I fully agree that the game is too easy but I'm not sure we needed a third thread on the front page of this forum about it.
Probably could have waited a week to bring it back up again.
Woodenplank wrote: »
Woodenplank wrote: »Since One Tamriel and the introduction of the Champion Point system much of the game has been steadily getting easier.
In fact, outside of the newest DLC most of the game is a breeze to CP 700+ players. Several "veteran" dungeons can actually be solo'ed, and a lot of bosses don't really get to play through their mechanics, because they die too fast.
And I think it's such a shame that any boss can be reduced to a DPS check, because I think ZOS has generally been very good at designing encounters; the Twins and Rakkhat from Maw of Lorkhaj being fine examples of inventive Boss Fights. Even as far back as the Imperial City we saw ingenious and complex encounters such as Ibomez the Flesh Scuptor and Lord Warden Dusk (disregarding, for now, the fact that Rakkhat's model is a copy-paste of Lord Warden Dusk), and the following DLCs have typically had well designed bosses as well.
The issue is that, although the CP cap is "frozen" at 810 now, it has still grown absurdly since One Tamriel (we started at 160), and while this is accounted for in each newly released DLC, the older ones (such as Imperial City) fall behind; so that Lord Warden Dusk, who has complicated and entertaining fight mechanics, is dead before he gets through all his voice lines.
And the base game is even more troubled by this. Most Veteran Dungeons don't require any sort of veterancy, and groups will typically not even bring a healer, opting instead for a third Damage-Dealer so you can skip through mechanics even faster. As a high level player, unless you're playing a DLC dungeons feel like a game set to novice-difficulty.
And "solo PVE" experiences are even worse in this regard.
I did the Dragonhold questline which, while entertaining in story/characters/dialogue (see below), in about 1.5 hours - mostly spent on travelling and loading screens. Killing a dragon? 8 seconds worth of jabbing and done, with virtually no damage taken.
And it's the same way for virtually any quest and virtually any delve.
Public Dungeons; actually a pretty cool concept. But as Champion points hav risen, public dungeons and their bosses have remained unchanged. Nowadays a high-cp player can run in alone, fart in the general direction of the "group event" boss, get the skill point, and be out in two-minutes flat.
Molag Bal's Dark Anchors aren't spared either. I'm sure a lot of players remember when Dark Anchor arrivals were announced in zone chat, and people stood around and waited for other players to show up, because it was no small task taking one down. You go to Alik'r nowdays, a 30 foot Dread Flesh Colossus will die before it even hits the ground.
One Tamriel did a lot of good for the game; the ability to play with friends regardless of quest choices, alliances, and individual levels is great. The issue is that the CP scaling simply makes most content too easy. One Tamriel let me play alongside low level friends, who were new to the game. But because I was near the CP cap everything died in seconds even if I just spammed light attacks; high level characters are simply too strong for 90% of overland content, even with downscaling.
Which is why I think we need a serious CP downscaling, or even a complete redesign. Sure, you would of course scale down the DLC dungeons/trials, which would otherwise become impossible, but I think it's a tragedy that all the game's quests are reduced to dialogue with absolutely no gameplay challenge, and "veteran" dungeons are mostly a breeze for higher level players.
I understand, of course, that this is a major piece of work. The first order of business could be to simply increase level downscaling? So CP810 won't accidentally kill Overland Bosses by sneezing.
I talked with a newer player some months ago. And, while they enjoyed the gameplay of PVP, they were somewhat disappointed at how easily and readily available everything was. Want two full sets of epic gear that'll carry you into veteran trials? Buy Mother's Sorrow off Guild Traders and have someone craft New Moon Acolyte for you. You're good to go!
The best sets are somewhat harder to get, of course, but even a relatively poor player like me (I never managed more than 60k DPS) got a full set of Perfected False God after just three runs of Sunspire; And I was all geared up (at least until next DLC comes out...).
The game has no "wow, how'd you get that!?" items.
Sure, a Lokkestiz Dagger is "hard" to get, because it's based on random chance, but if someone has a full set of Perfected Lokkestiz + Relequen they're not really anything special. Thousands of people have farmed those sets in just a handful of trial runs.
And I think it's sad; because the Elder Scrolls has so many unique, legendary items to draw from, and so many ways they could be implemented in the game's gear/crafting system.
Why raise the difficulty and raise the CP cap? Like: Make the end-game harder! And also make players stronger.xXMeowMeowXx wrote: »They need to add in more difficult endgame dungeons and trials that have no normal mode. Plus it is time for a CP raise again....
But it has gotten easier. Significantly easier. That's my whole point; used to be you needed to wait around for backup whenever a Dark Anchor came now; nowadays any idiot can solo it (and it's not because I've improved so very much as a player; my characters are just ridicuously overtuned because of CP).xXMeowMeowXx wrote: »Don’t expect content that you have done over and over for years to get easier.
xXMeowMeowXx wrote: »Go to PvP where you have CP and Non-Cp for a challenge and fun like I did. That is ESO’ true endgame 1 v Xing multi class and extreme small scale against not NPC’ but other players.
Woodenplank wrote: »Doesn't have to be high level characters either. Just look at Alik'r Desert, when some 30-40-odd people are always farming levels. They're mostly a ragtag crew of poorly equipped levels 10-40, but "Dread Flesh Colossi" and "legendary Daedric Titans" will quite litterally die before their spawning animation has finished, due to all the people spamming light attacks.
I would like to also see perks that introduce warmth ratings and enforce consequences when you become too damp, too cold, or even too hot (such as in dessert weather systems), with camping and fire creation added to the game. Perks that add consequences for hunger and thirst, a way to cool and keep our food stuff from going bad, and to cool off our bodies when becoming too warm.
Woodenplank wrote: »Doesn't have to be high level characters either. Just look at Alik'r Desert, when some 30-40-odd people are always farming levels. They're mostly a ragtag crew of poorly equipped levels 10-40, but "Dread Flesh Colossi" and "legendary Daedric Titans" will quite litterally die before their spawning animation has finished, due to all the people spamming light attacks.
I stopped taking you seriously at this point. It's 30-40 people. What are you expecting?
Woodenplank wrote: »Hmn, myI fully agree that the game is too easy but I'm not sure we needed a third thread on the front page of this forum about it.
Probably could have waited a week to bring it back up again.
Hmn, my apologies. I failed to notice. I'll post this later, perhaps.
I've flagged my post as spam; might get taken down.
I fully agree that the game is too easy but I'm not sure we needed a third thread on the front page of this forum about it.
Probably could have waited a week to bring it back up again.
volkeswagon wrote: »yeah make the game harder. That way it will break me from this addiction and move on to easier games. The game is hard enough. Go play Division 2 if you want a hard game
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Woodenplank wrote: »Doesn't have to be high level characters either. Just look at Alik'r Desert, when some 30-40-odd people are always farming levels. They're mostly a ragtag crew of poorly equipped levels 10-40, but "Dread Flesh Colossi" and "legendary Daedric Titans" will quite litterally die before their spawning animation has finished, due to all the people spamming light attacks.
I stopped taking you seriously at this point. It's 30-40 people. What are you expecting?
Woodenplank wrote: »And it doesn't have to be like this! During a break from ESO I tried Guild Wars 2 (and came off it... because it wasn't ESO). But they did get public events right.
I remember two instances where some 40-odd adventurers gathered to take down world bosses in dynamic events. And it was several minutes of fighting, strained this groups tactic with simple, but significant mechanics, and reviving people over and over until finally the boss goes down, and everyone involved is awarded with worthwhile loot and experience.
I don't think alikr is a good example but agree with the sentiment of the post. The CP system could certainly use a redesign; they managed to create something that not only kind of breaks the game, but is also really dull. I rarely look at my CP or get excited by it, just go in and assign it when Im bored. Earning more of them isn't something that motivates me to play and assigning them feels like a chore. An extra 1% magika recovery? Woohoo...
I don't think it needs massive changes to the game world to fix; just look again at the what CP gives and how much of it it yields. I always think back to EQ's AA system. It wasn't perfect but it did the job - pretty simple; seemed to go for ever and above all there were interesting things you wanted to get. I wonder if replacing the straight percentage power increases CP gives with more utility features, fun stuff and unique abilities might be the way to go.
Ofc, before some eq vets jump in here sure there's probably some rose tinted glasses here. But I remember as a petsorc really wanting things like pet hold, pet in your pocket, the weird 9 mini pet swarm - but they didn't break the game by making it too easy. They just really improved quality of life, and made fighting that much more interesting.
volkeswagon wrote: »yeah make the game harder. That way it will break me from this addiction and move on to easier games. The game is hard enough. Go play Division 2 if you want a hard game
most of Division 2 is not hard. the only parts that are hard are heroic and legendary modes. haven't tried "raids" so can't make any claims about those, but you know - group content is often harder then content meant for a solo player.
the rest of the game on normal mode? is pretty darn relaxing solo.
Kiralyn2000 wrote: »volkeswagon wrote: »yeah make the game harder. That way it will break me from this addiction and move on to easier games. The game is hard enough. Go play Division 2 if you want a hard game
most of Division 2 is not hard. the only parts that are hard are heroic and legendary modes. haven't tried "raids" so can't make any claims about those, but you know - group content is often harder then content meant for a solo player.
the rest of the game on normal mode? is pretty darn relaxing solo.
Eh, depends on the player I suppose. I made it to the "endgame" and just couldn't deal well with those invading high-tech mercs & all their toys. Plus regrinding the whole map (and having to constantly forage/supply resources) was just a pain. Never went past world level 1, and haven't been back since. (just playing up through the story was rough in a bunch of spots, too - the AI was quite a bit nastier with flanking/etc than it was in the first game.)
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
1. GW2 world bosses vary in difficulty depending on whether you have an organized group or just a bunch of leveling characters in an impromtu pug. kinda like dragons in ESO.
the truth is. players complain when they get too powerful. but players ALSO complain when they don't visibly grow in power. there is no winning here.
Woodenplank wrote: »1. GW2 world bosses vary in difficulty depending on whether you have an organized group or just a bunch of leveling characters in an impromtu pug. kinda like dragons in ESO.
I agree, and I'm glad you brought up Dragons, because I feel they're a very good mechanic. Sure; taking down an overland dragon isn't as difficult as, say, taking down the dragon bosses in Sunspire, but that's OK.
Overland dragons provide fun, intermediately challenging fights where players across the zone congregate to take them down; and unlike Dark Anchors (which also have a tendency to attract players across great distances) the dragons don't die before completing their landing animations.
Since One Tamriel, we (supposedly) had everyone scaled to the same power level. Of course gear and CP shift the power level higher for veteran players. That's all okay.
But there's no reason why Dark Anchors couldn't become more challenging; more like the dragon encounters from Elsweyr? Why let Molag Bal's invasion be a 1 minute, solo'able venture where the majority of the time is spent waiting for the mobs to spawn. Dial up the Dark Anchors to make them real challenges - not as tough as dragons necessarily; but something that requires at least a handful of people.
(And this should go without saying, but I'll say it any way: of course the rewards for taking down Dark Anchors should be scaled up to account for the increased effort. Great rewards for great effort is, I think, more satisfying than mediocre awards for mediocre effort)the truth is. players complain when they get too powerful. but players ALSO complain when they don't visibly grow in power. there is no winning here.
I agree. But there's a CP cap as well, even if it is hard to reach. Sure ZOS can keep raising it, but that's the whole issue here - raising CP just outdates more and more (old) content.
I think this problem also stems somewhat from how easy it is (/can be) to gear up your character in ESO. As I mentioned originally, you can buy/craft Trial-tier sets as soon as you hit CP 160. And I personally got a full set of False God's Devotion after just 3 runs of Sunspire. And after that there's nothing but farming CP up to 810 cap.
Introducing terribly hard/time-consuming, "legendary items" (like we saw in WoW, for instance, which were insanely popular, and actually getting them made you achieve a sort of "legendary" status as a player as well) could fix this, I think. Or at least alleviate the issue.