That's the whole point of overland... It's so that everyone can experience the content and story at a normal pace. If you want challenging content... then go do challenging content.
AlexanderDeLarge wrote: »That's the whole point of overland... It's so that everyone can experience the content and story at a normal pace. If you want challenging content... then go do challenging content.
Normal dungeons exist and Veteran dungeons exist. Why can't the same logic apply to the overworld where the vast majority of the content exists? Not only are endgame level players parsing 30-80K damage per second (most enemies hover around 30,000-40,000 health) at CP810, they're getting flat modifiers that make the damage and resource numbers go higher so it's even more trivial.
Disabling my champion points is a completely different and more enjoyable experience. Why the hell am I paying for the privilege of not being in god mode?
But I can't experience story content at a normal pace. Even in an intentionally gimped setup, nothing is remotely threatening and everything dies before my skills finish casting. I'm just out here trying to have an immersive story experience and this supposedly scary quest boss can't even dent my health bar or finish his voice lines before I've killed him. And that's not wearing anything even close to BIS gear.That's the whole point of overland... It's so that everyone can experience the content and story at a normal pace. If you want challenging content... then go do challenging content.
You lost me when you started to demand more loot
You lost me when you started to demand more loot
AlexanderDeLarge wrote: »You lost me when you started to demand more loot
Why? We get more and better loot in veteran dungeons and trials so why wouldn't the same logic apply to an overworld that is increased in difficulty? I'm only suggesting a response to a problem that ZOS created. Their lack of transparency on the subject isn't helping matters much either.
MartiniDaniels wrote: »
AlexanderDeLarge wrote: »You lost me when you started to demand more loot
Why? We get more and better loot in veteran dungeons and trials so why wouldn't the same logic apply to an overworld that is increased in difficulty? I'm only suggesting a response to a problem that ZOS created. Their lack of transparency on the subject isn't helping matters much either.
Hallothiel wrote: »As I posted in a similar thread, and which someone has mentioned on above, this would mean separating out the players - in an mmo.
MartiniDaniels wrote: »
This is a much more costly solution as it requires virtual server for each difficulty lvl and as such is probably less likely to every happen. It also restricts grouping with friends whereas a toggle permits anyone to group with anyone. Simpler on the player side.
Hallothiel wrote: »As I posted in a similar thread, and which someone has mentioned on above, this would mean separating out the players - in an mmo.
I think there is a quite simple solution to this - a "power factor slider", maybe from 0.1x to 1.0x. Do the normal battle calculation, eventually multiplied by the power factor, for your character only.
With this solution, you can downscale yourself to any level you like, while "the world" (i.e. other players and monsters) keep their strength.
Since you are very likely max'ed already, no scaling (up or down) to experience gained.
OMG Zos, please just implement some sort of optional debuff mode so all these tryhards can use it once and then never touch it again. At least then maybe they will quit whining on the forums in an attempt to impress the rest of us with their uber l337 ESO sk1llz...
OMG Zos, please just implement some sort of optional debuff mode so all these tryhards can use it once and then never touch it again. At least then maybe they will quit whining on the forums in an attempt to impress the rest of us with their uber l337 ESO sk1llz...