat out becoming more powerful as you go.
    carljokl wrote: »
    I still would like to feel like I am getting more powerful as I level up.

    In the end it is coming whether I want it or not. The best I can do is learn to adapt to play effectively with this new style of leveling.

    If nothing else, while leveling, you do keep getting access to new abilities. Which can have an immediate, and significant, impact on how powerful you feel. So there is still actual progression. It's just a bit flatter now than before.
  • Victos
    Victos
    @Victos , Thank you for taking the time to post. Since you missed it in the many posts I have made, let me state it simply:

    I am playing as a casual gamer.

    I could care less about your xp/hour percentages and even mine for that matter. I don't even care whether you were gaining this xp/hour and solo-ing veteran dungeons before and/or after One Tamriel. What I care about is being able to enjoy the game with others and feel like I have accomplished something.

    Personally I think I have done well going from lvl 1 to CP 15 in that span of little over a month. True, I could grind through faster but in the process I have maxed out my provisioning, leveled up my blacksmith, my clothier, my woodworking, and my enchanting at a respectable pace. I have also ENJOYED the game doing so. Grinding most likely would not have resulted in as much enjoyment for me, and that is what I am after by playing a video game. A lot of people, including ZoS in my opinion, forget that there was a wave of new players with the release of Gold that were not new players or veteran yet at the time One Tamriel released. Those of us in this middle-level area are put into a disadvantage because we are deemed skilled enough to have our "boosting" scaled down. It has been more noticeable for me because of this straight jump into 1T.

    The simple fact remains: As you increase in level, your stats are lowered. You lose the "newbie buff" provided to you to make the game "more accessible" to new low-level players. As a higher level character, you are expected to compensate for this loss by utilizing high-tiered gear, gear sets, enchantments, food/drink buffs, skills, morphs and player skill. I know this, and others know this now, but it still does not change the fact that it exists.

    Sorry but you're still comparing apples to oranges.

    I've provided a simple solution to your "status problem" in my edit. You're comparing a buff that compensates for gear without putting gear on the toon that has less of that very same buff.

    And the purpose of my numbers wasn't to impress you but to simply show that you're highly biased.

    If I can pull of 920% in blue lvl 6 gear with lvl 38 weapons and lvl 10 jewelry, then a casual gamer in drop armor surely can progress through the game at his own pace.

    Please put on your gear, put on major brutality and compare the characters again.

    If the lvl 49 still has lower stats, then let us look into it further.

    But you simply can't compare the lvl 4 to the lvl 49 the way you did. It's simply wrong, it just is.

    And you claiming it isn't doesn't make it any less wrong.

    As you increase in level your stats aren't lowered. They are less increased. And they are actually equalized downward. That's the fact you're looking at - not what you just stated.

    If you want to show something is imbalanced, at least try to show it the proper way.

    If the buff compensates for all the things you and I mentioned, then you have to compare the low level character which is BUFFED to the higher level character in its UNBUFFED state BUT WITH the things the buff compensated for in the first place.

    Otherwise you just continue to compare apples to oranges.

    Edit: If you want you can wait until I get home again in some days and then I'll level a new character - just for you - and compare apples to apples and report back.
    Edited by Victos on October 11, 2016 8:52PM
  • DM_ESO
    DM_ESO
    ✭✭✭
    DarkLord wrote: »
    It is not more difficult, it just take longer to kill stuff (very boring).

    Yep. As I said in another thread, sometimes these battles take so long that enemies respawn and rejoin the battle before it's finished!

    Then I level up and it gets easier.
    Then I level up again and it gets harder.
    Then I enter a public dungeon and it's way too easy.

    It's all good in concept, but I think someone forgot to carry a 1 somewhere.
  • Dede_Bug
    Dede_Bug
    ✭✭
    @Victos

    If you are so adamant that he is wrong and "comparing apples to oranges" then let's see your proof.

    You still don't seem to be reading the content that you are commenting on. Not everyone wants to play your way and as for your comments being helpfully or constructive they're not. You come of as an egotistical competitive gamer who has no concept of fun and casual. Try going back and actual read what others have said before going of on what can be akin to a temper tantrum ti-raid.

    Once again I reiterate that this kind of behavior is contour productive to the issue!

    How about answering the question @sadownik posted to you? The purpose of this thread is to help those struggling and to show them that they are not alone in this seemingly never ending uphill battle.
  • Iselin
    Iselin
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    Dede_Bug wrote: »
    @Victos

    The purpose of this thread is to help those struggling and to show them that they are not alone in this seemingly never ending uphill battle.

    Was it?

    This is how the OP closed his initial post:

    • This leads me to one conclusion: my character is leveling down instead of up. So, are your characters leveling down instead of leveling up too? Can anyone explain this ZoS logic to me?


    I think people have bent over backwards to explain the "Zos logic", why they needed to do something to boost low level players under the new system and how leveling in ESO is not so much about numbers as it is about unlocking and using better abilities.

    But the OP wanted to make a point so he chose to use a comparison of a low level and high level character doing nothing but weak swings with a one handed weapon until he died. Something that even the most casual players know is an artificial comparison that totally disregards the advantages of leveling and unlocking and using all of those better abilities.

    So please, don't try to characterize this thread as something to "help those struggling." This thread was nothing more than yet another (albeit more polite than usual) "ZOS doesn't know what the heck they're doing" thread.
  • Tannus15
    Tannus15
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    ✭✭✭✭
    My prediction is that they will remove equipment levels.

    Remaking the same gear as you level up so that you retain the same stat is weird and un-intuitive and counter to how all the other elder scrolls games work.

    Armour is armour, swords are swords. They don't even need to scale them to your level. Just make all drops be cp160 equiv and remove the level requirements.
    Done.

    Attribute points are about customising your character.
    Skills are about unlocking your abilities so that new players are not overwhelmed.
    CP is about actually making your characters more powerful.

    Gear is just what they are using at the moment.
  • STEVIL
    STEVIL
    ✭✭✭✭✭
    ✭✭✭
    I've reached lvl 50 in:
    - blue lvl 6 LIGHT training armor (no sets!)
    - lvl 10 jewelry
    - lvl 38 blue weapons


    You blued your levelling gear?
    man, i stick with greens unless i am using a drop set that is blue on its own.
    But i do craft sets with green so there is that.
    And its not like blues are in short supply.

    :-)
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • SublimeSparo
    SublimeSparo
    ✭✭✭✭✭
    I make blue lvl 4 training gear and a purple lvl 16 set. Because tryhard lol
    PS4 EU CP900. PS4 NA CP600,
    vAA HM ☆ vHRC HM ☆ vSO HM ☆ vMOL
    4th Console vMOL clear,
    vMA cleared on all classes stam & magic

    My Tribe
    EU
    High Sparo - Altmer - mSo DD.
    Wood Sparo - Bosmer - sNB DD
    Nord Sparo - Nord -sDK DD/Tank.
    Bubble Girl - Imperial -sTe DD
    Succubus Sue - Breton - mNB Tank.
    Andrana Stormlock - Altmer - mTe Healer/ DD
    Elvali Marvani - Dunmer - mDK DD.
    Venemus Draconem - Redguard - sDK DD
    Jayri Leki - Redguard - sSo DD.
    Miss Jabsalot - Altmer - mTe PvP DD/ Tank
    Mireli Hlaano - Dunmer - mNB DD.
    Ms Shanks - Redguard - sNB DD/ le bank

    NA
    Dilemma Dame - Altmer - mDK DD
    Stamsorc Kitty - Redguard - sSor DD
    Aia Draconis - Imperial - sDK Tank
    Decides-Who-Lives - Argonian - mTe Healer
    You wont stop me - Altmer - mSo DD
    Stab in the dark - Khajiit - sNB DD
    Jabjabjab Beambeambeam - Dunmer - mTe DD
    Spatium Auxiliarus - Imperial - hTe Tank&bank
    Spectre - Altmer - mNB DD
    Can't-Main-Tank -Argonian - sDK offTank
  • SpAEkus
    SpAEkus
    ✭✭✭✭
    I made 4 sets of Purple Training gear only because I wanted to go as quick as possible through zone clears with my 7 alt-crafter-mules. And that wasn't until this last month after 2 years of play and harvesting so materials were not a concern.

    And now with the way 1T is scaled, I am actually glad to have them against some of the mobs and bosses.

    Up against a 250K+ Side Quest boss at only L40 it was still a fight that I was not expecting.
  • Waffennacht
    Waffennacht
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    ✭✭✭✭✭
    When I started the system allowed my horrible build be able to complete any accessible content, by end game the system showed me that i actually had to learn and grow to succeed.

    It's almost as if the game expected improvement in my performance and build as I spent countless hours playing the game and learning how it worked...

    If they made it where "any build can complete any end game content," we would be stuck with the most mind numbingly boring content a MMO can provide
    Edited by Waffennacht on October 12, 2016 2:13AM
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
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