Another difficulty post

  • Morgha_Kul
    Morgha_Kul
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    Watchdog wrote: »
    Morgha_Kul wrote: »
    This is what I've talked about before in other threads. The problem isn't the difficulty of the mobs, it's the over the top dps at the top of the curve. A lot of players are able to do so much damage that much of the game has been trivialized. The solution is to reduce (by some means that would need to be determined) the top end damage without changing the bottom end (since there are many players who find the content challenging enough already).

    But again, I've talked about this before.

    I only animation cancel when I think “oh yeah, remember to animation cancel” but even without it I could just equip jabs and defeat 99.9% of the mobs. Even if a mob takes 3 hits when I’m not ACing making it take 5 or 6 hits won’t make much difference.

    I went into a delve yesterday and happened to see a level 4. I didn’t want to steal his XP so I could only light attack or heal him. If I hit any skill the mobs were dead but this guy was wacking away at each one like he was trying to storm helms deep. The difference between a newbie and anyone with a endgame caliber toon is massive. I can only imagine the difference between a noob and someone who is on the trial leaderboard.

    No such thing as XP stealing in ESO if you assist another player. ;)

    That’s not exactly true. If I melt a character before someone can get a hit on it they get 0 XP. In that scenario I wanted to make sure the level 4 got some offense in before I one button killed the mobs.

    So yes, while there is equal XP given out, you certainly can steal someone’s potential XP if you can just one button kill stuff before they swing their level 4 weapon.

    This is actually my main concern. If I'm an indestructible tank, it only affects MY gameplay. If someone is able to instantly obliterate everything in sight in the blink of an eye, then no one else can DO that content. I've seen this first hand often, at dolmens, in delves and even public dungeons. There's often... even USUALLY one or more players running around aggroing everything on the map, then wiping them all out before anyone else can get a lick in.
    Exploring Tamriel since 1994.
  • eyeseezombiesub17_ESO
    When the game released, it had zones separated by level / difficulty and people complained that it hindered the ES 'feel' by limiting exploration and what not. Now it seems people want it to go back to the original format, which I didn't particularly mind but I don't necessarily need. Could the overland use a boost? Sure, but it's low on my list of things the game needs.

    If the game is too easy for you and you want it to be more difficult then using cheap armor and fewer CP, or none, is literally what you're asking for except you want a game mechanic to do it for you. You want less regen? Neglect it in your build. IMHO.
  • izanagiprime
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    seipher09 wrote: »

    So I'm an ex member who actually kinda misses the game. I've made another post about this in the past and wanted to get more opinions about this as I was talking to a friend from work who also quit the game for the same reasons.

    The game is simply to easy. 0 challenge at all. World bosses can be soloed. A lot of dungeons can be soloed. That alone means the easy content can be done by a new born baby smacking a keyboard.

    Eso.....please make a shrine or something we can use that increases difficulty. Put a symbol next to our name so others know we used the shrine. When used enemies deal x% more damage and we deal x% less damage or something! Give the fights an actual meaning. Of course make this I optional for those who don't want it.

    I do not even care about extra rewards for using an option like this but please make something a little itty bitty challenge.

    To those who say don't use cp ? You are simply wrong because that kills character progression completely. New players I understand may struggle with, again is why this should be optional. Help players who find this very easy game to easy but don't punish others.

    Please make this game enjoyable for everyone!

    I love the forums sometimes.

    - If it's not rubbish like this post, its the direct opposite where everyone should be entitled to do everything in the game without any effort.
    - If it's not "everyone should have their own class identity" nonsense, its the "Everyone should have an execute and homogenous mechanics" nonsense.

    Also, this phrase ["I do not even care about extra rewards for using an option like this but please make something a little itty bitty challenge."]

    You as an individual might not, but we all know that the moment they implement something like this, to make the games harder for you "non-keyboard-facerolling-babies" , one of you guys are just gonna start complaining that they should be rewarded for doing something so hard, because if there isn't then what's the point of making things harder for themselves for no reward, other than their own masochistic tendencies that is.

    It's a direct contradiction to the very next sentence: [Those who say don't use cp ? You are simply wrong because that kills character progression completely. New players I understand may struggle with, again is why this should be optional. Help players who find this very easy game to easy but don't punish others]

    Things too easy > remove your CP points > things get harder > Game feels unrewarding because there's no progression, or reward.
    Things too easy > Shrine as per your suggestion > Things get harder > Game feels unrewarding because there's no progression, or reward.

    What's the difference other than you whining?

    It's not as if you super elitist high CP guys don't already make random dungeons a nightmare for new players.

    Really, ZoS just can win with you guys.
  • idk
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    Raideen wrote: »
    Why would Zos listen to people who quit the game?

    Because those are your most unhappy customers. You should study Zig Ziglar (frankly, so should the entirety of ZO$).

    True that they are the most unhappy customers. However, that does not mean Zos should try to appease all of them. Actually, that would be absurd to even try to appease even most of them. It is just not possible to make everyone happy and it is a little crazy to even try.
  • Parasaurolophus
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    It is not enough add hp and power for all mobs in overland. I just want to say that I don't want to fight with rat or wolf for 10-15 seconds, just so I could advance further on the location. Yes it will be longer but not harder. In the end, the overland mobs are just annoying. So the mobs have to be remake, they will have to be new combat mechanics, such as the various mobs in dungeons. I'd like to suggest that Zos release some times challenging zones for older players with new mechanics and interesting rewards like how to IC.
    Edited by Parasaurolophus on October 30, 2019 10:34AM
    PC/EU
  • jcm2606
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    It is not enough add hp and power for all mobs in overland. I just want to say that I don't want to fight with rat or wolf for 10-15 seconds, just so I could advance further on the location. Yes it will be longer but not harder. In the end, the overland mobs are just annoying. So the mobs have to be remake, they will have to be new combat mechanics, such as the various mobs in dungeons. I'd like to suggest that Zos release some times challenging zones for older players with new mechanics and interesting rewards like how to IC.

    That is correct, and that is why I've been suggesting both an increase to mob stats (by reducing player stats, both do the same thing in different ways) in addition to a complete overhaul of AI and core gameplay mechanics (so mobs aren't just damage sponges).

    I'm coming mostly from my time playing (and thoroughly enjoying) end game Guild Wars 2 overland PvE zones, where both of these things are true. Mobs don't just die in 1-2 seconds, and each mob has their own mechanics that can be outright punishing if you don't deal with them properly (big example would be how little ways of managing CC there are in GW2, so you really need to watch out for attacks that apply some form of CC).

    The result? I've found that I much, much prefer GW2's overland PvE content, because it's actually engaging. I actually have to pay attention to what I'm doing, I can't just let myself be stunned, sit in the stun, and be completely fine when the stun ends, only to 2-shot the mob afterwards, unlike in ESO.

    Hell, if you want an example of how hard GW2 can be, each zone belonging to the first expansion, Heart of Thorns, is like a more oppressive Craglorn, and it's incredibly fun, albeit tedious. The maps are designed to be taken on by small to mid sized groups, with mobs that have a much more aggressive AI, events (procedural side quests, basically) that are actually challenging, and maps that are incredible to navigate due to the verticality (some of the best open level design I've seen).

    I'm not asking for something that hard, rather something that's closer to base game max level zones in GW2. I'm asking for mobs to not just fall over dead when I look at them, for mobs that won't just be like "nah, you're cool dude" when I sit there stunned for the full 3+ second duration. Even something as simple as the mob being more aggressive while I'm stunned, and trying to execute me if I've got low health, would suffice.

    Hell, something like that would actually do some good. As I've said, I honestly feel like the main reason why newer players tend to still suck when they hit end game and start doing dungeons or PvP, is because the game never bothered to teach them. They've been coddled all the way through overland, where the mobs are practically nicer to them when they're stunned, and that carries over into end game. (Might be an unpopular opinion, but, I mean, I'm not wrong.)

    This alone won't solve that problem, but it'd be a colossal step in the right direction, which is better than taking no steps in any direction at all, and pretending that the problem doesn't exist.
  • Mayrael
    Mayrael
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    Few months ago Ive made a completly new char on new account without any CPs, without any gear. I could kill overland mobs with my hp always above 80%.

    On the other hand I understand new to the game can strugle.

    Thats why we should have vet zones reintroduced. Mobs with more damage and hp, maybe something similar to VMA difficulty or even harder. Then increase gold and rewards drops there (nothing fancy and imbalanced, maybe all items droping in purple and very rarely in gold) so players will consider it as a solo endgame and won't get bored with it.
    I'm done with this game because of ZOS pushing us into Vengeance, because they don't know how to fix Cyrodiil.
  • Jhalin
    Jhalin
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    Aurie wrote: »
    Sarousse wrote: »

    It has become too easy, even for casual, new, stuffless players. My 9 years son has just started the game, and has quitted 3 days after because he was destroying everything and got bored.

    While I agree that overland is pretty easy, it is supposed to be a way of easing into the game, at least in starter zones.

    After only three days I doubt that your son got very far. If he had persevered he might have found group dungeons, or even soloing them more satisfying, en route to the more challenging content. But kids of his age are not renowned for sticking with anything much that they find boring in the first instance.

    Every zone besides Craglorn has the exact same “difficulty” as the starter zones

    There’s quite literally no reason for anyone to improve in skill, build, or rotation because the game doesn’t ever actually get harder.
  • srfrogg23
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    Jhalin wrote: »
    Aurie wrote: »
    Sarousse wrote: »

    It has become too easy, even for casual, new, stuffless players. My 9 years son has just started the game, and has quitted 3 days after because he was destroying everything and got bored.

    While I agree that overland is pretty easy, it is supposed to be a way of easing into the game, at least in starter zones.

    After only three days I doubt that your son got very far. If he had persevered he might have found group dungeons, or even soloing them more satisfying, en route to the more challenging content. But kids of his age are not renowned for sticking with anything much that they find boring in the first instance.

    Every zone besides Craglorn has the exact same “difficulty” as the starter zones

    There’s quite literally no reason for anyone to improve in skill, build, or rotation because the game doesn’t ever actually get harder.

    Yes, that is true... if you never level your character or never do anything beyond open-world questing.

    If people do other stuff, then you're just lying through your teeth to try and push your pet ideology.
    Edited by srfrogg23 on October 30, 2019 3:42PM
  • seipher09
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    Mayrael wrote: »
    Few months ago Ive made a completly new char on new account without any CPs, without any gear. I could kill overland mobs with my hp always above 80%.

    On the other hand I understand new to the game can strugle.

    Thats why we should have vet zones reintroduced. Mobs with more damage and hp, maybe something similar to VMA difficulty or even harder. Then increase gold and rewards drops there (nothing fancy and imbalanced, maybe all items droping in purple and very rarely in gold) so players will consider it as a solo endgame and won't get bored with it.

    Even though that solves the issue sadly I don't see it at this point. Why? Look at this thread lol. People are saying no to something that would have 0 affect on them in any way yet still don't want others to be happy. Seems zos mostly agrees with these people. Why make x amount of players happy while not affecting any one else?
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