VaranisArano wrote: »I just wish it were skyrim adept difficulty level at least. I mean the big baddies in this game are incredibly anticlimactic because they are so easy. .....
@Jade1986
Olms +2 is anticlimactic? Rakkhat HM is anticlimactic? Granted, not all of us are in guilds that do that in their sleep with speed runs and no deaths for grins and giggles, Some of us found them to be somewhat of a challenge when we first cleared them. Well, I have not cleared Olms +2 yet.
But that is where the PvE challenge is intended to be. Not overland trash mobs and not even Doshia. Heck, Doshia was not really a challenge the first week the game was out. It was just a matter of staying behind her to avoid her cleave.
Tired overused response is tired and overused. We clearly are not talking about hm dungeons, or trials. Adept difficulty on skyrim was not hard, by ANY measure. But it at least made you think a little when faced with bosses. Why do you people insist on twisting our words when we say things? When I say adept skyrim difficulty, I -MEAN- adept skyrim difficulty, there is no hidden code that transaltes it into REALLY meaning skyrim legendary difficulty.
My word....
As if you don't have to think when faced with bosses as a new player with no CP. As an experienced player doing ESO Morrowind on a warden with no CP, I had to think and adapt when faced with minibosses and quest bosses. I had to balance rotation and sustain, and I actually knew enough to know how to do both, unlike most new players. I also see a lot of new players who struggle with some of those miniboss/quest boss mechanics, largely because they don't know how to do a proper rotation for their build because there is no way in-game to figure that out.
With experience, even Skyrim's adept difficulty was pretty easy. it basically came down to "do I have enough potions/cheesewheels/horker stews to keep my health up?" and "Did I pick the right perks so I don't hit like wet noodles when the enemies leveled with me?" In a similar way, experience (and CP) makes ESO leveling really easy. Experience means that I know to grab festival food (that I bought on another character), to stack most of my points in either stamina or magicka, to match my weapons and race to my build, and to use a mix of AOE DOTs and single target skills.
Or to put it another way, I remember when I went out of my way to avoid Harvesters. Those ladies were nasty! Now, I'm like whatever. What changed? I learned their mechanics, I learned how to use AoE effectively on them, I learned when to bash, etc. I gained experience and now Harvesters will never be as hard again. Its just a matter of proper rotation and sustain and I will kill them. A new player has to gain that experience, learning to use AoEs, sustain a rotation, to interrupt their mechanics or those harvesters are going to be murder just like they were the first time my character ran into them in Coldharbor.
it would be easy to solve if there was an option to play the quests on veteran mode. i really enjoyed the story on clockwork city, but the quests were in fact ridiculously easy even if you were playing in on level 10 which made it boring.
VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »dennissomb16_ESO wrote: »If you want some difficulty in questing simply remove all your champ points, take off armor except weapon, no food, pots etc. and simply make yourself vulnerable.
You probably not understand the difference between those you want to increase artificially the difficulty( = create their own challenge) and those who want the game to give them a challenge
what next ? " if you want some difficulty play with equilibrium and nord " ?
I'm one of those who want the game to give them a challenge without having to play naked or without cp, why ? Because i want this try hard to feel like a push through the limit using everysingle toll i have to do it ( stuff, cp ect... ).
And not play naked while knowing that i could easily nuke the donjon if i was wearing my equipement ... even if i complete it naked I won't get the same feeling as everysingle person get once they did Vma for the first time ... I would just be sad to see that the game is easier than I thought.
Pretty hard to explain.
You'll never recapture that feeling of completing VMA for the first time. You'll never recapture the feeling of those first fights that kicked your butt.
Some of that is nerfs. Some of that is power creep. Most of it is simple experience with the game.
There's no way for ZOS to push you, an experienced player, to your limits without also making overland content too hard for new players who don't have that experience. And if you think the game is too easy for new inexperienced players, I'd like to direct you to the "Players helping Players" forums and the numerous complaints about noobs not knowing what to do in dungeons.
Actually, far as inexperienced players go, the game being too easy is in fact part of the issue. It doesn't teach them ANYTHING. At launch days, if you actually made it to vet 5-10, it was pretty much a guarantee you knew how to block/shield/dodge/bash at the very least because the only viable way of leveling was questing and vet zones mobs taught you that really well. If you made it through Craglorn lateron, it was a guarantee you got down the idea of some kind of mob priorities - archer dies first, healer next, everyone else last etc and practiced your bashing/dodging skills some more, as well as situational awareness(because it generally only takes so many <your health>*10 Taking Aim's to start paying attention to where the archer is). You were also probably familiar with the concept of food, gear sets and at least some semblance of rotation(possibly an ineffective one, but not a heavy attack-light attack-heavy attack kind at least).
Now they hit cp 10/160/300 roflstomping everything in their way(except for world bosses which they zerg down instead), get into a vet dungeon and have that "wait wut" moment all of a sudden...
In my experience leveling a warden with no CP, that's not the case. There were plenty of fights levels 10-30 that forced me to learn my class, to develop priorities, and to respect the mechanics.
I have in fact recently leveled a brand new account(NA->EU) from level 1 to ~300 cp and I while I did dearly miss my cp for melting world bosses and stuff...I couldn't even practice my rotation on trash/elites because they melted after 2 weaves
Perhaps the difference is I was leveling another magsorc(albeit not a pet one) which I do know really well, instead of a class new for me. But seriously, all that experience did was confirm my thoughts on open world difficulty, I basically heavy attacked everything in my way to death with no other skills required. Okay maybe some form of a heal occasionally. I was actually hoping for some challenge there...I didn't find one World bosses were kind of hard to solo but someone'd usually show up, that's about it.
I would have the same experience on a stamina sorcerer, a class I know really well and know exactly how to pull decent DPS on. Even with no CP, I'm pretty confident I'd have no problems blitzing quest content on a stam sorc.
But that's my experience as a stam sorc player talking, not anything that has to do with the relative difficulty of the game for new players...
There is the fact of pug quality plummeting over time though. I mean I'm not gonna say pugs were somehow op and perfect back then, of course not(plus we didn't have group finder so any group required some kind of communication), but it was rare to run into high level people unfamiliar with the idea of food/refusing to eat any, or people just trying to light/heavy attack their way to victory, or people religiously refusing to bash/block/dodge/shield...now I see it ALL the time. And worse yet now most of them refuse to listen
I'd attribute that more to the push to get to the gear cap before you do any end-game content. If all a player wants to do is push as fast as they can to CP 160 in order to get max-level gear to do content, that's not exactly encouraging good gameplay. (The rest of it has to do with grinding spots opened up by One Tamriel that enable people to level without actually playing the game in a substantial way, but that's not something that's going to change.) If players get to a high level without ever stepping foot into a group dungeon, I'm not surprised that the quality stinks. I'm going to have to cop to that one myself, because despite hitting Vet 7 before One Tamriel, I'd never done a group dungeon. I was fortunate enough to learn group dungeons as a tank for understanding friends before I inflicted myself on the general population, but not everyone is so fortunate. I also learned about the glories of using proper food late too, after the stamblade I was questing with tried using it and started raving over how much easier it made everything. Again, things I learned late in my gameplay experience before One Tamriel because there was no good way to learn in game.
Furthermore, keep in mind that the Dungeon Finder was only recently changed to appropriately reflect dungeon difficulty. Normal Dungeons are a great place for new players to learn what end-game content really takes, but until recently new players with DLC ran the risk of winding up in DLC dungeons half of the time. Not exactly conductive to people learning how to play. That's actually a rather good example of "difficult" content for newer players. Everyone hated it. New players didn't have the abilities to do a proper rotation, the mechanics were pretty punishing, and experienced players disliked taking the time to explain and compensate for under-leveled players in harder dungeons. I'm extremely grateful that ZOS changed it and I really enjoyed leveling my warden healer in random dungeons. Otherwise, I'd have been one of those CP 690 healers who's never actually healed a dungeon because I didn't want to be a drag on a group in WGT or ICP.
Its my hope that with players now being able to PUG in dungeons that fit their levels, that the quality of PUGs will improve. It'll be slow, of course.
Valera Progib wrote: »Level scalling stopped this game from being hard. Only part where you can actually feel like you achivied something is vMA for solo content and for experienced players it is already boring...
Give us new vMA!!!
VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »dennissomb16_ESO wrote: »If you want some difficulty in questing simply remove all your champ points, take off armor except weapon, no food, pots etc. and simply make yourself vulnerable.
You probably not understand the difference between those you want to increase artificially the difficulty( = create their own challenge) and those who want the game to give them a challenge
what next ? " if you want some difficulty play with equilibrium and nord " ?
I'm one of those who want the game to give them a challenge without having to play naked or without cp, why ? Because i want this try hard to feel like a push through the limit using everysingle toll i have to do it ( stuff, cp ect... ).
And not play naked while knowing that i could easily nuke the donjon if i was wearing my equipement ... even if i complete it naked I won't get the same feeling as everysingle person get once they did Vma for the first time ... I would just be sad to see that the game is easier than I thought.
Pretty hard to explain.
You'll never recapture that feeling of completing VMA for the first time. You'll never recapture the feeling of those first fights that kicked your butt.
Some of that is nerfs. Some of that is power creep. Most of it is simple experience with the game.
There's no way for ZOS to push you, an experienced player, to your limits without also making overland content too hard for new players who don't have that experience. And if you think the game is too easy for new inexperienced players, I'd like to direct you to the "Players helping Players" forums and the numerous complaints about noobs not knowing what to do in dungeons.
Actually, far as inexperienced players go, the game being too easy is in fact part of the issue. It doesn't teach them ANYTHING. At launch days, if you actually made it to vet 5-10, it was pretty much a guarantee you knew how to block/shield/dodge/bash at the very least because the only viable way of leveling was questing and vet zones mobs taught you that really well. If you made it through Craglorn lateron, it was a guarantee you got down the idea of some kind of mob priorities - archer dies first, healer next, everyone else last etc and practiced your bashing/dodging skills some more, as well as situational awareness(because it generally only takes so many <your health>*10 Taking Aim's to start paying attention to where the archer is). You were also probably familiar with the concept of food, gear sets and at least some semblance of rotation(possibly an ineffective one, but not a heavy attack-light attack-heavy attack kind at least).
Now they hit cp 10/160/300 roflstomping everything in their way(except for world bosses which they zerg down instead), get into a vet dungeon and have that "wait wut" moment all of a sudden...
In my experience leveling a warden with no CP, that's not the case. There were plenty of fights levels 10-30 that forced me to learn my class, to develop priorities, and to respect the mechanics.
I have in fact recently leveled a brand new account(NA->EU) from level 1 to ~300 cp and I while I did dearly miss my cp for melting world bosses and stuff...I couldn't even practice my rotation on trash/elites because they melted after 2 weaves
Perhaps the difference is I was leveling another magsorc(albeit not a pet one) which I do know really well, instead of a class new for me. But seriously, all that experience did was confirm my thoughts on open world difficulty, I basically heavy attacked everything in my way to death with no other skills required. Okay maybe some form of a heal occasionally. I was actually hoping for some challenge there...I didn't find one World bosses were kind of hard to solo but someone'd usually show up, that's about it.
I would have the same experience on a stamina sorcerer, a class I know really well and know exactly how to pull decent DPS on. Even with no CP, I'm pretty confident I'd have no problems blitzing quest content on a stam sorc.
But that's my experience as a stam sorc player talking, not anything that has to do with the relative difficulty of the game for new players...
There is the fact of pug quality plummeting over time though. I mean I'm not gonna say pugs were somehow op and perfect back then, of course not(plus we didn't have group finder so any group required some kind of communication), but it was rare to run into high level people unfamiliar with the idea of food/refusing to eat any, or people just trying to light/heavy attack their way to victory, or people religiously refusing to bash/block/dodge/shield...now I see it ALL the time. And worse yet now most of them refuse to listen
I'd attribute that more to the push to get to the gear cap before you do any end-game content. If all a player wants to do is push as fast as they can to CP 160 in order to get max-level gear to do content, that's not exactly encouraging good gameplay. (The rest of it has to do with grinding spots opened up by One Tamriel that enable people to level without actually playing the game in a substantial way, but that's not something that's going to change.) If players get to a high level without ever stepping foot into a group dungeon, I'm not surprised that the quality stinks. I'm going to have to cop to that one myself, because despite hitting Vet 7 before One Tamriel, I'd never done a group dungeon. I was fortunate enough to learn group dungeons as a tank for understanding friends before I inflicted myself on the general population, but not everyone is so fortunate. I also learned about the glories of using proper food late too, after the stamblade I was questing with tried using it and started raving over how much easier it made everything. Again, things I learned late in my gameplay experience before One Tamriel because there was no good way to learn in game.
Furthermore, keep in mind that the Dungeon Finder was only recently changed to appropriately reflect dungeon difficulty. Normal Dungeons are a great place for new players to learn what end-game content really takes, but until recently new players with DLC ran the risk of winding up in DLC dungeons half of the time. Not exactly conductive to people learning how to play. That's actually a rather good example of "difficult" content for newer players. Everyone hated it. New players didn't have the abilities to do a proper rotation, the mechanics were pretty punishing, and experienced players disliked taking the time to explain and compensate for under-leveled players in harder dungeons. I'm extremely grateful that ZOS changed it and I really enjoyed leveling my warden healer in random dungeons. Otherwise, I'd have been one of those CP 690 healers who's never actually healed a dungeon because I didn't want to be a drag on a group in WGT or ICP.
Its my hope that with players now being able to PUG in dungeons that fit their levels, that the quality of PUGs will improve. It'll be slow, of course.
It sounds like you weren't here at launch times though. The game was already faceroll easy pre-One Tam as well, since removal of original vet zones challenge at least. One Tam was a great QoL thing but it did nothing to make the game on the whole harder or easier(except they did get WB right in terms of difficulty, will give them that). The learning curve had been missing before it and is still missing now.
I started running vet dungeons at vet 10(the cap at the time), having run only one before that. I was obviously not that great at first but I was aware of things such as shields, blocks, interrupts and food because I literally couldn't get past vet zones without those. I also had pretty good situational awareness because the only way to get through vet Malabal Tor was to either get that or ragequit forever Damn atronachs literally one shot you if you didn't avoid their attacks. The people I was running with at the time - some of them were very experienced with dungeons and therefore much better than me, others were also new to dungeons - but we all had some basics down because vet zones. ...honestly I hated the vet zones back then. Never thought I'd miss them. But, here I go...
Also I don't have much of an issue with cp <160 being...inexperienced. They are new and they have time to learn. But cp 300? Cp 500? At what point are they supposed to stop being new and inexperienced exactly? At what point are they supposed to at least learn to bash, not even talking rotations?
RaddlemanNumber7 wrote: »Start a new character, don't give them any CP, only equip them with the gear they pick up, and the quests are still quite hard.
If you go straight out of the Morrowind tutorial and do Vvardefell like that some of the delve bosses are really tough solo fights.
VaranisArano wrote: »dennissomb16_ESO wrote: »If you want some difficulty in questing simply remove all your champ points, take off armor except weapon, no food, pots etc. and simply make yourself vulnerable.
You probably not understand the difference between those you want to increase artificially the difficulty( = create their own challenge) and those who want the game to give them a challenge
what next ? " if you want some difficulty play with equilibrium and nord " ?
I'm one of those who want the game to give them a challenge without having to play naked or without cp, why ? Because i want this try hard to feel like a push through the limit using everysingle toll i have to do it ( stuff, cp ect... ).
And not play naked while knowing that i could easily nuke the donjon if i was wearing my equipement ... even if i complete it naked I won't get the same feeling as everysingle person get once they did Vma for the first time ... I would just be sad to see that the game is easier than I thought.
Pretty hard to explain.
You'll never recapture that feeling of completing VMA for the first time. You'll never recapture the feeling of those first fights that kicked your butt.
Some of that is nerfs. Some of that is power creep. Most of it is simple experience with the game.
There's no way for ZOS to push you, an experienced player, to your limits without also making overland content too hard for new players who don't have that experience. And if you think the game is too easy for new inexperienced players, I'd like to direct you to the "Players helping Players" forums and the numerous complaints about noobs not knowing what to do in dungeons.
ParaNostram wrote: »I mean don't get me wrong vanilla ESO was an absolute mess but I do miss questing being challenging. Like there were fights I legit got caught on my first time leveling. I miss it, the lack of anything resembling a challenge is just what ruins questing for me on this game, I can't take any of it seriously when nothing is dangerous.
I just wish it were skyrim adept difficulty level at least. I mean the big baddies in this game are incredibly anticlimactic because they are so easy. .....
@Jade1986
Olms +2 is anticlimactic? Rakkhat HM is anticlimactic? Granted, not all of us are in guilds that do that in their sleep with speed runs and no deaths for grins and giggles, Some of us found them to be somewhat of a challenge when we first cleared them. Well, I have not cleared Olms +2 yet.
But that is where the PvE challenge is intended to be. Not overland trash mobs and not even Doshia. Heck, Doshia was not really a challenge the first week the game was out. It was just a matter of staying behind her to avoid her cleave.
Tired overused response is tired and overused. We clearly are not talking about hm dungeons, or trials. Adept difficulty on skyrim was not hard, by ANY measure. But it at least made you think a little when faced with bosses. Why do you people insist on twisting our words when we say things? When I say adept skyrim difficulty, I -MEAN- adept skyrim difficulty, there is no hidden code that transaltes it into REALLY meaning skyrim legendary difficulty.
My word....
I just wish it were skyrim adept difficulty level at least. I mean the big baddies in this game are incredibly anticlimactic because they are so easy. .....
@Jade1986
Olms +2 is anticlimactic? Rakkhat HM is anticlimactic? Granted, not all of us are in guilds that do that in their sleep with speed runs and no deaths for grins and giggles, Some of us found them to be somewhat of a challenge when we first cleared them. Well, I have not cleared Olms +2 yet.
But that is where the PvE challenge is intended to be. Not overland trash mobs and not even Doshia. Heck, Doshia was not really a challenge the first week the game was out. It was just a matter of staying behind her to avoid her cleave.
Tired overused response is tired and overused. We clearly are not talking about hm dungeons, or trials. Adept difficulty on skyrim was not hard, by ANY measure. But it at least made you think a little when faced with bosses. Why do you people insist on twisting our words when we say things? When I say adept skyrim difficulty, I -MEAN- adept skyrim difficulty, there is no hidden code that transaltes it into REALLY meaning skyrim legendary difficulty.
My word....
Yea, I agree. The premise of this thread is tired and slightly overused so I guess responses will follow suit.
It is kind of silly to suggest replies that have already been provided to a thread topic never be used before when the same lame thread pops up from time to time. This is the same topic that has come up from time to time merely disguised with the difficulty level from a different game.
Besides, Adept difficulty for you is more like Master difficulty for a new player not wearing all that fancy set bonus and with zero CP.
It is just not going to happen in a large scale MMORPG. As stated before, different content is designed for different difficulty levels. Do not like my previous reply, to bad because that is the way it will remain.
I just wish it were skyrim adept difficulty level at least. I mean the big baddies in this game are incredibly anticlimactic because they are so easy. .....
@Jade1986
Olms +2 is anticlimactic? Rakkhat HM is anticlimactic? Granted, not all of us are in guilds that do that in their sleep with speed runs and no deaths for grins and giggles, Some of us found them to be somewhat of a challenge when we first cleared them. Well, I have not cleared Olms +2 yet.
But that is where the PvE challenge is intended to be. Not overland trash mobs and not even Doshia. Heck, Doshia was not really a challenge the first week the game was out. It was just a matter of staying behind her to avoid her cleave.
Tired overused response is tired and overused. We clearly are not talking about hm dungeons, or trials. Adept difficulty on skyrim was not hard, by ANY measure. But it at least made you think a little when faced with bosses. Why do you people insist on twisting our words when we say things? When I say adept skyrim difficulty, I -MEAN- adept skyrim difficulty, there is no hidden code that transaltes it into REALLY meaning skyrim legendary difficulty.
My word....
Yea, I agree. The premise of this thread is tired and slightly overused so I guess responses will follow suit.
It is kind of silly to suggest replies that have already been provided to a thread topic never be used before when the same lame thread pops up from time to time. This is the same topic that has come up from time to time merely disguised with the difficulty level from a different game.
Besides, Adept difficulty for you is more like Master difficulty for a new player not wearing all that fancy set bonus and with zero CP.
It is just not going to happen in a large scale MMORPG. As stated before, different content is designed for different difficulty levels. Do not like my previous reply, to bad because that is the way it will remain.
Did you just say adept on skyrim was....
I cant even.....
I don't consider ESO to be a game anymore. It's a social platform with game-like functions.
ParaNostram wrote: »I mean don't get me wrong vanilla ESO was an absolute mess but I do miss questing being challenging. Like there were fights I legit got caught on my first time leveling. I miss it, the lack of anything resembling a challenge is just what ruins questing for me on this game, I can't take any of it seriously when nothing is dangerous.
VaranisArano wrote: »I don't consider ESO to be a game anymore. It's a social platform with game-like functions.
Its Skyrim with friends. And in the same way that we eventually exhausted the difficulty and adventure in Skyrim, eventually we'll exhaust the difficulty and adventure in ESO. I can't even play Skyrim anymore because I know every story beat, every line of dialogue, the placement of every single NPC in the game's dungeons. I've simply experienced so much of Skyrim that there's no difficulty there anymore except to grind through the story.
So, that sounds similar enough to the experiences of long-time players of ESO. I'm not quite at that point with ESO, but I can feel that time approaching.
Valera Progib wrote: »Level scalling stopped this game from being hard. Only part where you can actually feel like you achivied something is vMA for solo content and for experienced players it is already boring...
Give us new vMA!!!
Vma II
We want the rest of the story, they just need to add a big dark anchor in this arena and make the sbire of molag bal invest everysingle stage, then at the last stage you need to fight an other boss in a different arena who is on the other side of the Dark anchor, they could do it, they just need to be creative, I would pay for that.
VaranisArano wrote: »I don't consider ESO to be a game anymore. It's a social platform with game-like functions.
Its Skyrim with friends. And in the same way that we eventually exhausted the difficulty and adventure in Skyrim, eventually we'll exhaust the difficulty and adventure in ESO. I can't even play Skyrim anymore because I know every story beat, every line of dialogue, the placement of every single NPC in the game's dungeons. I've simply experienced so much of Skyrim that there's no difficulty there anymore except to grind through the story.
So, that sounds similar enough to the experiences of long-time players of ESO. I'm not quite at that point with ESO, but I can feel that time approaching.
VaranisArano wrote: »I don't consider ESO to be a game anymore. It's a social platform with game-like functions.
Its Skyrim with friends. And in the same way that we eventually exhausted the difficulty and adventure in Skyrim, eventually we'll exhaust the difficulty and adventure in ESO. I can't even play Skyrim anymore because I know every story beat, every line of dialogue, the placement of every single NPC in the game's dungeons. I've simply experienced so much of Skyrim that there's no difficulty there anymore except to grind through the story.
So, that sounds similar enough to the experiences of long-time players of ESO. I'm not quite at that point with ESO, but I can feel that time approaching.
It's more like a social platform for fans of Skyrim. It's not Skyrim with friends because the gameplay is completely different. Even on easy, Skyrim had incredible replayability because of its AI, physics and through community creations. ESO is *nothing* like that.
ESO isn't easy for experienced players because of their experience. Sure, that's a small factor, but the game is objectively easier than it was at launch or even during its first couple of years. Far more so.
ESO was an ambitious title that didn't make it to the starting line. It launched late, unfinished, and fell on its face. The mainstream MMO audience rejected it wholesale. This is the contingency plan -- which is less of a game and more of a light social environment in which learning the rules is optional. It is, literally, a game you can play with your grandmother. No offense to the grannies out there.
I don't consider ESO to be a game anymore. It's a social platform with game-like functions.