OP mentioned he isn't talking about the raids, dungeons, arenas, etc.
So many responses going on about those aspects anyway, using the veteran content difficulty as a counterargument.
Stop trying so hard to come up with counterarguments that aren't even relevant because of OP's disclaimer. XD
Can we focus on the hypothesis that overland, and mostly quest content, is too easy?
I'm sure a lot of you agree that quest content isn't engaging at all because of it?
Or maybe not. I can respect some struggle anyway. Surely it wouldn't hurt to think about solutions for both cases anyway?
(Imo, overland and mostly quest NPCs just shouldnt be able to die in a few seconds, especially if they are some sort of 'chosen one', gang boss, demigod, daedric prince, etc. )
Rave the Histborn wrote: »
It isn't hard to come up with counter arguments lol and asking people to stop because they put giant holes in your idea isn't going to help.
Overland isn't too easy, it's as easy as it's supposed to be. The OP clearly isn't a noob the genre or the game as he knows exactly what took look for. It also seems like everyone defending OP are conventionally leaving out that he's clearing content with a friend and lamenting how world bosses aren't as hard as you add people to the fight. 🤔🤔🤔🤔🤔🤔 I wonder what could make the content so much easier? Could it be that this isn't a solo TES experience, this is an MMO?
Overland mobs and dungeons (those that are marked with a torch on the map) aren't hard because inhabitants have made sure there are no dangerous creatures nearby lol - I'm trying to find an excuse here.. Actuaelly this helps those who want to level fast in order to be able to do "real" PvE stuff and get skills faster via questing for that matter. In the meantime while questing, if it's going too fast for you, take that opportunity to read the story-line/dialogues/books (they're well written and interesting), farm for resources easily and level up your crafting skills, etc. For more challenge, try overland bosses, those that are marked with a skull on your map.It annoys me to no end. I want to play content that isn't tuned for a 5-year old. But it seems 90% of the PVE content is tuned for just that.
I'm not talking about raids or dungeons (public dungeons excluded). Those seem alright.
(...)
It annoys me to no end. I want to play content that isn't tuned for a 5-year old. But it seems 90% of the PVE content is tuned for just that.
I'm not talking about raids or dungeons (public dungeons excluded). Those seem alright.
But when it comes to general questing, delves and the world in general, you can literally run around in crappy green gear 10 levels below your level and still demolish everything like nothing. How is that in any way fun?
I'm currently leveling with a friend and we're closing in on level 40. The game is a huge yawn-fest and we're craving for something to challenge us. He's playing a healer, but almost never have anything to heal. Questing and killing mobs is just a tedious running from A to B, only stopping to kill monsters in 2-8 seconds and it doesn't really matter how many monsters we pull either. We're basically playing an MMO that is tuned for under-geared 5-year olds. I'm saying that because my son can play this game without being able to read or have any understanding of what the skills on his hotbar do. He just mashes them randomly and kills things.
Doing delves feels so pointless. Usually you run into other players as well and everyone's just aching to kill stuff, but everything is mowed down in 2 seconds, and delves really become nothing but something you just run through, trying to get a hit or two in on things to gain exp. So incredibly boring, and such incredibly bad design.
Delves shouldn't even be public when the game is tuned in this way. I say this because they're literally tuned for a badly geared, completely unskilled SOLO player. So the moment you add more people in there, the already trivial content becomes fully and completely pointless from a gameplay perspective.
What's been by far the most fun so far has been killing world bosses (those skulls on the map) and running (non-public) dungeons as a duo. But as soon as you add a couple more players, even that content becomes quite easy. The only annoying thing is that dungeons are in general quite easy, too, but they add certain one-shot or nearly one-shot mechanics into the game to make it harder. That's a lousy way of adding challenge, because it means you can run through everything you're thrown against, but then a sudden and sometimes unavoidable mechanic prevents you from advancing further. Those are some of the most frowned-upon things from a player perspective because they're just not fun.
I'm not level 50 yet so some things might change, but overall this game needs a huge re-tuning. Doubling mob health and damage would be a start, but much more would certainly be required. Delve bosses are more like what normal mobs should be like, but even those are ridiculously easy. Would much prefer longer, harder fights with higher experience rewards per kill than the current trivial content of killing things in a few seconds without barely taking any damage.
Does nobody want even a tiny bit of challenge these days?
PS: Fix the damn bug that sometimes prevents you from attacking or using abilities!!
The problem is content/player leveling. As I level I would expect that the same content should become easier.
I don't have a problem with the hardness of the content. If someone thinks it is to easy they should just not use the high end armor and weapons and champion points and it will be harder. I don't use the champion points on my low level characters and find it just fine.
I personally would like to see content that is designed for solo play that is instanced per player I hate to not be able to kill something without someone else jumping in and killing it before I have a chance to challenge myself.
AcadianPaladin wrote: »I believe bringing up vet dungeons / trials is relevant to a discussion of overland difficulty:
If overland is too easy, there are hard places for skilled players to seek more challenge.
If a newb is struggling with overland, where can they go to play more appropriate content? Nowhere.
]
Just an option, extra mode or toggle. What's the harm in that?
..
It was just ironic and kinda annoying to me to read "I'm not talking about raids or dungeons." and seeing the first comments being really short, snarky and exactly about that alone.
[
Some are simply asking for another 'option' though. I'm either ignoring or not seeing the requests that demand the whole game to change. Just an option, extra mode or toggle.
Can we focus on the hypothesis that overland, and mostly quest content, is too easy?
I'm sure a lot of you agree that quest content isn't engaging at all?
Everest_Lionheart wrote: »
Trying to solo the overland bosses can also be a challenge. Some are impossible even where I am at CP270 now. .
newtinmpls wrote: »
Oh yes... Bittergreen .. I love to hate that boss.
Even now that I can solo most Dolmens, can do at least all the basic Undaunted's on VET ... Bittergreen still mostly wipes the floor with me.
And I can't really be sad about that.
newtinmpls wrote: »
Disable your CP. There is your toggle.
AcadianPaladin wrote: »I believe bringing up vet dungeons / trials is relevant to a discussion of overland difficulty:
If overland is too easy, there are hard places for skilled players to seek more challenge.
If a newb is struggling with overland, where can they go to play more appropriate content? Nowhere.
MasterSpatula wrote: »Ah, yes, the six trillionth "All the Content Aimed at Anyone Other than Me Must Be Rebalanced for Me" thread.
I especially love when they start off by demeaning those the content is aimed at. The commonness of these threads makes the rank selfishness of them so much more palatable.
I'm either ignoring or not seeing the requests that demand the whole game to change.
Hopefully when they rework the champion point system some of the power creep can and will be addressed. Fingers crossed that, at the same time, they will also introduce an optional difficulty increase, in some form, for the Overland. The Creative Director discussed in an interview not too long ago that they were very much considering adding some form of extra difficulty when working on One Tamriel, but it didn't make it in. They seem to be aware that a large portion of the player base is dissatisfied with the current difficulty level and will perhaps look into what can be done about it. That's my very optimistic take away, but I could be reading into things a bit.