One thing though: I never read people complaining about the game being too hard.
Threads about how easy it is however ...
That should already say something.
OP's post summarized without so many words:
Hi, I just started playing this game. The highest level I have ever gotten is level 40. I have done zero end game content. I likely have zero clue how to properly light weave let alone push 90k DPS. I am here to tell the game in my 3 days of play it needs to change entirely because LEVELING content is easy.
See you in the DLC vets and Vet Trials tomorrow?
MartiniDaniels wrote: »
Yep, it's just some kind of joke to link him if some hilarious balance change is suggested
As for connection issues and difficulty - yes, there are players who play from Australia or from satellite connection or GPRS and it is good that One Tamriel allowed them to experience the game. But what about players who don't have problems with connection? Why we can't have optional more difficult mode?
More difficult is not the problem, but that you want it as well to be more rewarding is (as in better loot). If it would just be about the difficulty, I guess ZOS would do it rather quickly, because they would just have to scale down your resources and good - but more and better rewards is a problem.
MartiniDaniels wrote: »I'm wondering how WoW managed to become most popular game in the world in it's best years when few mobs were enough to kill any player until he reaches cap and gets top gear. WoW was called most casual-friendly game... but in comparison to ESO, even modern non-classic WoW is much harder then ESO overland.
MartiniDaniels wrote: »As for connection issues and difficulty - yes, there are players who play from Australia or from satellite connection or GPRS and it is good that One Tamriel allowed them to experience the game. But what about players who don't have problems with connection? Why we can't have optional more difficult mode?
MartiniDaniels wrote: »
Why better rewards is the problem? We already have better rewards for harder difficulty in PVP, dungeons, trials, arenas, what's bad about better rewards in overland? If you are afraid about economy, then this might be a skins/titles/dyes whatever. For example, if somebody completes Cadwell Gold on "nightmare", he receives some cosmetics, why not?
This game is too easy. That's why I'm currently playing Skyrim with the requiem mod and frostfall, ineed etc. Feels like an old school RPG. It's great.
terrordactyl1971 wrote: »Have you played the arenas, vet dungeons or trials yet?
See, you don't want just more fun to play overland content by making it more difficult for you - what you really want is more and better rewards. Not going to happen then.
Edit. i can tell you why - overland mobs are stupid and slow and run at you in a straight line and rarely ever move around once they are near you - that is good for those who struggle with the game due to having high ping where everything lags behind for about a second or more. Such mobs are not worth a better reward, even if you make it harder for yourself - these mobs are not getting better in their tactics.
MartiniDaniels wrote: »
This is just human nature. More effort = higher reward, even if it is something purely symbolic like Master Angler for fishing or Cadwell's helm for Cadwell's Gold.
About mobs, it's all about numbers. If every un-dodged or not blocked hit will deal 10k damage to player, even dumbest mobs will be challenging. Yeah, you can kite them etc, but you know they have archers, they even have healers, trolls can regenerate.. it's not like you can kill everybody by kiting alone.
Just compare normal and vet dungeons. Aside from some boss mechanics there is no difference in what mobs do. In normal they mostly harmless and you can solo majority of normal dungeons with regular dps build. In veteran it's not that simple already, because mobs have much higher health and somewhat higher damage.
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.
Wifeaggro13 wrote: »
Why is this the general thought of this community. The reality is that when people get to 340 cp and begin trials and true vet dungeons. The know absolutely nothing about the game play,builds,and roles. Then the end game community chastises them and boots them from groups. This game is friggin flawed it does nothing to create an environment that teaches the player or even encourage them to learn how to play. I think Tam one was poorly implemented . It fixed a few glaring issues and stole the heart of the MMO in the process. It is the main culprit of homogenization of the classes.its short sighted to defend the game against what this guy is saying. It's the same game at lvl one as it is at max cp.
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!!
I wonder though how many people have run away from all the other, harder, MMOs?You can't make overland content hard, in an MMO, as many new players, who don't yet have decent gear, or CP points, will just leave, if you do.
It's an elder scrolls game, it's supposed to be challenging, it's not WoW.
Wifeaggro13 wrote: »
Why is this the general thought of this community. The reality is that when people get to 340 cp and begin trials and true vet dungeons. The know absolutely nothing about the game play,builds,and roles. Then the end game community chastises them and boots them from groups. This game is friggin flawed it does nothing to create an environment that teaches the player or even encourage them to learn how to play. I think Tam one was poorly implemented . It fixed a few glaring issues and stole the heart of the MMO in the process. It is the main culprit of homogenization of the classes.its short sighted to defend the game against what this guy is saying. It's the same game at lvl one as it is at max cp.
I wonder though how many people have run away from all the other, harder, MMOs?
There's a difference between "remotely challenging" and "complete walkover even with your eyes closed and randomly smashing keys"
Kiralyn2000 wrote: »I've also got to say that I've seen the complaint "This game does nothing to teach new players how to really play" on many MMO forums.
(Part of that is probably that min-maxers & theorycrafters with infinite time on their hands, have figured out "how to play" better than the devs could ever understand. Because they find combos/synergies/interactions in the various game systems that never occurred to the people making them. Because MMOs have so damn many complex overlapping systems.)
Kiralyn2000 wrote: »I've also got to say that I've seen the complaint "This game does nothing to teach new players how to really play" on many MMO forums.
(Part of that is probably that min-maxers & theorycrafters with infinite time on their hands, have figured out "how to play" better than the devs could ever understand. Because they find combos/synergies/interactions in the various game systems that never occurred to the people making them. Because MMOs have so damn many complex overlapping systems.)
One thing though: I never read people complaining about the game being too hard.
Threads about how easy it is however ...
That should already say something.
Wifeaggro13 wrote: »
Why is this the general thought of this community. The reality is that when people get to 340 cp and begin trials and true vet dungeons. The know absolutely nothing about the game play,builds,and roles. Then the end game community chastises them and boots them from groups. This game is friggin flawed it does nothing to create an environment that teaches the player or even encourage them to learn how to play. I think Tam one was poorly implemented . It fixed a few glaring issues and stole the heart of the MMO in the process. It is the main culprit of homogenization of the classes.its short sighted to defend the game against what this guy is saying. It's the same game at lvl one as it is at max cp.
Yeah, I notice that content is super easy...or super difficult. Not much of an in-between.
We need more 500K hp bosses across Tamriel, who have a sting. The 1.8M bosses generally require a 4-person group to kill. So, a 500K would be great for solo adventures. ZOS could probably raise some of the quest bosses' hp by 50% with little issue.
Also, still asking for solo dungeons.
Everest_Lionheart wrote: »
Some are places the overland/public dungeon bosses do scale up a bit. I’ve seen a couple group events with 300-400k HP plus adds, though none of them are particularly difficult and can be easily overcome using tactics. I finally had a semi challenge last night in the Lions Den at the Rift. It’s the last public dungeon in the pact zones. Had to be aware a couple of times to make sure I didn’t bite it because I was mindlessly button mashing. I found the mobs there more difficult than the bosses though sadly and the group event was also a pushover. I did die there though but not because of an enemy. Jumping down from the last cliff I missed the water and landed on the rock instead! Definitely a rofl moment!
Some of the 1.8 mil world bosses from the vanilla game have easy enough mechanics to solo with decent CP, but they do scale up difficulty as you progress through the alliance zones. DLC bosses are already more robust to begin with and do often requisite assistance. People with high CP can handle many of them alone but there are a few that require help. There are also a couple that can be cheesed and kited to a place where they can be hit while dealing minor damage.
One thing I wish was a tad harder are delves. It’s just too easy to melt through anything in those with a few levels under your belt. Because there are skyshards in all of them their difficulty should be boosted a bit in general for everyone below the level of a public dungeon and probably be solo instanced with the option to group.
robertthebard wrote: »
So I'm curious, why should delves be boosted based on having skyshards? There are an awful lot of skyshards scattered throughout the open world...
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.