YstradClud wrote: »
Hello,
Maybe it will be possible (in future) add difficulty level to game? Like, You go to some NPC or You can change in options.
EASY - every mob have -1 lvl
NORMAL - mobs level are like now
HARD - mobs level is +2 lvl
DARK (SOUL) mobs +5lvl
It will be nice to have some more hard open world content (only that will be scalable - dungeons, trials etc will be the same for everyone).
Dunno... Just idea
I know. It's problem when everything is scalable. This is why (I think) adding simple system like that, where every player can choose own difficulty level will be nice.
Doesn't work that way, as everyone is getting the same mobs, since people can fight them together.Maybe it will be possible (in future) add difficulty level to game?
TheShadowScout wrote: »Doesn't work that way, as everyone is getting the same mobs, since people can fight them together.
If anything, there could be a voluntary "handicap" option for the -player-, like... "fight at 90%/75%/60%/... of damage output/armor/etc." Still a question of how many people would use that option I guess...
TheShadowScout wrote: »Doesn't work that way, as everyone is getting the same mobs, since people can fight them together.
If anything, there could be a voluntary "handicap" option for the -player-, like... "fight at 90%/75%/60%/... of damage output/armor/etc." Still a question of how many people would use that option I guess...
No, scaling is what makes balancing easier. Because everyone has same level of dificulty it should be much harder than it is now. Right now you can finish overland without any weapons and you can solo every world boss.
Its embarrassing that even player with less than hour playtime can kill molag bal. No skill needed.
No, scaling is what makes balancing easier. Because everyone has same level of dificulty it should be much harder than it is now. Right now you can finish overland without any weapons and you can solo every world boss.
Its embarrassing that even player with less than hour playtime can kill molag bal. No skill needed.
I know. It's problem when everything is scalable. This is why (I think) adding simple system like that, where every player can choose own difficulty level will be nice.
And their HP. The current "all into damage" META just burns down mobs way too quickly... of course, it would be more enjoyable if that just wasn#t all that viable a build anymore... bring back attribute softcaps!Buffing their damage could solve it. Right now its too easy. How can new player learn how to play game when its one button spam.
Agreed.VaranisArano wrote: »Judging by how few people want to use the current options of voluntarily debuffing their characters with low level armor, weapons, and removing CP, I'm going to guess "not many." Sure, some might use it if its a toggle and they don't have to reset everything afterwards, but the fact remains that you can do a fair bit of voluntary debuffing right now if you really want to.
Every difficulty level would need to be its own instance. Players would take advantage of mostly empty instances to farm materials with little or no competition.
Thechuckage wrote: »
There are plenty of areas with a plethora of mats, most places actually. Just wander off the beaten path and you can easily be gathering one node and see another (of a different type) if not multiple.
And for anyone suggesting to "just kill WB's, solo dungeons etc etc" ad naseum, why are you telling someone they need to ignore 80%+ of the gameworld?
THEDKEXPERIENCE wrote: »There is plenty of very hard content in ESO. Overland bosses > doing 4 man dungeons solo > vet dungeons > trials > vet trials > PVP. Overland, most of it anyway, is for farming and doing the story. It really shouldn’t be hard because it’s also the area to collect new players.
Edit - if you find most of the content I listed easy it’s just because you’re good at pattern recognition and need to mix in some PVP with your PVE. Go to the Imperial City and farm there. You’ve just increased your difficulty.
No, scaling is what makes balancing easier. Because everyone has same level of dificulty it should be much harder than it is now. Right now you can finish overland without any weapons and you can solo every world boss.
Its embarrassing that even player with less than hour playtime can kill molag bal. No skill needed.
There's already a solution to this. Reset your cp and don't spent them.
THEDKEXPERIENCE wrote: »Once upon a time Craglorn was “too hard” and people lost their minds. There was actually something called the “Craglorn Wasp Test” where you could essentially determine if you were a reasonably competent player simply because you could survive like a half a dozen overland wasps in Craglorn.
While it wouldn’t matter to me if they ramped the difficulty up to that level again, it would be a death sentence for new players who are getting familiar with the game.
There is plenty of very hard content in ESO. Overland bosses > doing 4 man dungeons solo > vet dungeons > trials > vet trials > PVP. Overland, most of it anyway, is for farming and doing the story. It really shouldn’t be hard because it’s also the area to collect new players.
Edit - if you find most of the content I listed easy it’s just because you’re good at pattern recognition and need to mix in some PVP with your PVE. Go to the Imperial City and farm there. You’ve just increased your difficulty.
I don't understand why people want to buff overland mobs. There's been alot of threads lately requesting that. Imo overland mobs are just nuisance. There would be still no challenge there if they increased their hp and dmg done x5. It would just take longer to kill them and moving around zones even more nuisance.
If you want more challenge go solo wb, especially dlc zone ones can be fun. Or go solo group dungeons, again try dlc one if need more challenge etc. You can find alot of things to kill on your own that are more challenging than overland mobs.