YOU might be one shotting, but YOU know the ins and out of the game to max your dps.
New/average players, not so much. and we do need a option for a learning curve where new/average players can learn the game before we get murdered in pvp or where ever.
One huge problem a I find with the game is how boring and ridiculously easy overland and questing mobs/bosses are. What is the point of going through story lines (which are for the most part awesome) which context involve you saving villages, cities from eminent danger if there is no danger at all. One shotting mobs is pretty pathetic imo. What if we had different options to deal with that? Here are some potential solutions, and I'd be interested to know who would be interested in those or if anyone has better ideas:
Kiralyn2000 wrote: »"Remove CP" doesn't work, because the larger issue is having a good skill build & a firm understanding of the game mechanics (stats, buffs, rotations, animation canceling, etc).
A player who doesn't understand all that stuff will struggle even with a good build & gear.
A player who does understand all that, can beat up quest mobs with a rusty teaspoon.
And turning off your knowledge of gameplay isn't quite as easy (or reasonable).
DocFrost72 wrote: »damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)
Not everyone plays with your setup, and questing should be accessible to everyone playing the game.
sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?
If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).
I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.
Well, if you make not just "vet" versions, but versions that fit your role in the trinity and all of those awarded the same things and were as quick to complete as each other on the respective roles (significantly more NPC HP but low damage for DDs, significantly more damage but low HP for tanks and something in the middle in both regards for healers), it's ok. But if there are going to be ANY extra rewards AT ALL for something that is much more difficult (or even impossible) to complete with one sensible setup than with another, it is already unfair, even if the reward is as meaningless as an NPC telling you that you're awesome.
I think you have it backwards. Under the current system a tank is wholly uneeded for questing, agree? If suddenly there is a mode people can't do so easily alone, support roles become worth their weight in gold to most players who want them phat rewards (gold jewels, special titles etc).
Doesn't hurt tanks to have more damage to soak, imho
You make an excellent point with the learning curve. Where is the learning curve now? You either have very easy quest and overland content, easy normal dungeons or hard vet content. Many players dont even try basic vet dungeons because they feel nothing prepared them for it and they feel overwhelmed.
A veteran overland mode would be the prefect way to prepare players for vet dungeons. It doesnt have to be extremely difficult but quest bosses with 120k health is an absolute joke.
No mmo has a "hard" overland.
MaleAmazon wrote: »No mmo has a "hard" overland.
So? Even if that is true (I don´t know since I only play ESO online), why should it remain that way? TES single-player games don´t have static overworlds.
I´d just like to add this; ESO actually has really good combat controls and it is really fun to play tough fights. Most people just don´t get to see this, I think, since in its current state the game excludes long fights where you react:
1. Overland is a pushover without many mechanics.
2. Normal dungeons are a pushover.
3. Veteran dungeons and trials are mostly about massacring mobs and then following very specific, static tactics on bosses. It´s like a synchronised dance - and it can be enjoyable but you don´t really improvise or respond.
4. vMA is also pretty mechanics-intensive and muscle-memory as you get used to it.
Soloing world bosses is fun for me precisely because I do get to react a to the boss, it is a long fight and not as predictable as the others. I would very much like to see that level of difficulty when I play story content.
MaleAmazon wrote: »Soloing world bosses is fun for me precisely because I do get to react a to the boss, it is a long fight and not as predictable as the others. I would very much like to see that level of difficulty when I play story content.
A single player game and an MMO are from the ground up are different in design and coding. And I do know as i have been playing MMO since 2004 i played ff11 ff14 WoW Dcuo Aion ESO and tons more.
the overworld isn't suppose to level up with you, in fact that was a new concept in gaming. You need to traverse the overworld often, not a one/done like most games. What you just described is the gaming in a nutshell. All combat is a dance.
And again difficulty is subjective your "too easy" is another persons "too hard".
Also the cost of making 2 versions of the same world is not worth the return. Most ppl complaining about this are new to MMO and trying to put single player difficulty sliders in a MMo. which isn't feasible.
YOU might be one shotting, but YOU know the ins and out of the game to max your dps.
New/average players, not so much. and we do need a option for a learning curve where new/average players can learn the game before we get murdered in pvp or where ever.
There's nothing wrong with the leveling part of the game as it is, not that I've ever one-shotted anything, but if some players find it too easy when replaying with alts perhaps they shouldn't allocate 1,000 CPs quite so soon. Personally, I'd prefer CPs to be character-specific but I'd settle for them not being able to be allocated until a character reaches 50.
Veteran overland questing isn't a solution. Endgame players have done the questing long ago and will not do it again. New characters get grinded up. That means the only reason you would go back to overland stuff is to farm specific gear. Farming is already boring as hell I sure wouldn't want to make it even more tedious by making mobs tankier.
You do realise that new DLCs/Chapters have their own storylines right?
True, but even if it's made harder I don't expect it to be a challenge. I breezed through vMA when it was first released, and you see how many people are still claiming that's too hard many years later...
Point is, for story stuff, accessibility for everyone is fine.
DocFrost72 wrote: »damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)
Not everyone plays with your setup, and questing should be accessible to everyone playing the game.
sure, and again, that is why i added the option of introducing a normal (stay as current is) and vet overland (additionally for those who want to). You could choose whatever you wish without changing anything. You could keep playing the current setup if you wanted to. So I don't really get your point?
If the rewards stay the same, whatever. But already in this thread people are asking for better rewards for doing the vet version. And if that happens, we have a vMA situation where people are punished for making builds that people cry about a lack of (tanks).
I can see your point, but imo the discussion is still too much on its alpha stages to even warrant a talk about this. The first point is to recognize the problem. After that, extra rewards or no rewards can be talked about. Just regarding potential rewards, there is a LOT of discussion that is needed to truly see what is viable or not. What does better rewards mean ( cosmetics? items sets? mats? tempers?) how much should it be rewarded (it obviously has to be fair)?. All of that are part of the discussion (albeit at a more advanced stage of it). However, the first step imo is to acknowledge how bad overland feels for the players (for some not at all, for others like me it;s game breaking), and then, and only then, if a majority voices concerns about it, we can further develop the conversation into that stage.
Well, if you make not just "vet" versions, but versions that fit your role in the trinity and all of those awarded the same things and were as quick to complete as each other on the respective roles (significantly more NPC HP but low damage for DDs, significantly more damage but low HP for tanks and something in the middle in both regards for healers), it's ok. But if there are going to be ANY extra rewards AT ALL for something that is much more difficult (or even impossible) to complete with one sensible setup than with another, it is already unfair, even if the reward is as meaningless as an NPC telling you that you're awesome.
I think you have it backwards. Under the current system a tank is wholly uneeded for questing, agree? If suddenly there is a mode people can't do so easily alone, support roles become worth their weight in gold to most players who want them phat rewards (gold jewels, special titles etc).
Doesn't hurt tanks to have more damage to soak, imho
Please show me a tank that has completed vMA. You aren't playing the same game if you think that that's how it would turn out.
https://youtu.be/64ShFMAFJLIAt champion 350, it still takes forever to kill a spider, then while i am killing one spider the other eats his brother and is back to full health LOL...........love to know how many keyboards and controllers have been thrown against a wall over this combat
Adding an option to toggle veteran difficulty doesn't change anything for people who like things as it is. It doesn't affect them at all.
Adding a toggle and liking how it is shouldn't be mutually exclusive.
I truly don't understand the resistance to this idea.
I'll help you and OP understand why there would be resistance to even this being an option, time/resources. In order for this to happen something else has to be put aside. Time and resources aren't infinite and lots of us would rather them spend that limited time/resources on content the majority of the fanbase will enjoy and or other more pertinent issues that warrant those funds and that time.
Overworld is a cakewalk for me and I'd still rather them work on new dungeons than rework old overworld content. It's really that simple. Though I would definitely enjoy farming in these vet zones as they would most certainly be emptier than the normal zones.
Would those complaining that they can one-shot all the overland mobs and therefore want a veteran version of the overland content be happy for grouping to be disabled in that version? I ask because if it wasn't disabled then I can imagine the same problem continuing, veteran players would team up to rush through the content in a breeze just to get the xp and the better rewards (which we're perhaps beginning to see emerge as one of the key factors in the demand for more challenging content).
Veteran overland questing isn't a solution. Endgame players have done the questing long ago and will not do it again. New characters get grinded up. That means the only reason you would go back to overland stuff is to farm specific gear. Farming is already boring as hell I sure wouldn't want to make it even more tedious by making mobs tankier.
You do realise that new DLCs/Chapters have their own storylines right?
True, but even if it's made harder I don't expect it to be a challenge. I breezed through vMA when it was first released, and you see how many people are still claiming that's too hard many years later...
Point is, for story stuff, accessibility for everyone is fine.
Yes i was farming vMA too before it was cool. Thats not the point. The point is when people complain about overland being too easy they have a point. They want to enjoy the story and the quests of new DLCs but they cant cause there is literally zero difficulty and zero rewards in doing them.
I didnt say make overland similar to vMA difficulty where 90% of the people wont even be able to kill a quest boss. But if there is a way to cater to both types of players without hurting the game in some sort of way then why the hell not?
that can be a good thing as it solves the issue of CP 300+ players stealing kills in overland and delves from low level players.
Adding an option to toggle veteran difficulty doesn't change anything for people who like things as it is. It doesn't affect them at all.
Adding a toggle and liking how it is shouldn't be mutually exclusive.
I truly don't understand the resistance to this idea.
I'll help you and OP understand why there would be resistance to even this being an option, time/resources. In order for this to happen something else has to be put aside. Time and resources aren't infinite and lots of us would rather them spend that limited time/resources on content the majority of the fanbase will enjoy and or other more pertinent issues that warrant those funds and that time.
Overworld is a cakewalk for me and I'd still rather them work on new dungeons than rework old overworld content. It's really that simple. Though I would definitely enjoy farming in these vet zones as they would most certainly be emptier than the normal zones.
Well according to this poll over 40% (With over 400 vote sampling) would like overland to be harder. Doing something to please over 40% of your player base doesn't sound like a waste of time and resources to me, especially when some of those resources come from those same folks.
forums.elderscrollsonline.com/en/discussion/comment/5191164#Comment_5191164
Azuramoonstar wrote: »No mmo has a "hard" overland. Once you explore everything and figure things out it becomes easy. Difficulty is subjective, and most mmo the challenge isn't with the overland, but the end game dungeon and raid bosses.