redlink1979 wrote: »Your increased difficulty option is: don't repair your gear and don't charge your weapons. lol
redlink1979 wrote: »Your increased difficulty option is: don't repair your gear and don't charge your weapons. lol
Curious_Death wrote: »clear ur CP
use white or max green weapons
use green gear
problem solved.
I'd also like to mention that an automatic debuff is sorta how GW2 handles overland difficulty -- in that zones are leveled and if you're over-leveled for a zone, you are automatically downscaled to bring you more in line with the expected level of the zone -- and nobody has an issue with that over there, because it has the same outcome as the increasing mob health with levels.
You can take a max level character and run it through max level zones, then take it all the way back to a beginner zone, and despite visibly dealing less damage per hit, you still feel just as effective (if not more so, because the downscaling does seem to keep a bit of your extra power from being over-leveled) as you did in the max level zone, because you're still dealing roughly the same damage per point of health.
Again, this is 100% cognitive bias. You care about being gimped, only because you know you're being gimped. If the game didn't tell you that you were being gimped, you wouldn't even know you were being gimped, and you'd be completely fine with a debuff, because all you know is that it does perform as you'd expect, and does what you want it to do.
And this is why a debuff is the perfect solution. It keeps everyone in the same instance, keeps the difficulty increase/decrease on an individual player as opposed to an entire instance, easily applies in any zone since it can just automatically apply in a given type of zone just like Battle Spirit, easily provides multiple levels of difficulty without spinning up additional instances, all the while still having the same effect as actually increasing mob health and damage, down to the exact fight durations and total damage received numbers.
Turn off your CPs and use armour and weapons that are at the level the zone was intended for - you'll have a different experience.
Hello everyone,
I find most of the overland content in ESO to be too easy. Overland means: Quests & non quest mobs, general overland mobs, elite mobs, Dolmens etc.
I know that I can just fight with white gear, lesser abilities and toggle off my champion points, but I believe this isn't fun nor initiative.
I believe that there should be a toggle option which will make the overland combat harder for the player and thus more rewarding.
It's the "intended for" part that we're trying to change.
It's not just Betnikh, dude. There are several hundred hours of quest content, much of which wasn't even released when I hit CP cap. Presumably the devs intend for vet players to play that content -- there is literally too much of it to do while you are still at low- or no-CP. Why shouldn't there be an option for vet players to have the immersive quest experience that is available to new players? If the response is "quest content is intended for new players", then what I'm saying is that makes no sense and it should not be that way.
I suspect the only real answer is that the devs don't have time. That's the unfortunate reality that comes with the frantic pace of new development they've tethered themselves to.
It's not my poll, but you're right that at least a majority of forum-goers (and I suspect a majority of players) don't care about it as much as I do. As I already mentioned, I also agree that the devs likely don't have time for this. It's a shame, as there is a lot of potential in ESO. But as it stands, the multiplayer content has good combat but is is broken, and the single player content works (mostly) but has boring combat. I've moved on at this point.
What you're talking about is a wholesale redevelopment of the game - almost another game, in development terms. You make it sound simple, but in reality it's anything but simple. You can't add a difficulty toggle where none was intended without impacting just about every system in the game.
I grant you, power creep has impacted the game and the champion points system needs an overhaul, but the areas you are talking about are not "end game" content and were never intended as such. Areas in Craglorn were intended as "end game", as was PVP, Trials, and newer DLC dungeons. It's also why hard mode was added to dungeons. It doesn't mean you can't complete overland content and have fun with it, but let's not pretend it was every any different.
With respect, you have invented a problem and over-simplified your solution. I guess that most ESO fans want content that isn't broken, not insanely complex new development that would satisfy only a few. Your own poll seems to bear me out here.
Curious_Death wrote: »clear ur CP
use white or max green weapons
use green gear
problem solved.
MartiniDaniels wrote: »
No, not solved.
You need to remove abilities from bars, remove armor and remove weapons. Then overland mobs will be dangerous. As soon as you slot healing or take even white weapon in your hands, they become trivial.
MartiniDaniels wrote: »^ My fist fight with a giant year ago
As you can see from stats fully naked character, no CP, gear, attributes or food. I forgot to remove passives and mundusmy bad. Giant dps was 152 though, which proves that basic health recovery is enough to outheal damage from elite mob even when standing in front of him naked
Don't tell me I was running from Giant, you can see that I managed 0.99 LA per second against him
Nice!
You must be the grand champion of fist fighting in Tamriel...A giant fell due to your fists
MartiniDaniels wrote: »
And now imagine what will happen to you if attempt anything similar in Skyrim, even on default difficulty and without mods. Giant will kill you in 1 GCD, no options. So when somebody tells that ESO overland was made so easy, because of "casuals from single-player RPGs". I only can lol in response. I don't remember any single player game of any genre on default difficulty where mobs will be so harmless.
MEBengalsFan2001 wrote: »You don't need a toggle option for overland. Simply don't use CP and use only common gear and try that out.
MartiniDaniels wrote: »
And now imagine what will happen to you if attempt anything similar in Skyrim, even on default difficulty and without mods. Giant will kill you in 1 GCD, no options. So when somebody tells that ESO overland was made so easy, because of "casuals from single-player RPGs". I only can lol in response. I don't remember any single player game of any genre on default difficulty where mobs will be so harmless.
MartiniDaniels wrote: »
There are video and screenshots on this page proving that even completely naked character is relatively immortal. It will be a surprise for you, but many no-CP PVP players, don't distribute their CP on their main characters to have always same stats in PVP and out of it and those characters still have solid dps and can solo majority of World Bosses.
Majority of PVP gear comes from overland or is crafted.
Edit: video is in parallel thread. Doesn't matter - anybody can do it. just drop your CP and equip dropped gear and nothing will change, mobs will just live a bit longer.
Moose_Scout wrote: »I like the idea of a Toggle where the drops are better and so is the chance of dying.
At any rate, the game is silly easy. It is depressing when you are fighting "gods" in the quest-lines and can light attack them to death.
Removing gear, champion points, abilities etc. isn't the way it should be done. It barely does anything unless you go and just use light attacks and nothing else.I find most of the overland content in ESO to be too easy. Overland means: Quests & non quest mobs, general overland mobs, elite mobs, Dolmens etc.
I know that I can just fight with white gear, lesser abilities and toggle off my champion points, but I believe this isn't fun nor initiative.
I believe that there should be a toggle option which will make the overland combat harder for the player and thus more rewarding.
Indeed.
I would have expected those "gods" to make me use healing abilities, dodge/block & react when needed.
@Rave the Histborn @MartiniDaniels was posting about 1 dot elite Giant, not a world boss.
Your comparison doesn't prove anything.
Also, you could have dodged or blocked in your videos but you didn't like you purposely wanted to lose.
Furthermore, as I suggested in my OP post: Removing gear, champion points, abilities etc. isn't the way it should be done. It barely does anything unless you go and just use light attacks and nothing else.
I don't understand why you find a toggle debuff option for an increased difficulty of Overland to be so bad.
It won't effect you directly, the default option will be OFF.
Who knows, you may enjoy such an increased difficulty
I can easily imagine how much adrenaline and pure joy the Oblivion player was experiencing trying their hardest to not be killed by the immediate skeevers in their path. How each level gain, loot drop, attribute decision and armor upgrade felt in the effort to progress their quest forward.Indeed.
Elder Scrolls IV: Oblivion:SpoilerI think the Rats in the Oblivion's first quest were more dangerous than the giant you mentioned.
Note: It's hardest difficulty. I didn't play in the video.https://www.youtube.com/watch?v=CGsQxb5WgeY
So again, if all enemies are stronger than you there's no real progression. And when everything takes longer to kill it gets tedious in the end. Hard mode can be fun in short bursts, but in the long run it's silly. And the game rebalancing that would be needed to implement some kind of toggle would be lot's of work for a little gain.@Michae While the Legendary Overland combat will not be as engaging Vet dungeons/trials it will require adaptation and a more skillful rotation.
The list of debuffs I provided will greatly impact the player's power & survival.
The current power creep we see in the normal overland will completely vanish in the Legendary Overland.
I'm not sure that everyone read each and every debuff I mentioned in my OP post, the debuff is quite punishing for the player character.
Now imagine you're targeted by a zerg of mobs and each and every one of them is stronger against you... or a DLC World Boss/Dragon is attacking you... Prepare for some one shots if you're not prepared.
So it's not the challenge that people need, but better rewards then? Those rewards would make the power creep bigger, as we would have another faction of players with better loot just becuse they have more time to play. I think it's enough with what we have.As I previously stated, almost no one will try the harder difficulty if there will be no extra rewards.
There should be an incentive.
For me no rewards is fine, but for most players it won't be, especially if they need to fight in double/triple the normal difficulty.