THEDKEXPERIENCE wrote: »THEDKEXPERIENCE 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.
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!
Girl_Number8 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$).
zadrotscrolls wrote: »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.
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.
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.
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.