TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.
I'm all for increasing the difficulty of the game, but this is not the right way to do it.
TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.
I'm all for increasing the difficulty of the game, but this is not the right way to do it.
What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?
TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.
I'm all for increasing the difficulty of the game, but this is not the right way to do it.
What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?
It would be very confusing for players.
Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)
Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)
A system like this wouldn't work.
I'm all for increasing the difficulty of the game, but this is not the right way to do it.
TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.
I'm all for increasing the difficulty of the game, but this is not the right way to do it.
TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.
I'm all for increasing the difficulty of the game, but this is not the right way to do it.
What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?
It would be very confusing for players.
Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)
Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)
A system like this wouldn't work.
MartiniDaniels wrote: »This is actually good idea, but also that assistant need provide additional drop of gold, xp and whatever crap which falls from mobs and overland bosses. Ideally it must work same as in diablo3. This will give overland the whole another live and may even increase sales/return some players.
mann9753b16_ESO wrote: »TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.
I'm all for increasing the difficulty of the game, but this is not the right way to do it.
What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?
It would be very confusing for players.
Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)
Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)
A system like this wouldn't work.
Confusing? Do you think players are stupid?
Everyone knows about buffs and debuffs.
By your logic, we have to remove spells from the game, because new players would be confused "Why can this guy summon a Bear?" "Why can this guy heal me?"
TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.
I'm all for increasing the difficulty of the game, but this is not the right way to do it.
What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?
It would be very confusing for players.
Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)
Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)
A system like this wouldn't work.
Confusing? Do you think players are stupid?
Everyone knows about buffs and debuffs.
By your logic, we have to remove spells from the game, because new players would be confused "Why can this guy summon a Bear?" "Why can this guy heal me?"
TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.
I'm all for increasing the difficulty of the game, but this is not the right way to do it.
What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?
It would be very confusing for players.
Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)
Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)
A system like this wouldn't work.
DeadlyRecluse wrote: »I guess my question is what does this add that just un-assigning CP/doing naked runs/bucket and broom runs already does?
You can adjust difficulty up and down just by changing how optimal your build is--I can see an argument for wanting to test a build/setup against an arbitrarily harder environment, but...there's always vet dungeons to solo.
mann9753b16_ESO wrote: »MartiniDaniels wrote: »This is actually good idea, but also that assistant need provide additional drop of gold, xp and whatever crap which falls from mobs and overland bosses. Ideally it must work same as in diablo3. This will give overland the whole another live and may even increase sales/return some players.
I dont think so.
This isnt a challenge mode, this is simply to adjust the difficulty to your liking. Addding extra rewards would lead to an area where alot of precautions have to be made to make sure its not abused.
The whole point of my idea is to give players the option of upping the challenge, with no risk of people abusing it.
So no, no increased reward or anything. This is just for people who want a more challenging open world experience.
Dark_Lord_Kuro wrote: »mann9753b16_ESO wrote: »MartiniDaniels wrote: »This is actually good idea, but also that assistant need provide additional drop of gold, xp and whatever crap which falls from mobs and overland bosses. Ideally it must work same as in diablo3. This will give overland the whole another live and may even increase sales/return some players.
I dont think so.
This isnt a challenge mode, this is simply to adjust the difficulty to your liking. Addding extra rewards would lead to an area where alot of precautions have to be made to make sure its not abused.
The whole point of my idea is to give players the option of upping the challenge, with no risk of people abusing it.
So no, no increased reward or anything. This is just for people who want a more challenging open world experience.
But then you can just attack them and have someone else not debuffed clear them out
Dark_Lord_Kuro wrote: »TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.
I'm all for increasing the difficulty of the game, but this is not the right way to do it.
What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?
It would be very confusing for players.
Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)
Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)
A system like this wouldn't work.
Also they wouldnt be happy when someone pass by and just kill it in 5sec

DeadlyRecluse wrote: »....another way I could see this implemented that would be easier than an assistant might be consumables.
They've already done the negative consumable with a holiday event before--could have a drink that gives you normal amounts of stat bonuses, but also inflicts unpurgeable minor/major maim and/or vulnerability.
mann9753b16_ESO wrote: »TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.
I'm all for increasing the difficulty of the game, but this is not the right way to do it.
What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?
It would be very confusing for players.
Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)
Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)
A system like this wouldn't work.Confusing? Do you think players are stupid?
Everyone knows about buffs and debuffs.
By your logic, we have to remove spells from the game, because new players would be confused "Why can this guy summon a Bear?" "Why can this guy heal me?"
You could have 20 different Wardens, that have the same build and gear equipped, and each of them will deal different damage with the same abilities, and each of them take different damage, with two of them dying instantly while five of them can survive 10 hits from the same mob.
It's a horrible system.
Again, why do you think that players are too stupid to realise that they use a known system that is in the game?
You really dont give this community any credit, do you? I honestly dont even understand your point here…
You think people who play this game are not smart enough to figure out "Oh, that guy died in one hit, he debuffed himself with the Assistant that is advertised in the Crown store" and indrtead be like "OH GOD; WHAT JUST HAPPENED, WHY IS THIS GUY DYING SO FAST AHHHH, MY MIND IS EXPLODING!!!!!" or what are you saying?
And on the time and money thing, I forgot to Menton this:
All the Debuffs I mentioned are already in the game. Just with different values.
We have Debuffs that reduce you dmg output, Debuffs that increase your damage taken, and Debuffs that decrease your healing. Its all in the game already.
mann9753b16_ESO wrote: »TLDR: Please spend time and money on a feature that less than 5% of the playerbase will use.
I'm all for increasing the difficulty of the game, but this is not the right way to do it.
What alternative do you suggest then? What OP proposes affects on the individual player and has no impact on any other player, or existing or future content. It's a non nerf / non escalation to existing design. Can you suggest something within those same constraints?
It would be very confusing for players.
Why does that player die in one hit to a normal mob? (Increase damage taken by 2000%)
Why does it take those four players 5 minutes to kill that Delve boss? (Reduce damage dealt by 700%)
A system like this wouldn't work.Confusing? Do you think players are stupid?
Everyone knows about buffs and debuffs.
By your logic, we have to remove spells from the game, because new players would be confused "Why can this guy summon a Bear?" "Why can this guy heal me?"
You could have 20 different Wardens, that have the same build and gear equipped, and each of them will deal different damage with the same abilities, and each of them take different damage, with two of them dying instantly while five of them can survive 10 hits from the same mob.
It's a horrible system.
Again, why do you think that players are too stupid to realise that they use a known system that is in the game?
You really dont give this community any credit, do you? I honestly dont even understand your point here…
You think people who play this game are not smart enough to figure out "Oh, that guy died in one hit, he debuffed himself with the Assistant that is advertised in the Crown store" and indrtead be like "OH GOD; WHAT JUST HAPPENED, WHY IS THIS GUY DYING SO FAST AHHHH, MY MIND IS EXPLODING!!!!!" or what are you saying?
And on the time and money thing, I forgot to Menton this:
All the Debuffs I mentioned are already in the game. Just with different values.
We have Debuffs that reduce you dmg output, Debuffs that increase your damage taken, and Debuffs that decrease your healing. Its all in the game already.
I am in two guilds that are for beginners, where new people join up to learn the game. I often get questions like "How can that person solo the world boss?" , "Why am I dying so easily?" , "What is the difference between green and blue gear?". There are simple ways to answer some of those questions: The person has a strong build, high quality gear, etc. The reason that your Upper Cut deals less damage than the other persons Upper Cut, is because you have a tank build and he has a DD (stamina) build. Now if we introduce a system like this, I couldn't even answer the person, because I (having played since Morrowind) wouldn't even know myself if the person in question has bad gear or if he has end-game gear but chose to reduce his damage done by 300%. That new player is going to watch a couple of players run towards a delve boss only to get one shot, and then be completely confused as to why these 300+ CP players died instantly, while he at level 14 can tank the boss without problem.
If you can't see how an individually chosen 'debuff' which can be different for each player, is going to confuse the players around, then I really see no reason to discuss this anymore. The only way I could see this work would be if there only was one option, and that was a 100% increase damage taken and 100% reduce damage done, and there would be a visible sign to show that people have this 'debuff'. Even then I find it to be a bad idea.
VaranisArano wrote: »Personally, my ideal hard mode would be the entire game revamped into something closer to the old Craglorn, with more mobs that have interesting mechanics.
mann9753b16_ESO wrote: »VaranisArano wrote: »Personally, my ideal hard mode would be the entire game revamped into something closer to the old Craglorn, with more mobs that have interesting mechanics.
But that would also change the game for players who do NOT want to increase the difficulty.
The whole point behind my idea is to create a way that allows everyone to adjust the difficulty to a point where he or she can get the best experience they can get from this game, while not in any way changing the experience of other players.
If you just plain increase the power/mechanics of world mobs, people who want the difficulty to stay the same are unhappy.
If you do nothing, people who want more of a Challenge are unhappy.
With my idea, everyone can play the game the way they like it. No consequences for anyone else. (Other than sometimes seeing a Wolf 2 hit another player, but I have faith in the intelligence of the community to not get a brain failure over that)
VaranisArano wrote: »mann9753b16_ESO wrote: »VaranisArano wrote: »Personally, my ideal hard mode would be the entire game revamped into something closer to the old Craglorn, with more mobs that have interesting mechanics.
But that would also change the game for players who do NOT want to increase the difficulty.
The whole point behind my idea is to create a way that allows everyone to adjust the difficulty to a point where he or she can get the best experience they can get from this game, while not in any way changing the experience of other players.
If you just plain increase the power/mechanics of world mobs, people who want the difficulty to stay the same are unhappy.
If you do nothing, people who want more of a Challenge are unhappy.
With my idea, everyone can play the game the way they like it. No consequences for anyone else. (Other than sometimes seeing a Wolf 2 hit another player, but I have faith in the intelligence of the community to not get a brain failure over that)
Your idea does have consequences for others, mostly for the Devs who have to actually design something to make it work as opposed to currently, where you can adjust the difficulty by changing your character however you like within the existing limits of the game. Then if you add in the suggestions of some players that your mode ALSO grant extra rewards, then that's a pretty large impact on the game economy, which the Devs also have to manage.
mann9753b16_ESO wrote: »MartiniDaniels wrote: »This is actually good idea, but also that assistant need provide additional drop of gold, xp and whatever crap which falls from mobs and overland bosses. Ideally it must work same as in diablo3. This will give overland the whole another live and may even increase sales/return some players.
I dont think so.
This isnt a challenge mode, this is simply to adjust the difficulty to your liking. Addding extra rewards would lead to an area where alot of precautions have to be made to make sure its not abused.
The whole point of my idea is to give players the option of upping the challenge, with no risk of people abusing it.
So no, no increased reward or anything. This is just for people who want a more challenging open world experience.
barney2525 wrote: »mann9753b16_ESO wrote: »MartiniDaniels wrote: »This is actually good idea, but also that assistant need provide additional drop of gold, xp and whatever crap which falls from mobs and overland bosses. Ideally it must work same as in diablo3. This will give overland the whole another live and may even increase sales/return some players.
I dont think so.
This isnt a challenge mode, this is simply to adjust the difficulty to your liking. Addding extra rewards would lead to an area where alot of precautions have to be made to make sure its not abused.
The whole point of my idea is to give players the option of upping the challenge, with no risk of people abusing it.
So no, no increased reward or anything. This is just for people who want a more challenging open world experience.
As it stands, right now, when 3 people of different levels kill a boss, they all receive rewards At their own level. So I don't see where the rewards aspect would be particularly difficult to implement.