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.
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: »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.
Rave the Histborn wrote: »As usual the people that ask for "higher difficulty" only want higher rewards. No, you should in no way get greater rewards aside from an achievement or a title. The greater difficulty is the reward and giving increased rewards would only increase the power creep you claim makes the game boring.
Rave the Histborn wrote: »Were they [WoW legendaries] ever popular items? I started up after Burning Crusade dropped and by the time I hit level 60-70 and was in level range to start getting them and they were already massively outclassed by raid/dungeon gear of that level, especially in comparison for the effort.
in GW2 - there are mini events that happen in every zone. sometimes centaurs invade the village, sometimes you have to take that village FROM the centaurs etc etc. these mini events, just like anchors? are soloable. they scale when people join up (just like anchors) and when too many people join up, you are lucky if you manage to get a single hit in, to get that minimum of bronze completion medal. it didn't used to be so bad, back when daily meta tasks were not tied to specific zones, but rather set of general tasks, so you had your population spread across the world a little bit more. but at the same time... these tasks are soloable for a REASON. and that reason is, sometimes you play in off time or in a quieter zone and it sucks when you need a group anyways.
Woodenplank wrote: »Since One Tamriel and the introduction of the Champion Point system much of the game has been steadily getting easier.
Woodenplank wrote: »Since One Tamriel and the introduction of the Champion Point system much of the game has been steadily getting easier.
Not the case at all. Open world questing was even easier before 1T. It did not take all the quests in the zone to out-level it which trivialized it and made it significantly easier than now.
The only way a zone offered any challenge is if one was well below the level of the zone and even then we quickly reached the level cap leaving no zones available were we were under level so this is a myth that the game was easier before 1T.