It's possible that it's not a binary thing, when it comes to difficulty. @tet666 might only want the challenge, while someone like me actually want to feel like my character is getting stronger, like you suggested @Lysette .
I like going into an area and complely clear it before moving on to the next. If I'm in Reapers March doing quests, why would I all of a sudden want to go visit Glenumbra? The tiny bit of immersion ESO has gets completely ruined (at least for me) if I all of a sudden drop what ever's happening (in Reapers March) only to start investing time into a new story (in Glenumbra).
Sorry if I missed it, but why would having better rewards for a higher difficulty be an issue?
It's possible that it's not a binary thing, when it comes to difficulty. @tet666 might only want the challenge, while someone like me actually want to feel like my character is getting stronger, like you suggested @Lysette .
I like going into an area and complely clear it before moving on to the next. If I'm in Reapers March doing quests, why would I all of a sudden want to go visit Glenumbra? The tiny bit of immersion ESO has gets completely ruined (at least for me) if I all of a sudden drop what ever's happening (in Reapers March) only to start investing time into a new story (in Glenumbra).
Sorry if I missed it, but why would having better rewards for a higher difficulty be an issue?
be so kind and just look it up in this thread - you want to know it, then put in the effort - you know, higher difficulty - reading.
It's possible that it's not a binary thing, when it comes to difficulty. @tet666 might only want the challenge, while someone like me actually want to feel like my character is getting stronger, like you suggested @Lysette .
I like going into an area and complely clear it before moving on to the next. If I'm in Reapers March doing quests, why would I all of a sudden want to go visit Glenumbra? The tiny bit of immersion ESO has gets completely ruined (at least for me) if I all of a sudden drop what ever's happening (in Reapers March) only to start investing time into a new story (in Glenumbra).
Sorry if I missed it, but why would having better rewards for a higher difficulty be an issue?
be so kind and just look it up in this thread - you want to know it, then put in the effort - you know, higher difficulty - reading.
I was hoping you could give the answer instead of me having to read through everything you've written here.
Either way, after reading every post in this thread from you, I don't see you giving a reason to why getting better rewards for a higher difficulty would be an issue. I genuinely want to know your take on it.
You think it's easy now??
Imagine having your champion points and gold armor sets. You look at things and they basically die lol.
We used to actually have to fight battles when we had the old cadwell silver and gold and I found it much more fun to have a challenge..
Sure there are dungeons but once I do them for the story no need to return as 90% of the game is overland.
oXI_Viper_IXo wrote: »Do some DLC/vet dungeons, vet trials and arenas, and jump into PvP and then come back and tell us how easy this game is.
It's possible that it's not a binary thing, when it comes to difficulty. tet666 might only want the challenge, while someone like me actually want to feel like my character is getting stronger, like you suggested Lysette .
I like going into an area and complely clear it before moving on to the next. If I'm in Reapers March doing quests, why would I all of a sudden want to go visit Glenumbra? The tiny bit of immersion ESO has gets completely ruined (at least for me) if I all of a sudden drop what ever's happening (in Reapers March) only to start investing time into a new story (in Glenumbra).
Sorry if I missed it, but why would having better rewards for a higher difficulty be an issue?
be so kind and just look it up in this thread - you want to know it, then put in the effort - you know, higher difficulty - reading.
I was hoping you could give the answer instead of me having to read through everything you've written here.
... and since you didn't actually get a satisfying conclusion for putting in the effort, apparently that's a good thing.Either way, after reading every post in this thread from you, I don't see you giving a reason to why getting better rewards for a higher difficulty would be an issue
It's possible that it's not a binary thing, when it comes to difficulty. tet666 might only want the challenge, while someone like me actually want to feel like my character is getting stronger, like you suggested Lysette .
I like going into an area and complely clear it before moving on to the next. If I'm in Reapers March doing quests, why would I all of a sudden want to go visit Glenumbra? The tiny bit of immersion ESO has gets completely ruined (at least for me) if I all of a sudden drop what ever's happening (in Reapers March) only to start investing time into a new story (in Glenumbra).
Sorry if I missed it, but why would having better rewards for a higher difficulty be an issue?
be so kind and just look it up in this thread - you want to know it, then put in the effort - you know, higher difficulty - reading.
I was hoping you could give the answer instead of me having to read through everything you've written here.
Either way, after reading every post in this thread from you, I don't see you giving a reason to why getting better rewards for a higher difficulty would be an issue. I genuinely want to know your take on it.
it goes with the request of instanced zones with it - zones which won't be crowed but have all the farming nodes and make easier and more efficient farming possible. And as far as drops go - why have them purple or gold even, are you guys so poor? seriously if someone needs an upgrade those are low level players not veterans who run around in their golded gear claiming everything to be too easy. if it is really just about the challenge, you don't need better rewards and certainly no own instances. Insisting on that is just dishonest about your real intentions.
It's possible that it's not a binary thing, when it comes to difficulty. tet666 might only want the challenge, while someone like me actually want to feel like my character is getting stronger, like you suggested Lysette .
I like going into an area and complely clear it before moving on to the next. If I'm in Reapers March doing quests, why would I all of a sudden want to go visit Glenumbra? The tiny bit of immersion ESO has gets completely ruined (at least for me) if I all of a sudden drop what ever's happening (in Reapers March) only to start investing time into a new story (in Glenumbra).
Sorry if I missed it, but why would having better rewards for a higher difficulty be an issue?
be so kind and just look it up in this thread - you want to know it, then put in the effort - you know, higher difficulty - reading.
I was hoping you could give the answer instead of me having to read through everything you've written here.
That'd be too easy. You're expected to put the effort in...... and since you didn't actually get a satisfying conclusion for putting in the effort, apparently that's a good thing.Either way, after reading every post in this thread from you, I don't see you giving a reason to why getting better rewards for a higher difficulty would be an issue
It's possible that it's not a binary thing, when it comes to difficulty. tet666 might only want the challenge, while someone like me actually want to feel like my character is getting stronger, like you suggested Lysette .
I like going into an area and complely clear it before moving on to the next. If I'm in Reapers March doing quests, why would I all of a sudden want to go visit Glenumbra? The tiny bit of immersion ESO has gets completely ruined (at least for me) if I all of a sudden drop what ever's happening (in Reapers March) only to start investing time into a new story (in Glenumbra).
Sorry if I missed it, but why would having better rewards for a higher difficulty be an issue?
be so kind and just look it up in this thread - you want to know it, then put in the effort - you know, higher difficulty - reading.
I was hoping you could give the answer instead of me having to read through everything you've written here.
Either way, after reading every post in this thread from you, I don't see you giving a reason to why getting better rewards for a higher difficulty would be an issue. I genuinely want to know your take on it.
it goes with the request of instanced zones with it - zones which won't be crowed but have all the farming nodes and make easier and more efficient farming possible. And as far as drops go - why have them purple or gold even, are you guys so poor? seriously if someone needs an upgrade those are low level players not veterans who run around in their golded gear claiming everything to be too easy. if it is really just about the challenge, you don't need better rewards and certainly no own instances. Insisting on that is just dishonest about your real intentions.
A lot of posts here do not want the overworld zones additionally instanced. The people asking for a harder content want a self-debuff applied (ala Battle Spirit). The alternative proposed would be the 'vet' instances for the case where there's a small cave or house or area where the final boss is often located. These areas don't have resource nodes to farm.
No-one here wants purple or gold gear dropping either. Purple and (especially) gold from overworld is obscene. There's no precedent for that and I can't believe ZOS would ever implement it. The most I could see is blue instead of green. A green to blue difference for normal vs 'vet' overworld matches the blue to purple difference for normal vs vet dungeons, and with embroidery selling for 15g/ea, I can't see someone getting rich off it. The main reason personally I've mentioned reward differences is because I can't see ZOS implementing the higher level with no reward difference - not because I want it myself. On topic of rewards though, can I assume you've been vocal in asking ZOS to remove higher tier rewards in vet dungeons and trials?
Although truth be told, that would be good for the economy - the wax and alloy prices have been getting out of hand. I'm beginning to wonder if your concerns are because you're afraid mat prices would drop due to higher supply...
I'm an ESO noobie, jumped into the game yesterday. It's also my first MMORPG ever, although I've been playing single-player RPGs for 20 years.
First the positives - as a MMORPG noob I was utterly astonished by the size of the world and the amount of things you can do in this game. I did NOT expect anything close to that, and I have just the base game + Morrowind. No DLCs, no other expansions. I can now understand how people can spend years in this game and still have something to do. I also didn't expect how much the social aspect will appeal to me. Running through a dungeon with a group of people can be p. exhilarating. It's a very different experience from something like Skyrim or Witcher but definitely just as great.
And now for why I stopped playing just after a day. After a few hours of running around the world and having an absolute blast of my life I started noticing something suspicious - now matter where I go and what I fight I'm always doing about the same amount of damage. It took me a few hours to realize this but when I was fighting just some random punks or small monsters it made sense.
But then I stumbled into a group fight with some giant and again, I was doing a lot of damage, while taking barely any. And then I ran into a group of cultist in the forest who summoned a huge lich. And I just melted all of them, solo, just as easily as all the other monsters before.
I thought "wait a minute, how bad is the scaling in this game". So I googled a bit and oh boy...I learned the entire game is scaled exactly to your level, everywhere and all the time. And not only that - most people seem to be loving it!
But....why? The moment I learned there's not a single challenge anywhere in the world, that every single enemy everywhere will always be a "trash mob", my motivation to play this game dropped to zero. What's the point of levelling, of learning all that dizzying array of tools like crafting or alchemy if you never need any of it? With my magical templar all I ever did was to repeatedly press the "1" key to poke monsters with my piercing spear ability, simply because you never ever need to do anything else. In my 7 hours in the game I've never died, I've never even dropped below 50% of my HP. And I've soloed almost all the content too. Running around with a group was even more trivial.
How are people ok with this? I don't mean to bash or criticize anyone for liking a certain style of a game, I'm just curious - what is your drive to play this game? In all the dozens of RPGs I've ever played the point was to struggle and master all the skills and tools the game was offering in order to be able to take on harder and harder enemies. What's the main drive in ESO - just to travel around the world, sightseeing and absorb the lore? Don't get me wrong, the world is jaw droppingly phenomenal and the lore is absolutely amazing but is that really enough for you? You don't require any challenge in your RPG?
Sorry for the wall of text but this game gave me such mixed feelings I had to get it off my chest. It's also meant to be a feedback for the devs so they can see there's at least some proportion - admittedly a minority one - of TES fans who prefer challenge to "go anywhere on level 1".
It's possible that it's not a binary thing, when it comes to difficulty. tet666 might only want the challenge, while someone like me actually want to feel like my character is getting stronger, like you suggested Lysette .
I like going into an area and complely clear it before moving on to the next. If I'm in Reapers March doing quests, why would I all of a sudden want to go visit Glenumbra? The tiny bit of immersion ESO has gets completely ruined (at least for me) if I all of a sudden drop what ever's happening (in Reapers March) only to start investing time into a new story (in Glenumbra).
Sorry if I missed it, but why would having better rewards for a higher difficulty be an issue?
be so kind and just look it up in this thread - you want to know it, then put in the effort - you know, higher difficulty - reading.
I was hoping you could give the answer instead of me having to read through everything you've written here.
That'd be too easy. You're expected to put the effort in...... and since you didn't actually get a satisfying conclusion for putting in the effort, apparently that's a good thing.Either way, after reading every post in this thread from you, I don't see you giving a reason to why getting better rewards for a higher difficulty would be an issue
It's possible that it's not a binary thing, when it comes to difficulty. tet666 might only want the challenge, while someone like me actually want to feel like my character is getting stronger, like you suggested Lysette .
I like going into an area and complely clear it before moving on to the next. If I'm in Reapers March doing quests, why would I all of a sudden want to go visit Glenumbra? The tiny bit of immersion ESO has gets completely ruined (at least for me) if I all of a sudden drop what ever's happening (in Reapers March) only to start investing time into a new story (in Glenumbra).
Sorry if I missed it, but why would having better rewards for a higher difficulty be an issue?
be so kind and just look it up in this thread - you want to know it, then put in the effort - you know, higher difficulty - reading.
I was hoping you could give the answer instead of me having to read through everything you've written here.
Either way, after reading every post in this thread from you, I don't see you giving a reason to why getting better rewards for a higher difficulty would be an issue. I genuinely want to know your take on it.
it goes with the request of instanced zones with it - zones which won't be crowed but have all the farming nodes and make easier and more efficient farming possible. And as far as drops go - why have them purple or gold even, are you guys so poor? seriously if someone needs an upgrade those are low level players not veterans who run around in their golded gear claiming everything to be too easy. if it is really just about the challenge, you don't need better rewards and certainly no own instances. Insisting on that is just dishonest about your real intentions.
A lot of posts here do not want the overworld zones additionally instanced. The people asking for a harder content want a self-debuff applied (ala Battle Spirit). The alternative proposed would be the 'vet' instances for the case where there's a small cave or house or area where the final boss is often located. These areas don't have resource nodes to farm.
No-one here wants purple or gold gear dropping either. Purple and (especially) gold from overworld is obscene. There's no precedent for that and I can't believe ZOS would ever implement it. The most I could see is blue instead of green. A green to blue difference for normal vs 'vet' overworld matches the blue to purple difference for normal vs vet dungeons, and with embroidery selling for 15g/ea, I can't see someone getting rich off it. The main reason personally I've mentioned reward differences is because I can't see ZOS implementing the higher level with no reward difference - not because I want it myself. On topic of rewards though, can I assume you've been vocal in asking ZOS to remove higher tier rewards in vet dungeons and trials?
Although truth be told, that would be good for the economy - the wax and alloy prices have been getting out of hand. I'm beginning to wonder if your concerns are because you're afraid mat prices would drop due to higher supply...
i have never sold anything in a guild store. so I'm somewhat outside the economy and price drops would just benefit me.
As far as purple drops go - I read people saying they would expect blue or even purple drops instead of green - so this is an argument put forward as well as instancing to not be bothered by newbies which could kill their targets quickly. So I'm not saying this out of the blue, but because some people have put these demands forward already.
It's possible that it's not a binary thing, when it comes to difficulty. tet666 might only want the challenge, while someone like me actually want to feel like my character is getting stronger, like you suggested Lysette .
I like going into an area and complely clear it before moving on to the next. If I'm in Reapers March doing quests, why would I all of a sudden want to go visit Glenumbra? The tiny bit of immersion ESO has gets completely ruined (at least for me) if I all of a sudden drop what ever's happening (in Reapers March) only to start investing time into a new story (in Glenumbra).
Sorry if I missed it, but why would having better rewards for a higher difficulty be an issue?
be so kind and just look it up in this thread - you want to know it, then put in the effort - you know, higher difficulty - reading.
I was hoping you could give the answer instead of me having to read through everything you've written here.
That'd be too easy. You're expected to put the effort in...... and since you didn't actually get a satisfying conclusion for putting in the effort, apparently that's a good thing.Either way, after reading every post in this thread from you, I don't see you giving a reason to why getting better rewards for a higher difficulty would be an issue
It's possible that it's not a binary thing, when it comes to difficulty. tet666 might only want the challenge, while someone like me actually want to feel like my character is getting stronger, like you suggested Lysette .
I like going into an area and complely clear it before moving on to the next. If I'm in Reapers March doing quests, why would I all of a sudden want to go visit Glenumbra? The tiny bit of immersion ESO has gets completely ruined (at least for me) if I all of a sudden drop what ever's happening (in Reapers March) only to start investing time into a new story (in Glenumbra).
Sorry if I missed it, but why would having better rewards for a higher difficulty be an issue?
be so kind and just look it up in this thread - you want to know it, then put in the effort - you know, higher difficulty - reading.
I was hoping you could give the answer instead of me having to read through everything you've written here.
Either way, after reading every post in this thread from you, I don't see you giving a reason to why getting better rewards for a higher difficulty would be an issue. I genuinely want to know your take on it.
it goes with the request of instanced zones with it - zones which won't be crowed but have all the farming nodes and make easier and more efficient farming possible. And as far as drops go - why have them purple or gold even, are you guys so poor? seriously if someone needs an upgrade those are low level players not veterans who run around in their golded gear claiming everything to be too easy. if it is really just about the challenge, you don't need better rewards and certainly no own instances. Insisting on that is just dishonest about your real intentions.
A lot of posts here do not want the overworld zones additionally instanced. The people asking for a harder content want a self-debuff applied (ala Battle Spirit). The alternative proposed would be the 'vet' instances for the case where there's a small cave or house or area where the final boss is often located. These areas don't have resource nodes to farm.
No-one here wants purple or gold gear dropping either. Purple and (especially) gold from overworld is obscene. There's no precedent for that and I can't believe ZOS would ever implement it. The most I could see is blue instead of green. A green to blue difference for normal vs 'vet' overworld matches the blue to purple difference for normal vs vet dungeons, and with embroidery selling for 15g/ea, I can't see someone getting rich off it. The main reason personally I've mentioned reward differences is because I can't see ZOS implementing the higher level with no reward difference - not because I want it myself. On topic of rewards though, can I assume you've been vocal in asking ZOS to remove higher tier rewards in vet dungeons and trials?
Although truth be told, that would be good for the economy - the wax and alloy prices have been getting out of hand. I'm beginning to wonder if your concerns are because you're afraid mat prices would drop due to higher supply...
i have never sold anything in a guild store. so I'm somewhat outside the economy and price drops would just benefit me.
As far as purple drops go - I read people saying they would expect blue or even purple drops instead of green - so this is an argument put forward as well as instancing to not be bothered by newbies which could kill their targets quickly. So I'm not saying this out of the blue, but because some people have put these demands forward already.
Well this is interesting...
You are in fact saying this (along with many other things) out of the blue. You still haven't provided one coherent reason as for why higher rewards for more difficult content would be a bad thing beyond them somehow being 'dishonest' (?). You're also stubbornly refusing to answer as for how this works with current game setup where more difficult content, such as vet dungeons and trials, does in fact consistently provide better rewards.
Your whole argument seems to be 'I feel it's not fair if someone gets better stuff than I do just because'. There's no real arguing with this one, I suppose.
Overland pve in ESO has been nothing but a drunk faceroll easymode and that's without cp for years. It takes the immersion and enjoyment out of regular pve activities entirely for most mmo players. Here's the thing, this game is no longer designed for mmo players. It's made for rp'ers and first mmo casual pve players who constantly spend in the cash shop and on loot crates. This is the milking of Elder Scrolls until ES 6 in effect.
As far as purple drops go - I read people saying they would expect blue or even purple drops instead of green - so this is an argument put forward as well as instancing to not be bothered by newbies which could kill their targets quickly. So I'm not saying this out of the blue, but because some people have put these demands forward already.
Well, you might be right that it might be easier for ZOS to implement it with better rewards - in this case I wouldn't be against it. Bur I guess if it would be implemented then more in the form of a voluntary debuff of some kind with no changes necessary in regards to rewards. It could be as simple as a food item providing this debuff for 2 hours for example.
As far as purple drops go - I read people saying they would expect blue or even purple drops instead of green - so this is an argument put forward as well as instancing to not be bothered by newbies which could kill their targets quickly. So I'm not saying this out of the blue, but because some people have put these demands forward already.
Well, you might be right that it might be easier for ZOS to implement it with better rewards - in this case I wouldn't be against it. Bur I guess if it would be implemented then more in the form of a voluntary debuff of some kind with no changes necessary in regards to rewards. It could be as simple as a food item providing this debuff for 2 hours for example.
We're primarily talking here, in this thread. You're responding to people such as Magdalina, eKsDee and myself, telling us we can't get harder quest bosses in any form (even when we're offering self debuffs or final-boss-little-cave scaling only) because someone in some other thread wanted different instances.
And then for the drops, there was zero mention from us about purple or gold but you mentioned you didn't want gold items to drop as if it was our idea? Quite a few of us would be happy for quest bosses not to give us higher-tier decon fodder, but the main reason I keep bringing it up is because I can't see ZOS happy to not provide some form of higher tier reward. It would depend a bit on final implementation though - self debuff would likely be a no reward change, vs if the final cave was a 'vet' instance as opposed to 'normal', then a blue tier item would be easier offered - otherwise there's no easy way to keep track of whether the quest was done with or without the added difficulty.
As for a food item debuff, my only issue there is it would clash with whatever food/drink we'd happen to be running. If it was some other debuff (scroll perhaps?) that doesn't override existing food, then sure, bring it on. As long as they don't clash, I could actually see some teams trying vet dungeons with that same debuff active.
i am fine with that as long as they don't demand as well better rewards - i just don't believe them if they want better rewards as well.
Why can't the base reward be blue or purple, as opposed to green? *points at vet vs normal dungeons*
Getting a 'Perfected Mother's Sorrow Staff' vs a normal one is crazy though. There's already too many item sets.
because then it is about better and easier farming and not about fighting boredom.
Easier farming would be flipping it to normal rather than vet, would it not? Trials / Perfected gear excluded, there's a reason everyone farms the normal dungeons when after a certain set piece. Then you get harder vet content with better tier (decon) rewards. It'd be entirely 100% consistent with the rest of the game design. Besides - it's primarily for questing purposes that people want harder overworld - farming and questing don't really go together.
i would believe it if you would take the higher difficulty without any better rewards whatsoever - but you just don't want that, so i don't believe these people.
I'll give you a thousand embroidery and thousand elegant lining to make up the difference should ZOS ever implement it if you want.
i have enough resources thank you - i don't care much about rewards either. it is not about that i would get less, it is more about honesty to me - i think that the demand for better rewards just shows that people are not honest about it. And i stick with blue gear to not overpower myself -then the game is just fine as it is given my ping.
A higher difficulty setting without better rewards is entirely pointless. I've always been honest about that.
Otherwise there would be no difference in rewards for normal/veteran/HM group content, either.
you see it is not about fighting boredom and it being too easy - you want better and easier to get rewards.i hope you won't get that ever.
This is why the rewards can’t be mechanical or in any way improve the character stats better/faster, because if they were then normal zones would become empty.
It has to be cosmetic rewards that players can earn & show off
It's possible that it's not a binary thing, when it comes to difficulty. @tet666 might only want the challenge, while someone like me actually want to feel like my character is getting stronger, like you suggested @Lysette .
I like going into an area and complely clear it before moving on to the next. If I'm in Reapers March doing quests, why would I all of a sudden want to go visit Glenumbra? The tiny bit of immersion ESO has gets completely ruined (at least for me) if I all of a sudden drop what ever's happening (in Reapers March) only to start investing time into a new story (in Glenumbra).
Sorry if I missed it, but why would having better rewards for a higher difficulty be an issue?
be so kind and just look it up in this thread - you want to know it, then put in the effort - you know, higher difficulty - reading.
I was hoping you could give the answer instead of me having to read through everything you've written here.
Either way, after reading every post in this thread from you, I don't see you giving a reason to why getting better rewards for a higher difficulty would be an issue. I genuinely want to know your take on it.
it goes with the request of instanced zones with it - zones which won't be crowed but have all the farming nodes and make easier and more efficient farming possible. And as far as drops go - why have them purple or gold even, are you guys so poor? seriously if someone needs an upgrade those are low level players not veterans who run around in their golded gear claiming everything to be too easy. if it is really just about the challenge, you don't need better rewards and certainly no own instances. Insisting on that is just dishonest about your real intentions.
It's possible that it's not a binary thing, when it comes to difficulty. @tet666 might only want the challenge, while someone like me actually want to feel like my character is getting stronger, like you suggested @Lysette .
I like going into an area and complely clear it before moving on to the next. If I'm in Reapers March doing quests, why would I all of a sudden want to go visit Glenumbra? The tiny bit of immersion ESO has gets completely ruined (at least for me) if I all of a sudden drop what ever's happening (in Reapers March) only to start investing time into a new story (in Glenumbra).
Sorry if I missed it, but why would having better rewards for a higher difficulty be an issue?
be so kind and just look it up in this thread - you want to know it, then put in the effort - you know, higher difficulty - reading.
I was hoping you could give the answer instead of me having to read through everything you've written here.
Either way, after reading every post in this thread from you, I don't see you giving a reason to why getting better rewards for a higher difficulty would be an issue. I genuinely want to know your take on it.
it goes with the request of instanced zones with it - zones which won't be crowed but have all the farming nodes and make easier and more efficient farming possible. And as far as drops go - why have them purple or gold even, are you guys so poor? seriously if someone needs an upgrade those are low level players not veterans who run around in their golded gear claiming everything to be too easy. if it is really just about the challenge, you don't need better rewards and certainly no own instances. Insisting on that is just dishonest about your real intentions.
No, no, no.. I didn't ask or suggest we should have instanced zones or that we should have purple or golden gear drop.
I was only asking about "better rewards for a higher difficulty". Considering we have normal/vet/perfected drops from dungeons already, maybe you're not inherently against the idea of it?
Imagine a scenario like this: You're out doing a quest and you find it being too easy. You open the options menu to change the difficulty and now your stats has been lowered, across the board. While killing the mobs on this changed setting, the drops you find have slightly higher base stats than originally, you find a bit more gold, maybe a chance for a bonus item. Likewise if you were to lower the difficulty, the drops would have lower base stats in comparison, you'd get a bit less gold and less of a chance for a bonus item.
Iirc, it would be similar to what Diablo 3 has.
Actually in overland and delves of ESO every grandmother and her cat has stun, snare or some other crowd control effect. If you blindly attack any creature with light attack, you with good chance will hit monster with crowd control. In Clockwork City delves there are spiders and factotums, in Summerset delves there are shadowstrikes, werewolves, etc. Gryphon boss of King's Haven Pass has a number of crowd control attacks, and if you don't block his attack, he can remove more than half of health, and it is deadly if you already got some damage.Wandering_Immigrant wrote: »For the record I don't care about additional rewards, I'm not interested in a hard mode. What I would want is for the difficulty to be brought up at a base level so that everyone stays on the same page. Too many people go into dungeons not knowing how to block or interupt or dodge or break free. An overworld experience that says "if you don't learn to do these things, you might not fail completely, but you're gonna have a bad time" would help.
Luke_Flamesword wrote: »Hmm, what you think about keeping easy difficulty for new players but with a bit longer fights? It's easy to achieve - some buff in health and armor for mobs but with slightly less damage power. In effect they will be alive a bit longer than 1 second but still will be not very harmful.
Just give players a chance to learn a full rotation