That is one brilliant idea. I have often said that we needed some sort of difficulty slider to accomodate everyone's challenge preference. This buff is an interesting idea.
Some minor changes I would make :
- This would only apply to overland trash and delves. Not to Anchors or World bosses or public dungeons, to prevent people following a zerg while benefitting form additional exp and drops. For me, the goal of this ''buff'' would be to make questing more enjoyable, point.
- While I do agree with the exp increase, (mobs will take longer to kill, so overall you should make the same amount of exp/hour), I understand why some people would be against better drops. I can already hear all those whiners say that we have a hidden agenda and that we are entitled to have everything handed to us on a plate and other nonsense. I would let the better drop out of this buff, although I would personnally enjoy it. Harder content should be rewarded, but it would hurt the feelings of too many people...
- It should never be active in dungeons and trials. It could have too much of a negative effect on your group, especially if you PUG.
You had me before I read better drops, and I'm one those that would benefit from this system.
Overland is not “too easy” for the target demographic. There are people asking for help doing faction quests/main quest. There are people (who were carried to cp160 by friends) who find the combat complex and challenging, especially since you can’t really do it one handed like you can in tab-target mmos with auto-move. I’ve met them. Cp 160 in 5 days of casual play just so the new player can come to all the events, doesn’t mean they know squat.
We here on the forums are a loud minority and the stats show that making overworld harder for us few isn’t worth the time. I can say this with confidence because I remember original flavor Craglorn.
Every request to make overland harder is countered by the thousands in game who are having a hard time.
Overland is not “too easy” for the target demographic. There are people asking for help doing faction quests/main quest. There are people (who were carried to cp160 by friends) who find the combat complex and challenging, especially since you can’t really do it one handed like you can in tab-target mmos with auto-move. I’ve met them. Cp 160 in 5 days of casual play just so the new player can come to all the events, doesn’t mean they know squat.
We here on the forums are a loud minority and the stats show that making overworld harder for us few isn’t worth the time. I can say this with confidence because I remember original flavor Craglorn.
Every request to make overland harder is countered by the thousands in game who are having a hard time.
That's precisely why the OP is asking for a debuff that people could choose to use and not make ALL overland content harder.
About if it's worth the time, I'm far from being a programmer, but I guess that including a system close to battle spirit but for overland content wouldn't paralyze all the ressources at ZOS. At leat I hope...
2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?
ImmortalCX wrote: »2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?
Sure they can. These are just buffs and debuffs, which is already in the game.
A debuff on the character can make the mobs do more damage to them. There is currently a buff called "major protection", which reduces damage to the player by 30%. This would just be the opposite of that. It could also be implemented as a collosal reduction in resitance, which would make world mobs do more damage.
Doing less damage to the mobs can also be achieved with a debuff. Both effects can be achieved by applying these debuffs to the PC, so that it would not affect other PCs.
If they can't figure out how to do it, they shouldn't be working in software. I'm honestly not even sure why I responded to you; if you gave it a moment of thought you would realize what I'm asking would be easy to do and the mechnism is already built into the game.
ImmortalCX wrote: »2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?
Sure they can. These are just buffs and debuffs, which is already in the game.
A debuff on the character can make the mobs do more damage to them. There is currently a buff called "major protection", which reduces damage to the player by 30%. This would just be the opposite of that. It could also be implemented as a collosal reduction in resitance, which would make world mobs do more damage.
Doing less damage to the mobs can also be achieved with a debuff. Both effects can be achieved by applying these debuffs to the PC, so that it would not affect other PCs.
If they can't figure out how to do it, they shouldn't be working in software. I'm honestly not even sure why I responded to you; if you gave it a moment of thought you would realize what I'm asking would be easy to do and the mechnism is already built into the game.
Maybe they could introduce an armor set to do this.
ImmortalCX wrote: »2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?
Sure they can. These are just buffs and debuffs, which is already in the game.
A debuff on the character can make the mobs do more damage to them. There is currently a buff called "major protection", which reduces damage to the player by 30%. This would just be the opposite of that. It could also be implemented as a collosal reduction in resitance, which would make world mobs do more damage.
Doing less damage to the mobs can also be achieved with a debuff. Both effects can be achieved by applying these debuffs to the PC, so that it would not affect other PCs.
If they can't figure out how to do it, they shouldn't be working in software. I'm honestly not even sure why I responded to you; if you gave it a moment of thought you would realize what I'm asking would be easy to do and the mechnism is already built into the game.
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 ***
ImmortalCX wrote: »2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?
Sure they can. These are just buffs and debuffs, which is already in the game.
A debuff on the character can make the mobs do more damage to them. There is currently a buff called "major protection", which reduces damage to the player by 30%. This would just be the opposite of that. It could also be implemented as a collosal reduction in resitance, which would make world mobs do more damage.
Doing less damage to the mobs can also be achieved with a debuff. Both effects can be achieved by applying these debuffs to the PC, so that it would not affect other PCs.
If they can't figure out how to do it, they shouldn't be working in software. I'm honestly not even sure why I responded to you; if you gave it a moment of thought you would realize what I'm asking would be easy to do and the mechnism is already built into the game.
And they have stated they do not want to make us weaker. Clearly you read that far into what you quoted.
Of course you ignored the rest.
...and we have had this idea, or some like it before on the forums.ImmortalCX wrote: »My idea is to have an in-game shrine that you worship at that gives you an "Intensity" buff...
True enough, so any such "handicap" mechanic could only mess with the character values. Lower damage output and armor... which in effect will mean doing less damage and taking more anyhow...Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?
Well, there is always going "Pay to loose"... tho I really wish they had more of this. Not just a two-hander broom and heavy bucket, but also... one-handed feather dusters and rolling pins, pot-lid shields, rubberband slingshots for archers, fairy wands that shoot fluffy rainbows instead of fireballs for mages, light nightshirt robes and cooking apron medium armors, maybe a full maid outfit...Maybe they could introduce an armor set to do this.
this keeps showing up and people keep thinking that we can't tell just how this can be abused. UNLESS PEOPLE WITH DEBUFF ARE INSTANCED AWAY FROM OTHER PLAYERS. this WILL be abused for better rewards. how? well... you know how people pay to take them through skyreach? now. imagine the same skyreach situation, but the person being carried? has that debuff enabled. person carrying them - does NOT so, they are dealing full damage and not taking any extra. so without any actual challenge - you are STILL getting better rewards.
and before you say "skyreach is an instance", people do grind mobs outside, you know. and the same situation is still something that is very much possible. (heck, back when in swtor there was a bug at one point that allowed low level characters go into high level event area - people used to get carried to max level in couple of hours that way - if it can be cheesed, people WILL cheese it. every time)
but ok, you are not deliberately cheesing the system, you are honestly just looking for some personal challenge. well.. you are not alone in a world and players do come around and so non debuffed person comes buy and one shots the mob you were working on challenging yourself with. and... the debuff becomes moot all over again.
so to reiterate.
the ONLY way to add challenge that you all want, while avoiding all the ways people will cheese it - is by instancing zones, where people WITH debuff only play with OTHER people with debuff. and I've been told that the problem with that is that it will splinter the population to much.
TheShadowScout wrote: »...and we have had this idea, or some like it before on the forums.ImmortalCX wrote: »My idea is to have an in-game shrine that you worship at that gives you an "Intensity" buff...
Some way to set a "handicap" that makes a character take more damage from ALL mobs and do less... but gives greater rewards while active, be it increased expees or better chances at good drops (motiv pages!)
A shrine may not be the best way to implement this... better to just make it a slider in your character settings, where you can pick how much handicap you want, any time you want.
I do love the idea of the reward buff getting bigger over time tho! Start at nothing, and the longer you play that character "at a handicap" the more you get... that one is nifty!True enough, so any such "handicap" mechanic could only mess with the character values. Lower damage output and armor... which in effect will mean doing less damage and taking more anyhow...Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?Well, there is always going "Pay to loose"... tho I really wish they had more of this. Not just a two-hander broom and heavy bucket, but also... one-handed feather dusters and rolling pins, pot-lid shields, rubberband slingshots for archers, fairy wands that shoot fluffy rainbows instead of fireballs for mages, light nightshirt robes and cooking apron medium armors, maybe a full maid outfit...Maybe they could introduce an armor set to do this.
Hey, they could do it with this as well! Have a mechanic that increases rewards (over time) the higher the more "PtL" gear you wear...
There could be nifty achievements as well for doing harder stuff with PtL gear... like... unlocking the "PtL" visuals for the outfit system...
Overland is not “too easy” for the target demographic. There are people asking for help doing faction quests/main quest. There are people (who were carried to cp160 by friends) who find the combat complex and challenging, especially since you can’t really do it one handed like you can in tab-target mmos with auto-move. I’ve met them. Cp 160 in 5 days of casual play just so the new player can come to all the events, doesn’t mean they know squat.
We here on the forums are a loud minority and the stats show that making overworld harder for us few isn’t worth the time. I can say this with confidence because I remember original flavor Craglorn.
Every request to make overland harder is countered by the thousands in game who are having a hard time.
That's precisely why the OP is asking for a debuff that people could choose to use and not make ALL overland content harder.
About if it's worth the time, I'm far from being a programmer, but I guess that including a system close to battle spirit but for overland content wouldn't paralyze all the ressources at ZOS. At leat I hope...
ImmortalCX wrote: »Overland content is interesting while you are leveling up. You actually need to keep upgrading your gear and there is a danger of dying. Later in the game, post CP160 you would actually need to be pretty bad to have any challenge from world mobs. The game might as well not even scale as enemies are made of tissue paper.
My idea is to have an in-game shrine that you worship at that gives you an "Intensity" buff. While the Intensity buff is active, world mobs take 30% less damage (from you), and do 50% more damage.
However, when the buff is active, you get an additional 15% XP from monster kills. There would also be an increased drop chance for motifs and set gear dropping. There might also be other perks to maintaining the buff for extended periods.
To increase the immersion, the XP buff would start out at zero, but after several days, it would rise to the 15% XP buff. This would be done so that people would not constantly toggle it to bypass "challenging" content. It would reward people who kept the buff active.
However, there would be an option to toggle it off for dungeons/trials without having to pray at the shrine. There could be dungeon achievements if everyone in the party has the debuff active for a clear.
The difficulty of the Intensity buff would be set so that people grinding XP would not want to use it because it would slow them down and they would lose XP. For people questing and playing the game normally, there would be a net increase in XP.
Overland is not “too easy” for the target demographic. There are people asking for help doing faction quests/main quest. There are people (who were carried to cp160 by friends) who find the combat complex and challenging, especially since you can’t really do it one handed like you can in tab-target mmos with auto-move. I’ve met them. Cp 160 in 5 days of casual play just so the new player can come to all the events, doesn’t mean they know squat.
We here on the forums are a loud minority and the stats show that making overworld harder for us few isn’t worth the time. I can say this with confidence because I remember original flavor Craglorn.
Every request to make overland harder is countered by the thousands in game who are having a hard time.
You had me before I read better drops, and I'm one those that would benefit from this system.
Why exactly does better drops turn you off automatically? It's true that cp-capped people have litterally no incentive to quest. Some better chance at a motif wouldn't hurt anyone.
@ImmortalCX Interesting idea about that option for tanks. We often hear that questing is quite tedious for them.
Overland is not “too easy” for the target demographic. There are people asking for help doing faction quests/main quest. There are people (who were carried to cp160 by friends) who find the combat complex and challenging, especially since you can’t really do it one handed like you can in tab-target mmos with auto-move. I’ve met them. Cp 160 in 5 days of casual play just so the new player can come to all the events, doesn’t mean they know squat.
We here on the forums are a loud minority and the stats show that making overworld harder for us few isn’t worth the time. I can say this with confidence because I remember original flavor Craglorn.
Every request to make overland harder is countered by the thousands in game who are having a hard time.
+1, well said.
I am against giving better drops for normal content that everyone runs together.
If you want to make overland harder then gimp yourself by removing all CP and limit to how many skill points you use. Wear all white trash gear no sets.
Example use level 10 weapons and armor and 20 skill points, no CP. You will find the problem is sustain is so much worse.
1. What bleeding? Doubt many are leaving the game because overworld content is to easy for them. If they are not up to the challenge of the content actually designed to be more challenging then I do not think we lost much.
2. Zos cannot make an NPC take less damage and do more damage only to specific palyer (this should be pretty obvious). Zos can only make you weaker which they have stated they do not want you to do?
3. Below is a rough outline of the progression of difficulty in the game from less to more difficulty, by design. I have seen plenty of excuses in response to this list, but if you are looking for more of a challenge then go for the content that offers more challenge.
Overworld
delves
normal dungeons
world bosses
vet dungeons
normal trials
vet DLC dungeons
vet trials
vet HM trials
ImmortalCX wrote: »Overland is not “too easy” for the target demographic. There are people asking for help doing faction quests/main quest. There are people (who were carried to cp160 by friends) who find the combat complex and challenging, especially since you can’t really do it one handed like you can in tab-target mmos with auto-move. I’ve met them. Cp 160 in 5 days of casual play just so the new player can come to all the events, doesn’t mean they know squat.
We here on the forums are a loud minority and the stats show that making overworld harder for us few isn’t worth the time. I can say this with confidence because I remember original flavor Craglorn.
Every request to make overland harder is countered by the thousands in game who are having a hard time.
+1, well said.
I am against giving better drops for normal content that everyone runs together.
If you want to make overland harder then gimp yourself by removing all CP and limit to how many skill points you use. Wear all white trash gear no sets.
Example use level 10 weapons and armor and 20 skill points, no CP. You will find the problem is sustain is so much worse.
Using no-CP is a non starter. Not going to respec every time ppl want to quest.