redlink1979 wrote: »Your increased difficulty option is: don't repair your gear and don't charge your weapons. lol
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.
I really hope Rich and the gang can find a way to recapture some of those feelings again. There certainly has been a torrent of feedback and suggestions on ways in which to try.
You can remove your CP, use green or blue gear or gear that is below your level but this is killing the sense of progression.
StormeReigns wrote: »The most common "complaint" with overland being too easy is power creep, which is often blamed on by the fast leveling as well gear that can be obtained from all areas and certain crafted sets. So what is the point of escaping the power creep when you willingly add it in and basically powerlevel yourself into godhood again with even better gear and make said "legendary" content trivial after a handful of quests?
@Michae This toggle option won't directly interfere with the gameplay of players who don't want to toggle the option to ON.
The default option is OFF.
The player can toggle this OFF and travel to "normal" phase at any time he chooses.
There is not much balancing to do, the debuff I suggested here can sort everything up.
Power creep ? How is it different than vet group dungeons & trials ?
If the player isn't skilled enough he can't successfully play in those instances unless he is carried but that's rare.
CMDR_Un1k0rn wrote: »Don;t care about the other stuff but I would like the option to repeat overland/dungeon quests. Will happily do them for no rewards. I like story.
True... but to one extent I don't add it in.
I just got my first 50 middle of last month. I'm now at CP 162 as I type this.
If I make a brand new character, and I did a few days ago, and walk out into the world and only use gear I find naturally - even if I don't spend my CPs, they seem to have boosted my 3 attributes already. Is that wrong, am I imagining it?
Because it looks like every character I make from here on out will always have a boost to the core stats. And if I can feel that at only 162 CP, what is it like for someone with 810?
My first three suggestion for any hard mode would be:
1. Turns off all CP impacts.
2. Turns off all set bonuses.
3. Has no added rewards. Only titles on each zone completion (Essentially how it worked in Guild Wars 1).
Everything else - buff this, nerf that, phase or don't phase... I'm not confident enough in the systems yet to say anything.
My point was rather about that making things take longer to kill isn't really fun. I just don't get the notion for making enemies harder to kill in game like ESO, since the combat's not that engaging or skill based. It comes down to having bigger number on your pants than the mob you're whacking. It's no Dark Souls where timing and dodges really matter, here it's just pressing the numbers and light attack in correct rhytm and backing out of red zones. I could agree that the quest and delve bosses are too easy and could use a bit more health, but I'd leave the trash mobs alone since taking more time to kill them is hardly fun. Also I think that the demand for additional rewards for playing on harder difficulty is silly if you seriously tell us that want to play hard mode just because you want challenge. The additional rewards shouldn't be required then. And if you personally don't want those and they're just to incite other people, well I guess the demand for hard mode isn't that big after all. And as I said before, toggle doesn't really work the same here as in vet dungeons since you can't repeat quests. So it's either do it on normal and don't do it on hard, or just go on hard and forget about any progression on this character. With dungeons you can repeat them until you get what you want, in overland not so much. That's why I'm against loot and exp bonus. And power creep, yes, we'd add yet another thing for people to have over the casual players, who just don't have that much time to play. See how that works out. So I'd go for a title as a reward, but not loot or exp. Title could be something like "Masochist champion" or "Master of hardcore". ;P
It's not only longer fights, the debuff I suggested will provide additional risk to overland combat.
Fights that previously seemed trivial will be harder and more dangerous for the player character.
On paper the debuff may not seem much, but it should provide an actual challenge.
I could have buffed the damage taken even further(like double damage taken) or increase monsters combat speed, but overland should also be enjoyable so buffing the monsters too much may be counterproductive.
Currently, 51% of this poll's voters voted for adding an increased difficulty of Overland, some for my suggestion and some for something which isn't like my suggestion.
I know that the forum don't represent the entire ESO player base, but this poll confirms that many players(at least forum members) would like ZOS to implement an harder mode for Overland content.
*The rewards part can serve as a bonus only or may even be scrapped from an actual implementation.
Titles & achievements can be nice additions to the rewards.
The rewards I suggested can serve as a good incentive for players to participate in such a harder mode, so there should be enough players checking it.
The harder zones won't be empty.
Pretty sure that's not the whole story.There is a reason why many players struggle in vet PVE content and PVP...Overland is simply too easy and doesn't teach enough about ESO combat.
@Michae A complete rework of ESO Overland combat can be a huge project and consume too much development time.
What I suggested is a compromise that will significantly increase the difficulty while not making it extremely hard for most.
The idea is that seasoned players will find it challenging but not like Veteran Maelstrom Arena or Veteran Fang Lair(both have a lot of mechanics).
Introducing mechanics for each and every monster is not viable, so a debuff for an increased difficulty is the easier way to increase the difficulty.
Casuals & new players will have much harder time in "Legendary Overland", so they can stay on "Normal Overland" and get more experience before considering the harder mode.
I don't think it will make any issues for casual players, quite the opposite, maybe they can strive to achieve better skill if checking the "Legendary Overland"
There is a reason why many players struggle in vet PVE content and PVP...Overland is simply too easy and doesn't teach enough about ESO combat.
The new players just burn most enemies without any trouble on the current "Normal Overland".
MellowMagic wrote: »Having separate instances for Overland content isnt the best idea itll take to much dev time to veteranize every insignificant enemy. Plus there are some zones that are already bare enough having more instances is gunna leave so many zones empty. I do think a veteran toggle is a good idea but only for story bosses specifically ones that are instanced. Defeating story bosses in veteran mode will give you a coffer with a regional furnishing recipe. I don't think it's a good idea to associate mementos or achievements with a veteran toggle because people won't be able to repeat stuff they've already done thus will never be able to earn it.
I'd be happy with just a Veteran version of delves and public dungeons, and/or if the base game worldbosses were scaled up to be as tough as the DLC worldbosses.
precambria wrote: »Please do this, I have not done most of the quests in this game because the combat is trivial. The stories and rewards are great but I get bored when the rest of the quest only consists of riding around and enemies that just fall over.
the1andonlyskwex wrote: »Can someone who's in favor of this please explain why using no/broken/bad gear isn't an acceptable alternative?
The challenge is the reward.better gear/gold/experience is just more bait for newbs. It will be unbalanced again with new players in the difficult phase just to get those better rewards.
If you read my OP post and the posts that followed it, you would know.
One of the first lines I wrote was about this.
I'm wondering how many forum members actually read my full post before proceeding to vote.
the1andonlyskwex wrote: »
All you say is that you don't think playing with bad gear is fun. You don't explain why. If what you want is a challenge, then playing with weak gear provides it.
As far as I can tell, the only real difference between what you're proposing and playing with weak gear is greater segmentation of the player base and doubled rewards for people playing in "hard mode" (which will segment the player base even more).
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
Now that I think about it, I think I'd rather change my vote to "no difficulty setting at all".
Yes, overland needs to be a little more challenging. But I don't think splitting up the player base into difficulty modes is the right way to do it.
Really, the heart of it IMO is just that all the normal enemies are the kind of pushovers that give other pushovers a bad name. World bosses are fine. I have no problem at all with high CP folk soloing them, and we've already seen what happens when they are tuned such that you need endgame dungeon/trial groups to beat them. But those random creatures you didn't even notice you stepped on to get to the world bosses? Yeah, in order to die to those things you basically have to just strip down and go AFK for five minutes. Sometimes not even then. They need a little more bite and a little more toughness just to get them back up to nuisance level for straight up beginners. Let alone something a veteran would even acknowledge was there.