Maintenance for the week of May 25:
• PC/Mac: No maintenance – May 25
• ESO Store and Account System for maintenance – May 27, 6:00AM EDT (10:00 UTC) - 4:00PM EDT (20:00 UTC)

Bring back Doshia in her first incarnation

  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    You're a noob stop being so condescending
    @NewBlacksmurf, a minor non-sequitor, because I missed a bit on the way through. One mechanic I really miss from another MMO was the way Star Trek Online and Champions Online scaled content (I assume Neverwinter does the same.) Instanced content would scale to the level of the party and the number of players running the content. So (in STO), if you hit a mission alone, you'd see small pockets of a couple frigate class ships, a cruiser, or a frigate and an escort/science ship. But, if there were more members in your party, the enemy ships would increase in numbers, and full five man teams would sometimes encounter dreadnought or battlecruiser class ships.

    That’s one idea....I’d much rather there be set phase level tiers so that it’s clear. The scaling to a group idea forces gameplay some people don’t want. Having everything as accessible but allowing tiers keeps challenges but doesn’t prevent progress. That was the main feedback when dungeons were scaled to the group leader only.

    The neat thing with STO was, you could effectively scale any content into a mini-dungeon run, if you grouped up. (Which was convenient because, originally, the actual dungeons could easily take 2 - 4 hours.) STO also had a mechanic where you could level match to whichever player in the group you wanted to. That said, it certainly wasn't a flawless system, and Cryptic's MMOs are much more instanced based than ESO.

    EDIT: But, yeah, being able to select this stuff from a dropdown menu would be better. Especially since you can, potentially, get really fast and loose with instanced content in a way you really can't with overland stuff.
    Edited by starkerealm on October 11, 2017 9:43PM
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    You're a noob stop being so condescending
    I ganked her the last time I did the FG quests. She won't go harvester mode if you can 1-shot her.

    Yeah, if you know how to push +20k DPS on a level 10, there's not much that will stand in your way. :\
  • MasterSpatula
    MasterSpatula
    ✭✭✭✭✭
    ✭✭✭✭✭
    I refuse to answer this poll because there is no valid answer for a person who isn't a complete turd to choose. In fact, this thread makes it very easy to feel like the ESO community is just a bunch of A-holes.

    If there's going to be only one difficulty level for the open-world, it can't be one that's a challenge to players with a master of weaving, knowledge of mechanics, and a solid rotations. The open world has to be completable by anyone. Do you think it should be a challenge that makes the player lean and grow? You're right. It should That's what progressive difficulty was for, and the playerbase was thrilled to see that go.

    Don't like open-world difficulty? That's because it's not aimed at players like you. Go do something that is and stop trying to ruin things for other people.

    As for Doshia herself, she was originally designed for, what, Level 8 players? Her difficulty was completely determined by whether you'd chosen a class with early access to solid AoEs and a faction where her lair wasn't set up so her orbs spawned right on top of her. The nerf, much as people who live to brag about how good they are at a video game may hate it, was the correct decision.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    You're a noob stop being so condescending
    As for Doshia herself, she was originally designed for, what, Level 8 players? Her difficulty was completely determined by whether you'd chosen a class with early access to solid AoEs and a faction where her lair wasn't set up so her orbs spawned right on top of her.

    Pact NB, as it turns out, was a horrible mistake. :(
  • Teridaxus
    Teridaxus
    ✭✭✭✭✭
    Please ZOS make all main storyline bosses a challenge.
    I will be blunt for this: Old doshia was an idiot test and i have to admit i was also an idiot.
    After 2-3 deaths i had to sit back and think about this boss, all other fights were done by light attack spamming for me. Eso is my second mmo while star trek online the first and i only play those because of their ip so i'm not a mmo player at all.
    After another 2-3 deaths i looked closely at all her mechanics like the energy balls healing her or the fact they would spawn very close to her because of the small room.
    I lured her out, aimed for the balls ( aoe was really really really limited for stamina in the first year of eso and in general stamina was bad ), dodged that wave attack and when i finally defeated her, i felt an accomplishment which i felt maybe 2-3 in the 3 years of eso.

    Nowadays when i play a vet dungeon or even a dlc dungeon, face a world boss in a paid area like vvardenfell and so on, i just ask me how can so many +50 level or even +300 cp people be so incredible bad.
    Like 20 people attacking the siren boss and only i and two other people stand after her oneshoot mechanic.

    The tutorials might teach the most mechanics like blocking, dodging and breaking free but for a very long time none of those are needed (since 80% of the content got nerfed into oblivion) and after a month of not being forced to use any of said mechanics, people simply forget that they exist until they run into the other 20% content where they will be painfully needed.


    Doshia made me force to use my brain the first time in eso and the tutorial back there was far worse than what people get now.
    Maybe, just maybe give us old doshia back for 1-3 weeks and if new player numbers really crash, revert it and people will have to shut up about it.
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    You're a noob stop being so condescending
    @Teridaxus, another similar idea. A couple years ago STO had a brief event where Tribble (their PTS) was re-purposed for a couple weeks to run the launch version of STO.

    Want to get people to stop begging for this? Hand them the 1.0 build of ESO on the PTS, and remind them of the horror.
  • Teridaxus
    Teridaxus
    ✭✭✭✭✭
    Please ZOS make all main storyline bosses a challenge.
    @Teridaxus, another similar idea. A couple years ago STO had a brief event where Tribble (their PTS) was re-purposed for a couple weeks to run the launch version of STO.

    Want to get people to stop begging for this? Hand them the 1.0 build of ESO on the PTS, and remind them of the horror.

    I'm pretty sure sto did that as april fool only and i really hope 1.0 of eso is in deepest chamber of hell and remains there for many reasons. ( game would have died if not for the elder scrolls ip )
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Bring back Doshia
    @NewBlacksmurf, I might be thinking of the beta version of her. I do remember the first time I ran into her was incredibly brutal.

    Yeah prob beta then. It was definately not a run and gun. I recall changing gear, skills and stats and the same for the mages guild on the pet.

    Soooo many people quit cause you couldn’t do it as a duo. That’s when things got changed too much and the whole VR level increases came about. In closed beta that is
    Edited by NewBlacksmurf on October 11, 2017 10:12PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    Bring back Doshia
    I ganked her the last time I did the FG quests. She won't go harvester mode if you can 1-shot her.

    Yeah, if you know how to push +20k DPS on a level 10, there's not much that will stand in your way. :\
    You can grind to 50 in hours if carried in skyreach with xp boost, this takes you too cp660.
    You grinded skills to, its just to swap around, then gear up, bank is full so pick something fitting like hurdling and spriggan for stamina builds or say juliaonos and necro if magesorc.
    Now you do the quests

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    Bring back Doshia
    I ganked her the last time I did the FG quests. She won't go harvester mode if you can 1-shot her.

    Yeah, if you know how to push +20k DPS on a level 10, there's not much that will stand in your way. :\
    You can grind to 50 in hours if carried in skyreach with xp boost, this takes you too cp660.
    You grinded skills to, its just to swap around, then gear up, bank is full so pick something fitting like hurdling and spriggan for stamina builds or say juliaonos and necro if magesorc.
    Now you do the quests

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Korah_Eaglecry
    Korah_Eaglecry
    ✭✭✭✭✭
    ✭✭✭✭
    Shadzilla wrote: »
    Wiped 3 times on Doshia in beta. I was so bad it wasn't even funny. In all honesty looking back Doshia was never seriously overpowered in any way... It was more the fact that literally everyone had absolutely no idea on what mechanics were, or how to do them correctly. That being said, she was complained about so much in beta that she was nerfed.

    It was never the mechanics that got me when it came to Doshia as shes no harder than any of the other Harvester Mobs. It was the layout of the room on the EP side that always got me.

    She was up on a platform with a small path to the left leading up to it. Engaging her up on the platform always meant that when she would enact her life-drain ability two of the orbs would almost automatically be absorbed by her. Because they would spawn between her and the wall. The wall being directly behind the platform. This meant you had to taunt her and get her to follow you down the path. Which wasnt exactly that evident when you first engaged her. And if this was the first Harvester you encountered, which it was for many. You were unaware of the issue with the orbs spawning so close to her.

    The layout of the room was more of an issue with dealing with her than how difficult she was as a boss. As she really wasnt all that much harder than any of the bosses you had encountered up to that point. I wouldnt mind her being returned to a more difficult setting if theyd at the very least change the EP cave layout.
    Penniless Sellsword Company
    Captain Paramount - Jorrhaq Vhent
    Korith Eaglecry * Enrerion Aedihle * Laerinel Rhaev * Caius Berilius * Seylina Ithvala * H'Vak the Grimjawl
    Tenarei Rhaev * Dazsh Ro Khar * Yynril Rothvani * Bathes-In-Coin * Anaelle Faerniil * Azjani Ma'Les
    Aban Shahid Bakr * Kheshna gra-Gharbuk * Gallisten Bondurant * Etain Maquier * Atsu Kalame * Faulpia Severinus
    What is better, to be born good, or to overcome your evil nature through great effort? - Paarthurnax
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    You're a noob stop being so condescending
    Shadzilla wrote: »
    Wiped 3 times on Doshia in beta. I was so bad it wasn't even funny. In all honesty looking back Doshia was never seriously overpowered in any way... It was more the fact that literally everyone had absolutely no idea on what mechanics were, or how to do them correctly. That being said, she was complained about so much in beta that she was nerfed.

    It was never the mechanics that got me when it came to Doshia as shes no harder than any of the other Harvester Mobs. It was the layout of the room on the EP side that always got me.

    She was up on a platform with a small path to the left leading up to it. Engaging her up on the platform always meant that when she would enact her life-drain ability two of the orbs would almost automatically be absorbed by her. Because they would spawn between her and the wall. The wall being directly behind the platform. This meant you had to taunt her and get her to follow you down the path. Which wasnt exactly that evident when you first engaged her. And if this was the first Harvester you encountered, which it was for many. You were unaware of the issue with the orbs spawning so close to her.

    The layout of the room was more of an issue with dealing with her than how difficult she was as a boss. As she really wasnt all that much harder than any of the bosses you had encountered up to that point. I wouldnt mind her being returned to a more difficult setting if theyd at the very least change the EP cave layout.

    Fun trivia: when I originally encountered her, I thought the self-heal was a leashing mechanic to force you to fight her up there. Ugh.
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Bring back Doshia
    Shadzilla wrote: »
    Wiped 3 times on Doshia in beta. I was so bad it wasn't even funny. In all honesty looking back Doshia was never seriously overpowered in any way... It was more the fact that literally everyone had absolutely no idea on what mechanics were, or how to do them correctly. That being said, she was complained about so much in beta that she was nerfed.

    It was never the mechanics that got me when it came to Doshia as shes no harder than any of the other Harvester Mobs. It was the layout of the room on the EP side that always got me.

    She was up on a platform with a small path to the left leading up to it. Engaging her up on the platform always meant that when she would enact her life-drain ability two of the orbs would almost automatically be absorbed by her. Because they would spawn between her and the wall. The wall being directly behind the platform. This meant you had to taunt her and get her to follow you down the path. Which wasnt exactly that evident when you first engaged her. And if this was the first Harvester you encountered, which it was for many. You were unaware of the issue with the orbs spawning so close to her.

    The layout of the room was more of an issue with dealing with her than how difficult she was as a boss. As she really wasnt all that much harder than any of the bosses you had encountered up to that point. I wouldnt mind her being returned to a more difficult setting if theyd at the very least change the EP cave layout.

    You could get her to move tho. That was always my attempt
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Korah_Eaglecry
    Korah_Eaglecry
    ✭✭✭✭✭
    ✭✭✭✭
    Shadzilla wrote: »
    Wiped 3 times on Doshia in beta. I was so bad it wasn't even funny. In all honesty looking back Doshia was never seriously overpowered in any way... It was more the fact that literally everyone had absolutely no idea on what mechanics were, or how to do them correctly. That being said, she was complained about so much in beta that she was nerfed.

    It was never the mechanics that got me when it came to Doshia as shes no harder than any of the other Harvester Mobs. It was the layout of the room on the EP side that always got me.

    She was up on a platform with a small path to the left leading up to it. Engaging her up on the platform always meant that when she would enact her life-drain ability two of the orbs would almost automatically be absorbed by her. Because they would spawn between her and the wall. The wall being directly behind the platform. This meant you had to taunt her and get her to follow you down the path. Which wasnt exactly that evident when you first engaged her. And if this was the first Harvester you encountered, which it was for many. You were unaware of the issue with the orbs spawning so close to her.

    The layout of the room was more of an issue with dealing with her than how difficult she was as a boss. As she really wasnt all that much harder than any of the bosses you had encountered up to that point. I wouldnt mind her being returned to a more difficult setting if theyd at the very least change the EP cave layout.

    You could get her to move tho. That was always my attempt

    Im aware. But it was still an issue the first two or three times I attempted to fight her as I was still figuring everything out.
    Penniless Sellsword Company
    Captain Paramount - Jorrhaq Vhent
    Korith Eaglecry * Enrerion Aedihle * Laerinel Rhaev * Caius Berilius * Seylina Ithvala * H'Vak the Grimjawl
    Tenarei Rhaev * Dazsh Ro Khar * Yynril Rothvani * Bathes-In-Coin * Anaelle Faerniil * Azjani Ma'Les
    Aban Shahid Bakr * Kheshna gra-Gharbuk * Gallisten Bondurant * Etain Maquier * Atsu Kalame * Faulpia Severinus
    What is better, to be born good, or to overcome your evil nature through great effort? - Paarthurnax
  • ssewallb14_ESO
    ssewallb14_ESO
    ✭✭✭✭✭
    Please ZOS make all main storyline bosses a challenge.
    I ganked her the last time I did the FG quests. She won't go harvester mode if you can 1-shot her.

    Yeah, if you know how to push +20k DPS on a level 10, there's not much that will stand in your way. :\

    You didn't have to be level 10 to fight her. Though if you really wanted to, you could definitely hit a 20k one-shot at level 10 in the current game with the way battle leveling works.
  • Egonieser
    Egonieser
    ✭✭✭✭✭
    Bring back Doshia
    Doshia was never hard. It's that people were still noobs with no gear, no master crafter's around to provide gear or to sell it and no knowledge of their characters and skills. Even if Doshia was reinstated to her former glory - if you did it with proper crafted gear and had the knowledge of the game she'd be just as easy as any other boss.
    Sometimes, I dream about...cheese...

    Dermont - v16 Pompous Altmer Sorcerer (With a very arrogant face!)
    Egonieser - v16 Nord Stamina Dragonborn Wannabe
    Endoly - v16 Tiny Redguard Sharpened MaceBlade
    Egosalina - v16 Breton Cheesus Beam Specialist
    Egowen - v16 Dunmer Whipping Expert (Riding crops eluded her)
    (Yes, I had to grind all these to v16)
    Akamanakh - lvl 22 Khajiit GankBlade (Inspired by Top Cat)
    Targos Icewind - lvl 34 Imperial (Future) Jabplar
    (CP 830+)

    PC - EU
  • Artis
    Artis
    ✭✭✭✭✭
    Tandor wrote: »

    No indeed, but then I haven't mentioned a group dungeon (which is what you originally referred to before editing the post).

    Yeah because then I googled what Snapjaw was lol. And I wasn't completely wrong - it was group content. But at first I thought it was the crocodile boss from WS. This game doesn't have memorable bosses cause they aren't related to what's happening outside the dungeons :(

    So yeah, still, don't recall a plenty of challenges for solo players. Still asking if you got the list or at least some examples.
    Artis wrote: »
    Oh, and being rude now? WTF are you talking about? There was no rest of your post. I quoted everything like I always do - just press the "quote" button and puts all of your post there. Oh or you went back to edit after I replied? Then I'll check it.

    Before you replied in fact, by a full five minutes. Check the timestamps.

    After I pressed quote and started typing, so the point still stands. Either way, I read it and stand by my words. Where are the manners? Read the discussion. You didn't answer the question anyway - the list of challenged now and not at launch wasn't provided.
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    I agree mostly.
    It was a lot of ...this is too hard...back then but to me, all TES games began too hard. That’s kinda the point and where it gets better was when scaling did happen in TES but mechanics stayed the same, the risk and rewards were greater. The only reason it was hard back then is because no one had on purple and gold items. Heck most of us didn’t have on all blue and no crafted sets. Also diminishing returns meant something with stat points.

    Today....scaling means nothing in terms of difficulty, so while I understand how scaling works, to me, it’s done backwards. Monsters should scale to us not use to them. And in terms of how to do this.....zones and phases would fit into level ranges that align with material tiers.

    Pretty much resolves everything complained about except for lag and activity finder. The activity finder should’ve stayed level gated even for dlc.

    I...do you remember questing before One Tamriel? I certainly do.

    Zones and phases fitting within level ranges sucked. I remember out-leveling content, and not being able to go play in a DLC zone for a while because I'd have out-leveled all my old quests. I remember looking at greyed out quests that I'd outleveled and having to grind through them anyway in order to continue on the storyline. I remember that annoying miss mechanic that they used to make sure you didn't fight enemies that were too high in level for you even if you could totally handle them. After One Tamriel, we lost a lot of progression, sure, but we aren't anywhere near as railroaded as we were before. For all the ways it benefitted the storyline and created a real sense of progression, make no mistake, ESO was a railroad before One Tamriel. (Oh, and farming for low level mats in low level zones where I could one-shot stuff with a light attack is the exact opposite of difficult. Farming for higher level mats was just an exercise in pathing around enemies I couldn't fight, like in vet 11 Craglorn.)

    Oh, and the Activity Finder is still level gated. Players still unlock normal dungeons starting at level 10 and continuing at every 7 levels with the exception of the DLC which were never included in the level gate because ZOS thinks that people should have access to the content they paid for. Its just that with the way the level gate works, not only are level 10 players more likely to end up in DLC dungeons, but they unlock Fungal Grotto I and Fungal Grotto II at the same time. ZOS did not exactly take dungeon difficulty into account when designing the level caps.

    So while I will admit that ESO before One Tamriel had its strong points and it definitely had a much stronger sense of progression, I do not feel the nostalgia at all. I far prefer the freedom to level in whatever zones I want, to group with lower level friends for questing and actually be able to quest together, to not be railroaded through the quests and then forced out of zones once I was too high level to gain exp from them. I may have lost much of the sense of progression that came with being a vet rank player, but I've gained so much more in terms of playing the game how I want to play the game.
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Bring back Doshia
    Egonieser wrote: »
    Doshia was never hard. It's that people were still noobs with no gear, no master crafter's around to provide gear or to sell it and no knowledge of their characters and skills. Even if Doshia was reinstated to her former glory - if you did it with proper crafted gear and had the knowledge of the game she'd be just as easy as any other boss.

    @Egonieser
    Did you attempt in closed PC beta October-ish or after that timeframe?
    Edited by NewBlacksmurf on October 11, 2017 10:37PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Woodenplank
    Woodenplank
    ✭✭✭✭
    [Secret Last Option]

    Forget about solo content, you can get Maelstrom.

    Make more challenging Trials (pref. ones that don't need us to buy Morrowind) for everyone to battle through together!
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • Tandor
    Tandor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Artis wrote: »
    Tandor wrote: »

    No indeed, but then I haven't mentioned a group dungeon (which is what you originally referred to before editing the post).

    Yeah because then I googled what Snapjaw was lol. And I wasn't completely wrong - it was group content. But at first I thought it was the crocodile boss from WS. This game doesn't have memorable bosses cause they aren't related to what's happening outside the dungeons :(

    So yeah, still, don't recall a plenty of challenges for solo players. Still asking if you got the list or at least some examples.

    I don't have a list no, and examples of what new players with no knowledge of the game, no awareness of animation canceling or weaving, nobody to craft them decent gear and food, would be dismissed by you because you're an experienced player whose alts will of course have no trouble with any such examples regardless of whether or not you applied your account's champion points. But in general a lot of new players will find plenty of the leveling content challenging, and the leveling content has to be geared to them if it isn't going to deter them and drive them away. But have a look at the criteria set out in post #43 and try your alts out on that basis. You'll still have your knowledge of the game to fall back on, of course.
  • Sevn
    Sevn
    ✭✭✭✭✭
    You're a noob stop being so condescending
    ADarklore wrote: »
    For someone who has several alts, I don't want to deal with 'challenges' every single time. I know prior to One Tamriel, I used to stress over certain content which sometimes made me dread playing... but today I know that no matter new character or existing, content will not be stressful. I deal with enough stress at work, when I play a game, I want to be able to relax and have a good time, not continue my stress level.

    I simply cannot agree with your post enough! I'm retired, I spent the last 20 plus years dealing with enough stress in my line of work to continue that stress level playing videogames. Some of us gamers if not the majority play videogames to relax, not for some sort of self validation from virtual achievements.
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    You're a noob stop being so condescending
    Artis wrote: »
    Artis wrote: »
    Oh, and being rude now? WTF are you talking about? There was no rest of your post. I quoted everything like I always do - just press the "quote" button and puts all of your post there. Oh or you went back to edit after I replied? Then I'll check it.

    Before you replied in fact, by a full five minutes. Check the timestamps.

    After I pressed quote and started typing, so the point still stands. Either way, I read it and stand by my words. Where are the manners? Read the discussion. You didn't answer the question anyway - the list of challenged now and not at launch wasn't provided.

    Wait, this:
    Artis wrote: »
    Sigh, people have no manners these days. If you join another conversation why don't you read all of it at least and not just the first sentence of the last question??

    Obviously, not at launch. He said there are challenge now. Launch is launch. The whole thread is here because what was at launch got nerf. Hm, I even said "so I could check", how can I go check now if it's at launch?

    What are those challenges for normal players.

    Took five minutes to type? Wow. I'm sorry. Really. I didn't know.

    And, yeah, I did read the discussion. Not every single post, but I did read the relevant ones. I may not have given yours enough attention. But, still.
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    You're a noob stop being so condescending
    Egonieser wrote: »
    Doshia was never hard. It's that people were still noobs with no gear, no master crafter's around to provide gear or to sell it and no knowledge of their characters and skills. Even if Doshia was reinstated to her former glory - if you did it with proper crafted gear and had the knowledge of the game she'd be just as easy as any other boss.

    @Egonieser
    Did you attempt in closed PC beta October-ish or after that timeframe?

    @NewBlacksmurf, not sure exactly when she was nerfed, but the January public beta still had a version of Doshia who would gleefully turn you into chunky salsa on a whim.
  • GeorgeBlack
    GeorgeBlack
    ✭✭✭✭✭
    ✭✭
    It goes to show how much people dislike having to ask for help. How much they'd rather be isolated in their own bubble worlds even tho this is an mmorpg and not a single player title rpg.

    I am soooooo waiting for the next open world game with difficult hunting zones that require formation of parties WITH open world PvP
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Bring back Doshia
    Egonieser wrote: »
    Doshia was never hard. It's that people were still noobs with no gear, no master crafter's around to provide gear or to sell it and no knowledge of their characters and skills. Even if Doshia was reinstated to her former glory - if you did it with proper crafted gear and had the knowledge of the game she'd be just as easy as any other boss.

    @Egonieser
    Did you attempt in closed PC beta October-ish or after that timeframe?

    @NewBlacksmurf, not sure exactly when she was nerfed, but the January public beta still had a version of Doshia who would gleefully turn you into chunky salsa on a whim.

    The nerf was November to December 2013 I believe. The January public beta was a joke by comparison to the Sept-Oct 2013 versions of fighter guild, mages guild, main story and 4 man dungeon and public dungeon difficulty.

    Imagine wiping in a public dungeon or a delve with 3 people in a group. And since it was closed beta, it wasn’t all noobs.

    The design was co-op rather than a solo focus which is why the solo only parts were dumb hard
    Edited by NewBlacksmurf on October 12, 2017 12:09AM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • FearlessOne_2014
    FearlessOne_2014
    ✭✭✭✭✭
    Please ZOS make all main storyline bosses a challenge.
    I would love some nice and challenge content. Outside of group and trial based events. Would be nice to have some fun fights without having to join a picky guild.
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    You're a noob stop being so condescending
    @NewBlacksmurf, I don't have to imagine seeing wiping in delves, I've seen it happen. ;)
  • Thestephenmcraeub17_ESO
    The content doesn't need to be harder until a truly comprehensive tutorial is added to the game. Nothing will get solved if they just buff damage and health of bosses instead of actually teaching players how to handle them, all they would be doing is shrinking their player base (players quit when it becomes too hard and frustrating, and would rather spend their time playing something more rewarding). The way the game works now is that players who want to know how to play the game effectively have to find ways to do it on their own (YouTube, guild mates, forums), and casual players will plateau fairly quickly and not even know it due to the tremendous ease of overland content. But they'll find out they've plateaued once they attempt any veteran content. The result is a tremendous disparity of skill levels based on how well a player wants to perform in endgame settings. I know this because I was one of the casuals who had to learn how the game actually works once I reached veteran ranks back in the day.

    That said, once the game creates a comprehensive tutorial and actually devotes time to teaching players how the game works, then the players who like it will realize they do early on and therefore want an appropriate challenge, and the players who consider it too intense will play other games.

    The problem is that ZOS gets the most profit from casuals, so they have no incentive to increase the challenge. But I would hypothesize that once the more casual audience becomes less profitable than the "hardcore" audience, then they'll start to tune the game to higher difficulty settings to provide a challenge to keep their players engaged. Just a theory though.
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Bring back Doshia
    The content doesn't need to be harder until a truly comprehensive tutorial is added to the game. Nothing will get solved if they just buff damage and health of bosses instead of actually teaching players how to handle them, all they would be doing is shrinking their player base (players quit when it becomes too hard and frustrating, and would rather spend their time playing something more rewarding). The way the game works now is that players who want to know how to play the game effectively have to find ways to do it on their own (YouTube, guild mates, forums), and casual players will plateau fairly quickly and not even know it due to the tremendous ease of overland content. But they'll find out they've plateaued once they attempt any veteran content. The result is a tremendous disparity of skill levels based on how well a player wants to perform in endgame settings. I know this because I was one of the casuals who had to learn how the game actually works once I reached veteran ranks back in the day.

    That said, once the game creates a comprehensive tutorial and actually devotes time to teaching players how the game works, then the players who like it will realize they do early on and therefore want an appropriate challenge, and the players who consider it too intense will play other games.

    The problem is that ZOS gets the most profit from casuals, so they have no incentive to increase the challenge. But I would hypothesize that once the more casual audience becomes less profitable than the "hardcore" audience, then they'll start to tune the game to higher difficulty settings to provide a challenge to keep their players engaged. Just a theory though.

    @Thestephenmcraeub17_ESO

    While I understand what you’re saying....if I could take you back in time, the whole game was very different so I’m not so sure you’d express the game needed a tutorial.

    Back then, the jail start off was the tutorial and it made a lot of sense. If you could imagine a setting where there wasn’t a normal or a veteran, it was just the dungeon. What made things hard was when you approached it and how being that levels also played a part.

    In my desires to go back, that idea also has a reality that everyone doesn’t want that So tiers of that idea have to occur. In that set up players can opt to play in a tier that’s easy, moderate, challenging, hard or impossible. Logically I’d hope impossible was locked out but the idea would be to imagine the existing world today.

    -all overworld and delves and dungeons exist in tiers.
    -the tiers would match exactly to the crafting material levels
    -in terms of CP, I’d imagine removing the cp idcators entirely but using numerical display above 50 up to 70.

    In this Players could choose to do anything today using a filter or choice so to speak that places them in that phase level tier. Id remove veteran/cp all together and just use the new tiers so that content is easier to develop long term and won’t grow stale as well as not being too easy.

    Now if someone is level 12 but has 660 cp, they could logically play in a meaningful tier as well as an easy tier.

    The only big change I’d make is to seperate PvP from PvE and allow solo only for 2 players.

    It’s a bussiness so you’d not shoot yourself in the foot. I’m a casual so....this is from my point of view. Also it doesn’t disrupt the hardcore players...actually it gives them more options to set themselves apart from others and rewards should align as such

    The other part is why not make money off casuals and hardcore alike vsleaning to one or the other.
    Edited by NewBlacksmurf on October 12, 2017 1:23AM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
Sign In or Register to comment.