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Do you like the game's difficulty?

Vhozek
Vhozek
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Overworld ONLY.
Dungeons and trials may be balanced but you can only repeat them for so long before it gets boring.
Edited by Vhozek on March 1, 2018 7:26AM
𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.

Do you like the game's difficulty? 316 votes

It's too easy
48%
AzureButterflyZardayneashenehb14_ESOAnimus-ESOQueossewallb14_ESOYulsMadyLordKelsierGalendiorninibiniHrogunTurelusAllPlayAndNoWorkAlienSlofJitterbugzariaOkiirewhite106b16_ESOanitajoneb17_ESO 154 votes
It's too hard
4%
GilvothAhPook_Is_HerePE_BagaturVeoAmourerosakl77geonsocalKrawchiLeagueTrollApache_KidDrybonez32MamauilasBeodamacsa 13 votes
There's a balance/It's fine
42%
laurajfMaddjujuUriel_NocturneDragonLane555DarcyMardinLonePirateKendaricmoutonAzuryaIruil_ESOGythralDanikatRebMaythoraubrey.baconb16_ESOthomas1970b16_ESOdennissomb16_ESOidkiqoologiceb17_ESOGlurin 133 votes
I don't care
5%
NewBlacksmurfjedtb16_ESOCoatmagicMalthorneashigraybottleofsyrupEirellaCadburyVasokaKaspyArgonianAustinSmmokkeeNyassaVGlockcoma725SkyIsTheLimit1206Great_M 16 votes
  • WakeYourGhost
    WakeYourGhost
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    It's too easy
    A touch too easy.. Like, a hint.

    Their already taxes Servers would die screaming with this idea - but, having a "Harder" mode for each area would be a nice idea.
    Reward minimum could be Blue or better, and you could have a small series of alternate quests - or "Hard mode" exclusive quests and possible rewards.
  • Narvuntien
    Narvuntien
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    Its too easy and its too hard at the same time.

    Most things are too easy and a lot of things are too hard.

    It really struggles with middle difficulties. Content for people just starting out, that just want to experience the world and the game.. content for people that like a challenge and want to master their skills. annnnd nothing for people that know enough about the game to be adequate but either aren't good enough and don't want to put in the time to be good enough to be really good.

    Questing and normal dungeons laughably easy for anyone that knows what a rotation is. Vet Trials, Vet maelstrom, Vet DLC. you better have studied the game, got the best gear and know exactly what you are doing.

    The most middle-ground content we have is normal Trials... but normal dsa and maelstrom have no incentive to do them other than getting better to do Vet... but what if the time and effort you have to put in to do vet isn't worth it either?

    all I want to do is have content challenging enough you are not bored but not so complicated you have to study it.
    Edited by Narvuntien on March 1, 2018 8:31AM
  • Vhozek
    Vhozek
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    It's too easy
    I personally wish enemies had an increased chance to bash, block, and force down your guard if you're blocking. I also wish ranged enemies didn't just walk away to try to gain distance and instead could stun you and run, or push you off with a knockback ability. Less startup on tackle abilities and no particle effects when an invisible enemy charges an attack.
    Edited by Vhozek on March 1, 2018 8:01AM
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Kram8ion
    Kram8ion
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    There's a balance/It's fine
    It's fine after thousands of hours I've still got plenty to achieve
    Aussie lag is real!
  • Seraphayel
    Seraphayel
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    It's too easy
    I'd say overall it's too easy. But they tried to change this in Morrowind, Vvardenfell is much more difficult in comparison to the usual alliance questing zones.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Mayrael
    Mayrael
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    It's too easy
    I want veteran versions of zones... :'( :'( :'( :'( :'(
    I'm done with this game because of ZOS pushing us into Vengeance, because they don't know how to fix Cyrodiil.
  • AlienatedGoat
    AlienatedGoat
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    It's too easy
    95% of the game is solo overland content that can be steamrolled in your sleep.
    PC-NA Goat - Bleat Bleat Baaaa
  • Voxicity
    Voxicity
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    It's too easy
    FAR too easy. I dont even bother questing in dlc zones because of how painfully faceroll they are
  • ArchMikem
    ArchMikem
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    There's a balance/It's fine
    I always cheat in god mode in my singleplayer games. I prefer easy so i can focus more on the storytelling.
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Glurin
    Glurin
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    There's a balance/It's fine
    For those saying it's way too easy, try not to judge it based on your high CP level experience. The target difficulty level for 95% of the content is much lower than that.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • WakeYourGhost
    WakeYourGhost
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    It's too easy
    Glurin wrote: »
    For those saying it's way too easy, try not to judge it based on your high CP level experience. The target difficulty level for 95% of the content is much lower than that.

    Even if I removed all my CP levels, it would still be fairly easy to do almost everything in the game.
    All I want is a separate "Hard" instance of overland maps, personally - One where you can get challenge in day-to-day content.. Especially if you've gotten over CP 200.
  • Turelus
    Turelus
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    It's too easy
    I do think overworld is too easy, but I also think it's fine for new players.

    Most of us are into the CP levels or capped out and know how to build a strong character, that makes overland content a snooze. However I've met a number of new players who really struggle with it because they don't know mechanics or have the gear yet.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Azurya
    Azurya
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    There's a balance/It's fine
    looking at all NERF threads, gamers here facing hard times always, soo probably it is way to hard for the most!!
  • Everstorm
    Everstorm
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    It's too easy
    I wish they'd make more mobs always elite like trolls and giants. Crocodiles, grizzly bears, ogrims. Large mobs like that.
  • Azurya
    Azurya
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    There's a balance/It's fine
    Everstorm wrote: »
    I wish they'd make more mobs always elite like trolls and giants. Crocodiles, grizzly bears, ogrims. Large mobs like that.

    or a killer-rabbit, with 50million health! would be so funny to see 50 ppl trying to kill a little rabbit!
  • logarifmik
    logarifmik
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    It's easy when it comes to the overland content and regular questing, and there are no adequate ways to make things more difficult. Other than that, everything is alright with difficulty.
    EU PC: @logarifmik | Languages: Русский, English
    Dimitri Frernis | Breton Sorcerer | Damage Dealer | Daggerfall Covenant
    Scales-of-Ice | Argonian Warden | Tank / Healer | Daggerfall Covenant
  • Doctordarkspawn
    Doctordarkspawn
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    Teensy bit biased poll, but there could be some evening out.

    Despite what some veteran players feel, the overland is fine. It's easy. It's supposed to be. The main issue, is the combat system when it comes to endgame content like dungeons and trials. There's no nuance, you go with braindead easy or 'RUN THE META OR LEAVE'.

    There needs to be more than that, and there needs to be more structure to PVE than there is. The game is designing content for the holy trinity where the holy trinity is held together by a skeleton crew. A tallent tree, specific roll bonuses, throw us a friggin' bone, and throw us a friggin' third difficulty setting.

    Vermintide 2 did this precisely well, it took a system that dictated how you played by what weapon you picked (And eventually what was optimal through which was best) and added RPG elements to it, that gave it a better sense of purpose. You signed up for a roll, where it be melee DPS, ranged DPS, or specialist. And even weapon choice aside, you had a clear sense of -what you did- through the passives and mechanics you got at it's most basic.

    We are approaching that with the skill advisor. But it's there to point us in the right direction. There needs to be more meat on the bones of team play, and the holy trinity itself. A single passive, dependent on class and roll, that gives those rolls a mechanic in group play, would be a bloody country mile in the right direction. Only active inside dungeons, so it does not effect PVP. Example: Nightblade tank. Self-heal enough and you get a shield for a percentage of your max health. Something like that, something that gives bonuses for playing the roll the way the designers intended you to, based on class.
    Edited by Doctordarkspawn on March 1, 2018 11:29AM
  • Tasear
    Tasear
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    It's too easy
    I wish quests were harder and taught you something. I would like see quests were you need multiple people to compete it. Not only that but a reward for efforts.
  • Doctordarkspawn
    Doctordarkspawn
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    Tasear wrote: »
    I wish quests were harder and taught you something. I would like see quests were you need multiple people to compete it. Not only that but a reward for efforts.

    We tried that. It was called Craglorn, multiple quests outright required multiple people to press buttons at once and bosses were scaled for it.

    It didn't catch on and Craglorn quickly became a wasteland. The experiment has been tried, it had it's time.
  • Asardes
    Asardes
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    It's too easy
    Overland content, normal dungeons & trials are a bit too easy, they should make the slope more gradual.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Gythral
    Gythral
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    There's a balance/It's fine
    Asardes wrote: »
    Overland content, normal dungeons & trials are a bit too easy, they should make the slope more gradual.

    They tried that, the game at release, it got changed for several reasons!
    “Be as a tower, that, firmly set,
    Shakes not its top for any blast that blows!”
    Dante Alighieri, The Divine Comedy
  • Septimus_Magna
    Septimus_Magna
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    The difference between normal and vet is too much. Vet content shouldnt become easier so normal content should become more difficult.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
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  • Asardes
    Asardes
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    It's too easy
    Gythral wrote: »
    Asardes wrote: »
    Overland content, normal dungeons & trials are a bit too easy, they should make the slope more gradual.

    They tried that, the game at release, it got changed for several reasons!

    Only Craglorn was like that, and the problem. You did a 30 minutes group dungeon and you only got a green or blue piece of gear that was VR13, when the rest of the maximum level had become VR16. Obsolescence had made Craglorn a dead zone, not difficulty. The issue with overland content is too easy to even teach the basics of combat. Few mobs apply CCs, and when they hit, they don't do a lot of damage. Also they have so little health you actually kill them slower if you try doing a normal rotation, like stacking DoTs on them, because those don't have time to tick, rather than do a light or heavy attack. Seriously, stuff shouldn't die in one or two light attacks, no matter how high your level/CP is, even with legendary gear. Then people go in normal dungeons and make a total mess, because they expect that those mobs will also die that fast and do basically no damage. And some of those even see they've gained a few CPs then queue for veteran dungeons. Spamming light attacks or the same ability like Snipe or Wrecking Blow all over again is precisely the result of overland content that presents no challenge to new players. Also increasing the difficulty will help thin the bot trains a bit since you can't go AFK with mobs that can actually kill you.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • greylox
    greylox
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    Zones, normal anything, all too easy...then (for me) some vet dlc and vet maelstrom insanely, 2nd job sorta hard...and zero inbetween.
    PC EU

    House of the Black Lotus
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    *{Anawinn}* (Stam pet Ward Redguard, Mother to a bear and an unruly Hunger,Librarian, field medic and natures fist)

    {*}Mains
    { CP 900+ }

    Caretaker of Battle Island (Grand Topal), the holiday destination for the discerning warrior
    Residing in Stay-Moist Mansion-Shadowfen - The Smoking Den (as of 6th feb 2017)

  • Tandor
    Tandor
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    There's a balance/It's fine
    Leveling zones are supposed to be straightforward, dungeons are supposed to be hard, trials are supposed to be even harder. I think they have the balance about right.

    The complaints that it's far too easy are mainly from veterans who know the game inside out and are running alts with capped champion points and BIS gear, food and potions, through zones intended primarily for new players leveling up. I'm not averse to having tougher instances of the zones for those who want them, but I'm otherwise opposed to the base zones being made harder just to satisfy players who need to make allowance for those who don't have the experience, knowledge and equipment that they have.
  • Doctordarkspawn
    Doctordarkspawn
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    Asardes wrote: »
    Gythral wrote: »
    Asardes wrote: »
    Overland content, normal dungeons & trials are a bit too easy, they should make the slope more gradual.

    They tried that, the game at release, it got changed for several reasons!

    Only Craglorn was like that, and the problem. You did a 30 minutes group dungeon and you only got a green or blue piece of gear that was VR13, when the rest of the maximum level had become VR16. Obsolescence had made Craglorn a dead zone, not difficulty. The issue with overland content is too easy to even teach the basics of combat. Few mobs apply CCs, and when they hit, they don't do a lot of damage. Also they have so little health you actually kill them slower if you try doing a normal rotation, like stacking DoTs on them, because those don't have time to tick, rather than do a light or heavy attack. Seriously, stuff shouldn't die in one or two light attacks, no matter how high your level/CP is, even with legendary gear. Then people go in normal dungeons and make a total mess, because they expect that those mobs will also die that fast and do basically no damage. And some of those even see they've gained a few CPs then queue for veteran dungeons. Spamming light attacks or the same ability like Snipe or Wrecking Blow all over again is precisely the result of overland content that presents no challenge to new players. Also increasing the difficulty will help thin the bot trains a bit since you can't go AFK with mobs that can actually kill you.

    No, what made Craglorn a dead zone was a very small minority liked group questing, and the difficulty.

    This is evidenced by the fact the entire game was like that at release (Yes, it was, I was there.) and had to be changed later because a portion disliked the difficulty (I was also one of them, I beat molag Bal, hit the vet zones, then promptly left hours later) and the other rest of the game Felt it was too grindy.

    That's the real reason it isn't difficult. Expedience.
  • kylewwefan
    kylewwefan
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    Normal is too easy and some Vet is too hard. Anything that requires group coordination is about impossible Pugging on Vet.
  • MehrunesFlagon
    MehrunesFlagon
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    It's too easy
    Everstorm wrote: »
    I wish they'd make more mobs always elite like trolls and giants. Crocodiles, grizzly bears, ogrims. Large mobs like that.

    over chargers and sun eaters.
  • Jhalin
    Jhalin
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    You need another option, Too Polarized

    Overland questing is without a doubt too easy. Players learn nothing from it because everything will die from light attacks and nothing does enough damage to require thoughtful combat.

    Normal dungeons are hardly any better, but they will teach some things about knowing when to block or bash because the mobs do slightly more damage than overland mobs. Still very poor for learning proper combat mechanics and rotations.

    Normal DLC dungeons, arguably a good example of a properly challenging normal mode. Yes, still face-roll easy for people at max CP or close, but for players hovering around ~300 or so CP it will hit decently hard, and teaches players a bit about teamwork and the importance of kill-priority (specifically about VoM idols, WGT inhibitor, ICP flesh attros). But again, these features become unimportant while high enough damage and skill.

    Non-DLC vet dungeons, still not particularly hard. Most mechanics are ignorable, if their pretense is noticed at all. But the few that aren't are straight up one-shots. CoH2 death circles, Dreugh King's AoE. Artificial challenge due to forced periods when we can target neither the boss nor any adds, a pure moment of nothingness for any melee dps.

    Vet DLC dungeons feel appropriating hard hitting, but often have too many random one shot mechanics included, it doesn't feel like my skill level impacts my performance in some of these places. vCoS fight with the statue shooting out instagib bombs? Ok I can't sit still and mindlessly do my rotation, but I also can't do my rotation properly at all because I have to run out of this massive circle every 30 seconds. No stam? Well I guess I'm dead, I hope my group gets a chance to rez me among all the death circles and giant ground dots and possibly a stun if the boss picks them out.

    In all cases, nothing in the game does the job of teaching a damage or heal rotation. It will punish those without one in vet-DLC, and some standard vet dungeons at lower levels, but it still doesn't do anything to show you how to do a dps rotation, and normal dungeons don't even need one.
    Edited by Jhalin on March 1, 2018 1:05PM
  • Merlin13KAGL
    Merlin13KAGL
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    It's too easy
    With a few world boss exceptions, overland is a complete joke from Level 1.

    When the game released, you could potentially die from mudcrabs, and you almost never attempted to solo a world boss.

    The trash mobs have always been nary more than a nuisance, public dungeons being the exception (due to quantity, not quality).
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
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