Yes, exactly - overland is for low levels (with some possible exceptions), and vet trials are for end game. The other is for in between.
Dude, youre an end game build, your opinion on the matter is biased, no matter what skills or buffs you dont use.
We need non champ players in here giving their 2 cents.
MLGProPlayer wrote: »
MLGProPlayer wrote: »Yes, exactly - overland is for low levels (with some possible exceptions), and vet trials are for end game. The other is for in between.
But that's not fair.
95% of the game is overland content. There are only 6 trials. Trials also take a ton of time to organize and can't happen on a whim (if you're not in a serious trials guild, you're lucky to complete 1-2 trials a week).
There is other end game content too, like vet dungeons, vDSA, and vMA, but again, that's just a drop in the bucket when it comes to the game's content. All the exploration and story telling happens in the overworld.
He's spot on about this.
It's far too easy. Find it truly concerning that anyone thinks it's "just right".
He's spot on about this.
It's far too easy. Find it truly concerning that anyone thinks it's "just right".
DieAlteHexe wrote: »He's spot on about this.
It's far too easy. Find it truly concerning that anyone thinks it's "just right".
Well, brace yourself because a lot of us are pretty content.
Not all of us are young, quick and into adrenaline rushes. Some of us enjoy a more moderate experience.
I think there should be an option, though, for those who crave the challenge but I do NOT think it (increased difficulty) should be "across the board". Too many would leave and we don't want that.
MLGProPlayer wrote: »Yes, exactly - overland is for low levels (with some possible exceptions), and vet trials are for end game. The other is for in between.
But that's not fair.
95% of the game is overland content. There are only 6 trials. Trials also take a ton of time to organize and can't happen on a whim (if you're not in a serious trials guild, you're lucky to complete 1-2 trials a week).
There is other end game content too, like vet dungeons, vDSA, and vMA, but again, that's just a drop in the bucket when it comes to the game's content. All the exploration and story telling happens in the overworld.
DieAlteHexe wrote: »He's spot on about this.
It's far too easy. Find it truly concerning that anyone thinks it's "just right".
Well, brace yourself because a lot of us are pretty content.
Not all of us are young, quick and into adrenaline rushes. Some of us enjoy a more moderate experience.
I think there should be an option, though, for those who crave the challenge but I do NOT think it (increased difficulty) should be "across the board". Too many would leave and we don't want that.
You don't have to be "young" to be good, that is a misconception....
MLGProPlayer wrote: »
Because they are relatively few and therefore sit on relatively small bag of money. At the same time, while ZOS tries hard to turn game into a treadmill where players would have to work not to have more power, but the same power at the next level, powercreep is still there, levelled up chracters still have more power and therefore it is impossible to adjust difficulty of the same, shared overland content for players with different amount of power (let alone skill). They would have to add layer of bonuses/penalties, that would cause endgame players to do less damage to and receive more damage from the same, shared monster.
So, when they have to decide the difficulty level of a new DLC, they set it to autoplaying level to please players who sit on the largest bag of money instead.
EDIT: besides, generally, content has to sell, not necessarily amuse. It it contains some new OP items...or classes...endgame players will buy it anyway.
MLGProPlayer wrote: »MLGProPlayer wrote: »
Because they are relatively few and therefore sit on relatively small bag of money. At the same time, while ZOS tries hard to turn game into a treadmill where players would have to work not to have more power, but the same power at the next level, powercreep is still there, levelled up chracters still have more power and therefore it is impossible to adjust difficulty of the same, shared overland content for players with different amount of power (let alone skill). They would have to add layer of bonuses/penalties, that would cause endgame players to do less damage to and receive more damage from the same, shared monster.
So, when they have to decide the difficulty level of a new DLC, they set it to autoplaying level to please players who sit on the largest bag of money instead.
EDIT: besides, generally, content has to sell, not necessarily amuse. It it contains some new OP items...or classes...endgame players will buy it anyway.
You can downscale players to simulate difficulty.
Doctordarkspawn wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »
Because they are relatively few and therefore sit on relatively small bag of money. At the same time, while ZOS tries hard to turn game into a treadmill where players would have to work not to have more power, but the same power at the next level, powercreep is still there, levelled up chracters still have more power and therefore it is impossible to adjust difficulty of the same, shared overland content for players with different amount of power (let alone skill). They would have to add layer of bonuses/penalties, that would cause endgame players to do less damage to and receive more damage from the same, shared monster.
So, when they have to decide the difficulty level of a new DLC, they set it to autoplaying level to please players who sit on the largest bag of money instead.
EDIT: besides, generally, content has to sell, not necessarily amuse. It it contains some new OP items...or classes...endgame players will buy it anyway.
You can downscale players to simulate difficulty.
...Okay hangon. "Simulate" difficulty.
"Simulate" difficulty. So basicly all you want is a additional time to kill? That's not freakin' difficulty, that's -tedium-. If that's what you want, you definately need to find another game.
DieAlteHexe wrote: »He's spot on about this.
It's far too easy. Find it truly concerning that anyone thinks it's "just right".
Well, brace yourself because a lot of us are pretty content.
Not all of us are young, quick and into adrenaline rushes. Some of us enjoy a more moderate experience.
I think there should be an option, though, for those who crave the challenge but I do NOT think it (increased difficulty) should be "across the board". Too many would leave and we don't want that.
MehrunesFlagon wrote: »DieAlteHexe wrote: »He's spot on about this.
It's far too easy. Find it truly concerning that anyone thinks it's "just right".
Well, brace yourself because a lot of us are pretty content.
Not all of us are young, quick and into adrenaline rushes. Some of us enjoy a more moderate experience.
I think there should be an option, though, for those who crave the challenge but I do NOT think it (increased difficulty) should be "across the board". Too many would leave and we don't want that.
I'm notyoung,and am stoned all the time.Still prefer elevated difficulty.
MLGProPlayer wrote: »Doctordarkspawn wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »
Because they are relatively few and therefore sit on relatively small bag of money. At the same time, while ZOS tries hard to turn game into a treadmill where players would have to work not to have more power, but the same power at the next level, powercreep is still there, levelled up chracters still have more power and therefore it is impossible to adjust difficulty of the same, shared overland content for players with different amount of power (let alone skill). They would have to add layer of bonuses/penalties, that would cause endgame players to do less damage to and receive more damage from the same, shared monster.
So, when they have to decide the difficulty level of a new DLC, they set it to autoplaying level to please players who sit on the largest bag of money instead.
EDIT: besides, generally, content has to sell, not necessarily amuse. It it contains some new OP items...or classes...endgame players will buy it anyway.
You can downscale players to simulate difficulty.
...Okay hangon. "Simulate" difficulty.
"Simulate" difficulty. So basicly all you want is a additional time to kill? That's not freakin' difficulty, that's -tedium-. If that's what you want, you definately need to find another game.
Downscaling would also mean more incoming damage...
It would help if you think before you post sometimes.
DieAlteHexe wrote: »DieAlteHexe wrote: »He's spot on about this.
It's far too easy. Find it truly concerning that anyone thinks it's "just right".
Well, brace yourself because a lot of us are pretty content.
Not all of us are young, quick and into adrenaline rushes. Some of us enjoy a more moderate experience.
I think there should be an option, though, for those who crave the challenge but I do NOT think it (increased difficulty) should be "across the board". Too many would leave and we don't want that.
You don't have to be "young" to be good, that is a misconception....
Didn't say you did. I am saying that as we get older (like into our sixties) our reactions are slower for various reasons. By trying to change the game to "harder" non-optional, it will have a negative impact.
OPTIONS...always up for options. Then "you" can be a bad-ass and I can be a dithery old lady who manages to get by and enjoy the journey.
DieAlteHexe wrote: »DieAlteHexe wrote: »He's spot on about this.
It's far too easy. Find it truly concerning that anyone thinks it's "just right".
Well, brace yourself because a lot of us are pretty content.
Not all of us are young, quick and into adrenaline rushes. Some of us enjoy a more moderate experience.
I think there should be an option, though, for those who crave the challenge but I do NOT think it (increased difficulty) should be "across the board". Too many would leave and we don't want that.
You don't have to be "young" to be good, that is a misconception....
Didn't say you did. I am saying that as we get older (like into our sixties) our reactions are slower for various reasons. By trying to change the game to "harder" non-optional, it will have a negative impact.
OPTIONS...always up for options. Then "you" can be a bad-ass and I can be a dithery old lady who manages to get by and enjoy the journey.
I wasn't here for it, but I have heard that overland content, did indeed used to be difficult. So it already was at that point, and it was through those stages that the game progressed to its current state. So it wasn't even originally intended to be this faceroll.
If you find things are moving too fast for you, stick with it. Practice makes perfect in a game like this.
DieAlteHexe wrote: »DieAlteHexe wrote: »He's spot on about this.
It's far too easy. Find it truly concerning that anyone thinks it's "just right".
Well, brace yourself because a lot of us are pretty content.
Not all of us are young, quick and into adrenaline rushes. Some of us enjoy a more moderate experience.
I think there should be an option, though, for those who crave the challenge but I do NOT think it (increased difficulty) should be "across the board". Too many would leave and we don't want that.
You don't have to be "young" to be good, that is a misconception....
Didn't say you did. I am saying that as we get older (like into our sixties) our reactions are slower for various reasons. By trying to change the game to "harder" non-optional, it will have a negative impact.
OPTIONS...always up for options. Then "you" can be a bad-ass and I can be a dithery old lady who manages to get by and enjoy the journey.
I wasn't here for it, but I have heard that overland content, did indeed used to be difficult. So it already was at that point, and it was through those stages that the game progressed to its current state. So it wasn't even originally intended to be this faceroll.
If you find things are moving too fast for you, stick with it. Practice makes perfect in a game like this.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***