Wifeaggro13 wrote: »Wifeaggro13 wrote: »navystylz_ESO wrote: »Now, compound that with the slower speed of non-dps builds, like tanking and healing builds. Talk about a slog...
Can we please stop pretending that these hypothetical players are tanks and healer. Well maybe they are people with heals on their bars. But tanks know what dodge roll, blocking and interrupting is. Tanks have no issues with overland content because they can be hurt even less than dps specced players. Tanks actually take the time to learn the game because in order to be a tank, you need to have an understanding of the content that goes beyond what the normal player needs to know so you can tank what hurts the most, and control the fight for your team.
There is no real tank in this game that think overland content is difficult. There is no actual tanks that don't understand how this game works that they have any issues killing overland mobs fast. These hypothetical tanks are not being held back. They do NOT need paper-thin enemies for them to effectively make it through content without slogging it.
You can't just throw heals and health on your character and call them a tank or healer. And most people serious about those roles are serious about knowing the game. Also, healers can dps superbly since the same magicka gear they are using to heal, is giving more than enough stats for their dps abilities to hit hard. And they have even smaller chance of dying than derp dps specs.
I don't have to pretend. This isn't just about whether or not people are dying in the content. It's about how quickly they kill things. Pacing, pacing, pacing.
People use a variety of builds for different roles and come with all levels of familiarity and skill. The open world content is made to accommodate for the widest range of players possible. And, while you may believe it's "too easy", not everyone feels that way.
Things get real redundant real fast when fights take too long. People lose interest when that happens. There's a reason why end game raiders are usually, if not always, the smallest subset of an MMO playerbase.
WoW classic is just around the corner, though. If you don't believe me, go try that out for a bit and see for yourself.
no one was talking about making the game hard for end game raiders. what gets redundant is 5 years into the game they release a new class and slog through insignifcant non rewarding content. truthfuly a little challenge in something that is already tedious by design is not such a bad thing. i dont hink half the people would mind so much if there was a slight bit vertical progression involved . And im not talking about adding more CP to that broken mess of an alternate advancement system they call CP. And dont say ZOs says they are looking into it. they have been looking into spell crafting for near for years. ZOS track record is not stellar with their game systems new,old or half finished unimplemented ideas.
You might want to have a chit-chat with all the people who post these kinds of threads so yall can get your stories straight.
I honestly don't think you all have a defined request. A nebulous demand like "make it harder, but not too much" isn't exactly actionable. "Make it less boring" doesn't provide much direction either.
Your definition of "just the right amount of challenge" probably differs drastically from mine or anyone else's.
Besides that, as I said before, the current balance is based on ensuring the widest number of character builds and player skill levels will be able to progress through the content at a reasonable pace.
That's just the nature of leveling content. You will outgrow it eventually. Especially after 5 years. That being said, you figure out what you actually want and define it in a way that ensures everyone understands exactly what you have in mind, then you might see less opposition to your ideas.
Until, then, do try to keep in mind that just because you claim that "no one is asking for that", it doesn't make it true.
the option is to have actual progression in the game. right now in all the chapter releases you have nothing but here as a half ass story with some landscape with speed bumps everywhere.
Wifeaggro13 wrote: »But there's no balance at all. Literally. 'Balance' means there's some challenge for an average player (in progressing through content, of course, i.e. questing, not soloing WB and vet dungeons). There's none. And 'the widest number of character builds and player skill levels' actually means 'all of them'. (No, 2s ping and disabilities don't count. Sorry, but they also must not count.)Besides that, as I said before, the current balance is based on ensuring the widest number of character builds and player skill levels will be able to progress through the content at a reasonable pace.
Says who? No challenge for whom?
I may not be skilled in ESO , but I am darn good with other games I play.. including Dark Souls and Dark Souls II..all the Witcher games..Skyrim on Legendary ..etc.. once I learned those games they were not as difficult as everyone seems to think they are.
Skill and knowledge of a game go well to making them seem like they lack challenge. Stripping a high lvl character does nothing, starting a new character only slight challenge... but put 10 people to playing that never have before and are how many would think WB and Trials are no challenge...a truly average player would find some...some of the OW a challenge.
Just because you dont, doesn't mean others don't.
there is challenge in trials and four man dungeons. the issue becomes when the leveling experience did nothing to teach you how to play a role, build a character , and work as a group. then you have a massive skill gap when players hit the end game. they meet those who have played the game long term and scream they are elietists. they are not .most of them are just tired of teaching a rotating population how to play their character. you should know how to do that already and the only thing they teach you is the mechanics. im a filthy casual , i hardly ever do Trials most of time was spent in 4 mans. its just bad game design. we should not have huge swathes of people leaving when the story is done its called retention
From Yesterdays AUA on r/elderscrollsonline:
NerubianAssassin - 81 points
Hi Matt! Firstly, congratulations on the new Chapter, I had a blast playing it!
My question is related to new game systems, specifically new weapons.
Since the beginning I've always wanted to use spears as a weapon type, are there any plans to add them as a new skill line to ESO? Like a hybrid weapon that could be used either as a 2-handed spear, or as a 1-handed spear/shield.
What about other highly requested skill lines such as another magicka weapon (e.g. one hand/rune as seen in the classic Elder Scrolls games)?
EDIT: Bonus question, are there any plans to implement a more challenging overworld for veteran players (e.g. a difficulty toggle like Battle Spirit where you'd get debuff like 50% more damage taken and 50% less healing and damage done in exchange for a chance for mobs to drop zone furnishings and/or other rare items). It is disappointing to see solo quest bosses being hyped up as super powerful, then dying in 10 seconds.
ZOS_MattF - Zenimax - 87 points
Hello! We have no plans on implementing spears, but we have talked off and on about cool ways to do the one hand magic/one hand weapon thing. That's not on our roadmap anywhere, but we have been brainstorming.
There are so many cool things we could do! Seriously, we love these ideas too, but it all comes down to a matter of time and priorities.
EDIT: to respond to your edit. Yes, we've talked about this, in fact we tried to get that into the game as part of One Tamriel, but we just couldn't get it done. So we have ideas on how to have difficulty settings for overland content, but it's not currently planned. It's a great idea.
-- So it sounds like they are at least wanting to do it some time in the future. It's really a shame this couldn't come out with 1T.
RavenSworn wrote: »Why are people blaming 1T for? That's asinine, 1T WAS the reason why the game came back alive in the first place! You know how vacant it was when you wanted to quest? Esp in the vet zones? And the grind to vet16-18 dear God.. Most players gave up with the game because
1) they couldn't play well with low chars anywhere, sure you can feel like a god coming into low levels but it just felt useless coming there. You gain nothing.
2) most vet zones were almost empty because everyone sticked to the 'endgame' zones. Even the capital cities, because of how the Cadwell silver and gold works, felt lesser than usual.
3) because it was so empty, new players coming into the game was always asking, is this game even alive? Why am I not seeing another player? This creates a false impression that the game might have been dead.
If it's one thing I like from before 1T is that quest bosses were meaningful, they had impact. You have to adapt your build, your approach, your gear setup. It made you think. That's good game design, when the game gives you the tools and let's you figure out how to manage the situation with the tools given.
Story quest bosses were solo instanced as well. And they made some sweat it out. Who wouldn't forget gut ripper pre1T? Who failed at Doshia repeatedly? But you needed to know how to defeat them, how to use the mechanics given.
Its a game but its also an mmorpg. There's no harm in trying out socializing. In trying out grouping when you are in the early stages of levelling.
Morgha_Kul wrote: »I don't disagree, I just think today's gamers are missing out, because figuring things out is part of the fun... at least, it used to be.
It is.. while the OP want's more difficulty ( as do others ) in tougher OW ( and some in WB and Dungeons ).. I would like to see more difficulty in the way of puzzles, riddles... quest's you have to talk to other NPC's to get information to finish.. without great big arrows pointing the way!
Wifeaggro13 wrote: »But there's no balance at all. Literally. 'Balance' means there's some challenge for an average player (in progressing through content, of course, i.e. questing, not soloing WB and vet dungeons). There's none. And 'the widest number of character builds and player skill levels' actually means 'all of them'. (No, 2s ping and disabilities don't count. Sorry, but they also must not count.)Besides that, as I said before, the current balance is based on ensuring the widest number of character builds and player skill levels will be able to progress through the content at a reasonable pace.
Says who? No challenge for whom?
I may not be skilled in ESO , but I am darn good with other games I play.. including Dark Souls and Dark Souls II..all the Witcher games..Skyrim on Legendary ..etc.. once I learned those games they were not as difficult as everyone seems to think they are.
Skill and knowledge of a game go well to making them seem like they lack challenge. Stripping a high lvl character does nothing, starting a new character only slight challenge... but put 10 people to playing that never have before and are how many would think WB and Trials are no challenge...a truly average player would find some...some of the OW a challenge.
Just because you dont, doesn't mean others don't.
there is challenge in trials and four man dungeons. the issue becomes when the leveling experience did nothing to teach you how to play a role, build a character , and work as a group. then you have a massive skill gap when players hit the end game. they meet those who have played the game long term and scream they are elietists. they are not .most of them are just tired of teaching a rotating population how to play their character. you should know how to do that already and the only thing they teach you is the mechanics. im a filthy casual , i hardly ever do Trials most of time was spent in 4 mans. its just bad game design. we should not have huge swathes of people leaving when the story is done its called retention
I agree... ahh with most of that.
Making the OW more difficult in a general way, would not help to teach new players how to build and play with others. Not unless the game was so hard that they had to play in a group.
4 months later and not one of my characters is over 50.. but how many vids are on U-tube teaching ppl to level super fast? That is where a lot of the issue is with newbies. They don't DO the OW quest's and content slow enough to learn on their own. They are following a guide, but instead of using it as a 'guide' it is their bible of leveling.
And I will admit, I have a 'build' I found on-line for a Mag/Plar - healing.. and If I followed it, I'm sure I'll have a great PvP character.. But I also won't know until I have him at a high enough lvl I think he'll survive.
One PvE and one PvP character...`Quite frankly as ling as they are good enough to run with my Friends and Guildies.. I will be happy.
As a person that played vanilla Oblivion ( 4 yrs) and Skyrim (3 yrs) on 360 ..till I got a PC.. and I still play Skyrim, Retention has much to do with the type of players.. not the difficulty only. Yes I can ( and do at times ) make Skyrim harder than Dark Souls II...BUT not every character! My Barbarian is on Master - Dead is Dead.. with mods of course.. the mod list if you are interested,Deadly Dragons ( 2 spawn average 50%) Diverse Dragons ( same ), Immersive Creatures ( only thing toggled off is the Ore Guardians and that is because they can and DO spawn during the mining animation) , OBIS, SkyTest, CoT, Northern Encounters, Sea of Spirits, Better Vampire NPC's, Enemy Enhancer, Disable Combat Boundry, You are Not the Dragonborn ( this allows dragons to spawn right away and no dragon soul animation), ASIS, Lost Grimoire - not a difficulty mod on it's own but paired with ASIS it allows NPC's to use all it's spells. Loot and Degradation, Better Vampire Weapons, Wet and Cold.
Yes I DO use mods that keep Quest givers from being killed, and campfire and Wearable Lanterns and a TON of armor and weapon mods.. plus ones that make NPC's not quite the annoying P.I.T.A.'s they are!
At the same time, my Bard is on Adept, has a follower and really good armor.. her RP isn't about fighitng, it's about the adventure and exploring. This is what will keep me playing.. and buying new expansions.. the exploration factor.
Perhaps when I have played for a few years... the OW might not seem as challenging.. but then again.. I will find that Roleplay that takes my world view into account.. same as I do in Skyrim and Oblivion ( which I don't play as much ).
Smasherx74 wrote: »RavenSworn wrote: »Why are people blaming 1T for? That's asinine, 1T WAS the reason why the game came back alive in the first place! You know how vacant it was when you wanted to quest? Esp in the vet zones? And the grind to vet16-18 dear God.. Most players gave up with the game because
1) they couldn't play well with low chars anywhere, sure you can feel like a god coming into low levels but it just felt useless coming there. You gain nothing.
2) most vet zones were almost empty because everyone sticked to the 'endgame' zones. Even the capital cities, because of how the Cadwell silver and gold works, felt lesser than usual.
3) because it was so empty, new players coming into the game was always asking, is this game even alive? Why am I not seeing another player? This creates a false impression that the game might have been dead.
If it's one thing I like from before 1T is that quest bosses were meaningful, they had impact. You have to adapt your build, your approach, your gear setup. It made you think. That's good game design, when the game gives you the tools and let's you figure out how to manage the situation with the tools given.
Story quest bosses were solo instanced as well. And they made some sweat it out. Who wouldn't forget gut ripper pre1T? Who failed at Doshia repeatedly? But you needed to know how to defeat them, how to use the mechanics given.
Its a game but its also an mmorpg. There's no harm in trying out socializing. In trying out grouping when you are in the early stages of levelling.
They didn't have to scale everything to let us play with everyone on other faction zones. They could have left the same levels, and then gave us more XP, or they could have introduced more content like craglorn for for Veteran / CP. There's multiple ways they could have open things up while not scaling. and all of this is ignoring the fact they didn't have to scale lower levels up so much, or scale monsters down so much compared to max cp.
1) Increase xp given once you reach CP.
2) There was only 1 vet zone and that was craglorn, which has always been popular hence the trader prices back then. Other faction main cities weren't populated... and that was because other factions were in a difference instance than us.
3) Same as 2, it was because we were in different instances. This wasn't an excuse to scale, as evident by 1.
Pre T1 things were actually scary while leveling up. Now it's like an amusement park.
Wildstar.
Will you people ever learn?
No company, in their right mind, wants to follow down that road to nowhere.
Morgha_Kul wrote: »Morgha_Kul wrote: »I don't disagree, I just think today's gamers are missing out, because figuring things out is part of the fun... at least, it used to be.
It is.. while the OP want's more difficulty ( as do others ) in tougher OW ( and some in WB and Dungeons ).. I would like to see more difficulty in the way of puzzles, riddles... quest's you have to talk to other NPC's to get information to finish.. without great big arrows pointing the way!
Can you imagine how nuts people would go if quest markers got removed? Like holy crud there’d be millions of complaint threads because they were being forced to read dialogue and use clues
I was actually saying exactly this in chat tonight!
Actually, I played Star Trek Online for a good while, and made a few missions for the Foundry system (a mission creator system). STO has the same problem a lot of games do, where it says "Find so and so" and then puts them on the map with a giant arrow on them, PLUS they flash and glow.
So, I created a mission SPECIFICALLY without that, where the player had to find a fugitive who was hiding from the Romulans. I had the Romulans wandering around dropping hints (eg. "Search parties to the north report nothing in that section. Focus searches in the south."). SO many players left complaints that they couldn't find the guy, so I had one of the Bridge Crew NPCs offer advice if asked, telling the PCs to listen for clues... and players STILL complained.
I hate to think how players like that would have handled some of the puzzles in Arena, Dungeon Master or Pool of Radiance... or games like that.
barney2525 wrote: »Morgha_Kul wrote: »Morgha_Kul wrote: »I don't disagree, I just think today's gamers are missing out, because figuring things out is part of the fun... at least, it used to be.
It is.. while the OP want's more difficulty ( as do others ) in tougher OW ( and some in WB and Dungeons ).. I would like to see more difficulty in the way of puzzles, riddles... quest's you have to talk to other NPC's to get information to finish.. without great big arrows pointing the way!
Can you imagine how nuts people would go if quest markers got removed? Like holy crud there’d be millions of complaint threads because they were being forced to read dialogue and use clues
I was actually saying exactly this in chat tonight!
Actually, I played Star Trek Online for a good while, and made a few missions for the Foundry system (a mission creator system). STO has the same problem a lot of games do, where it says "Find so and so" and then puts them on the map with a giant arrow on them, PLUS they flash and glow.
So, I created a mission SPECIFICALLY without that, where the player had to find a fugitive who was hiding from the Romulans. I had the Romulans wandering around dropping hints (eg. "Search parties to the north report nothing in that section. Focus searches in the south."). SO many players left complaints that they couldn't find the guy, so I had one of the Bridge Crew NPCs offer advice if asked, telling the PCs to listen for clues... and players STILL complained.
I hate to think how players like that would have handled some of the puzzles in Arena, Dungeon Master or Pool of Radiance... or games like that.
It's so easy to criticize the players, when you are the GM who Knows all the information and Knows what the players are "supposed " to do.
You may have thought that, but I read player reviews and comments about it, when it was about to shut down and lots of people said it was a shame, because they thought it was a great game.
So, taking it from their perspectives, it didn't work because it was too hard/inconvenient for the average player.
Not because they thought it was a bad game.
RavenSworn wrote: »barney2525 wrote: »Morgha_Kul wrote: »Morgha_Kul wrote: »I don't disagree, I just think today's gamers are missing out, because figuring things out is part of the fun... at least, it used to be.
It is.. while the OP want's more difficulty ( as do others ) in tougher OW ( and some in WB and Dungeons ).. I would like to see more difficulty in the way of puzzles, riddles... quest's you have to talk to other NPC's to get information to finish.. without great big arrows pointing the way!
Can you imagine how nuts people would go if quest markers got removed? Like holy crud there’d be millions of complaint threads because they were being forced to read dialogue and use clues
I was actually saying exactly this in chat tonight!
Actually, I played Star Trek Online for a good while, and made a few missions for the Foundry system (a mission creator system). STO has the same problem a lot of games do, where it says "Find so and so" and then puts them on the map with a giant arrow on them, PLUS they flash and glow.
So, I created a mission SPECIFICALLY without that, where the player had to find a fugitive who was hiding from the Romulans. I had the Romulans wandering around dropping hints (eg. "Search parties to the north report nothing in that section. Focus searches in the south."). SO many players left complaints that they couldn't find the guy, so I had one of the Bridge Crew NPCs offer advice if asked, telling the PCs to listen for clues... and players STILL complained.
I hate to think how players like that would have handled some of the puzzles in Arena, Dungeon Master or Pool of Radiance... or games like that.
It's so easy to criticize the players, when you are the GM who Knows all the information and Knows what the players are "supposed " to do.
Of course, esp when sometimes, the clues are right in your face.
RavenSworn wrote: »
You may have thought that, but I read player reviews and comments about it, when it was about to shut down and lots of people said it was a shame, because they thought it was a great game.
So, taking it from their perspectives, it didn't work because it was too hard/inconvenient for the average player.
Not because they thought it was a bad game.
It was actually a culmination of bad decisions and focus in actuality, than just because 'it was a game made for hardcore' players.
They shouldn't have gone ahead with the subscription model when there was already a huge game with that. Even starting with buy to play would have created enough front end capital, which eso did successfully.
Their niche marketing, goofy graphics, combat design decisions, culminating with the change to free to play model, all led to its demise.
Eve online, has some of the hardest entry level content. It's still going on today.
Not disagreeing with you but just wanted to clarify with some who think that games died due to their content, it's definitely not wildstar.
You want to see a game that is dying due to content? Retail wow BFA.
RavenSworn wrote: »
You may have thought that, but I read player reviews and comments about it, when it was about to shut down and lots of people said it was a shame, because they thought it was a great game.
So, taking it from their perspectives, it didn't work because it was too hard/inconvenient for the average player.
Not because they thought it was a bad game.
It was actually a culmination of bad decisions and focus in actuality, than just because 'it was a game made for hardcore' players.
They shouldn't have gone ahead with the subscription model when there was already a huge game with that. Even starting with buy to play would have created enough front end capital, which eso did successfully.
Their niche marketing, goofy graphics, combat design decisions, culminating with the change to free to play model, all led to its demise.
Eve online, has some of the hardest entry level content. It's still going on today.
Not disagreeing with you but just wanted to clarify with some who think that games died due to their content, it's definitely not wildstar.
You want to see a game that is dying due to content? Retail wow BFA.
WoW have made a lot of bad decisions...
MoP was great - WoD (which reversed all the good done in MoP) was horrible.
Can't speak for the rest of it - left 5 years ago, in utter disgust and didn't go back.
RavenSworn wrote: »
You may have thought that, but I read player reviews and comments about it, when it was about to shut down and lots of people said it was a shame, because they thought it was a great game.
So, taking it from their perspectives, it didn't work because it was too hard/inconvenient for the average player.
Not because they thought it was a bad game.
It was actually a culmination of bad decisions and focus in actuality, than just because 'it was a game made for hardcore' players.
They shouldn't have gone ahead with the subscription model when there was already a huge game with that. Even starting with buy to play would have created enough front end capital, which eso did successfully.
Their niche marketing, goofy graphics, combat design decisions, culminating with the change to free to play model, all led to its demise.
Eve online, has some of the hardest entry level content. It's still going on today.
Not disagreeing with you but just wanted to clarify with some who think that games died due to their content, it's definitely not wildstar.
You want to see a game that is dying due to content? Retail wow BFA.
WoW have made a lot of bad decisions...
MoP was great - WoD (which reversed all the good done in MoP) was horrible.
Can't speak for the rest of it - left 5 years ago, in utter disgust and didn't go back.
RavenSworn wrote: »Smasherx74 wrote: »RavenSworn wrote: »Why are people blaming 1T for? That's asinine, 1T WAS the reason why the game came back alive in the first place! You know how vacant it was when you wanted to quest? Esp in the vet zones? And the grind to vet16-18 dear God.. Most players gave up with the game because
1) they couldn't play well with low chars anywhere, sure you can feel like a god coming into low levels but it just felt useless coming there. You gain nothing.
2) most vet zones were almost empty because everyone sticked to the 'endgame' zones. Even the capital cities, because of how the Cadwell silver and gold works, felt lesser than usual.
3) because it was so empty, new players coming into the game was always asking, is this game even alive? Why am I not seeing another player? This creates a false impression that the game might have been dead.
If it's one thing I like from before 1T is that quest bosses were meaningful, they had impact. You have to adapt your build, your approach, your gear setup. It made you think. That's good game design, when the game gives you the tools and let's you figure out how to manage the situation with the tools given.
Story quest bosses were solo instanced as well. And they made some sweat it out. Who wouldn't forget gut ripper pre1T? Who failed at Doshia repeatedly? But you needed to know how to defeat them, how to use the mechanics given.
Its a game but its also an mmorpg. There's no harm in trying out socializing. In trying out grouping when you are in the early stages of levelling.
They didn't have to scale everything to let us play with everyone on other faction zones. They could have left the same levels, and then gave us more XP, or they could have introduced more content like craglorn for for Veteran / CP. There's multiple ways they could have open things up while not scaling. and all of this is ignoring the fact they didn't have to scale lower levels up so much, or scale monsters down so much compared to max cp.
1) Increase xp given once you reach CP.
2) There was only 1 vet zone and that was craglorn, which has always been popular hence the trader prices back then. Other faction main cities weren't populated... and that was because other factions were in a difference instance than us.
3) Same as 2, it was because we were in different instances. This wasn't an excuse to scale, as evident by 1.
Pre T1 things were actually scary while leveling up. Now it's like an amusement park.
Technically, Craglorn is a Group Zone, not veteran zone. Veteran zones were silver and gold, with regards to factions.
Your suggestions would mean gated overland content. Which defeats the purpose of opening up the world in the first place. By putting veteran overland ala Craglorn, all you are doing is putting barriers between veterans and newcomers.
While you say it's an amusement park now, there are apparently still people that are unable to play overland. But I'm not into that. I am supporting the notion that overland is easy, even for a new player. However, they don't need to add an option for different difficulties, just like the dungeons. They just need to up the ante by about 10-15%, like mob health, resistance, attack damage etc. Its still be slightly harder for vets but easy enough for the new players. You don't need group dungeon level mobs, just hard enough to promote group but still solo able.
Well, it's a nice post, but mostly it isn't what people are talking about. Public dungeons are the hardest content closest to overland (but isn't overland), and they are in a fine place, I think (still soloable for a high-level char, and not supposed to be a solo for lower levels: they are public dungeons). Summerset difficulty is measurably higher than that of the base game (at least for world bosses and local 'dolmens'). Veteran dungeons, trials, MA - all of these is not the topic here (even though some people rarely mention them or even think them easy). Even if you read only the TS post, it's not about those at all. It's about quest fights and bosses, overland and probably delves (which are mostly part of quest content too).This is a long post but it describes why I am on the fence.
NocturnalSonata wrote: »Is overland, delves, public dungeons etc... too easy?
Yes and no. I am not going to make the case for yes as it is easier to understand no if you think like a casual. To do so you need to step outside of your character build and play
BUILD
- Take a lvl50 character, strip the cp, strip the Armour, and strip your attribute points.
- Place a mix of stam/mag/health into attributes. My friends (causal) plays with only a marginal increase in mag over rest.
- Have a mix mash of picked up random gear on
- Weapons are far from meta e.g a mage could be using a bow and a staff
- Have a bar set-up that makes little sense (mainly use just 1 bar)
- Use no food or potions
PLAY
- In battle, stand in red frequently
- Block very occasionally
- Every now and then you may use a heal
- You may shield occasionally, but not use both shield and heal.
Ok, now you are getting close to what i reproduced from how my friend had their character set-up (was a dk for reference). I tried this myself, and while i still managed to do overland stuff without too much hassle, getting 3-4 mobs at a time was sometimes tricky and i even managed to die.
I don't believe this is an extreme case among casual story mode gamers. So for them, the only saving grace is starting out at lvl3 with buffed stats, if they dont get any better by the time they hit 50, the game can be surprisingly difficult.
All that said - if you are cp, have some gaming chops on you, and can actually chain some skills together. Then overland is very easy. However, tbh, i dont mind, as questing becomes almost therapeutic.
Wildstar.
Will you people ever learn?
No company, in their right mind, wants to follow down that road to nowhere.
I don't know anything about Wildstar, but there are a huge range of possibilities in between the current 'kill almost any quest boss by spamming one ability while standing still', and 'need a full group to kill basic mobs'. No one is suggesting going anywhere near the extreme end of that range.
Besides, we're mostly talking about an optional veteran mode or difficulty slider.
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 ***