Thechuckage wrote: »This just highlights difficultly the scaling is horribly done. Maxed out DPS just have to fart at a trash pack and they are obliterated. Even my tanks that moon-light as a poormans DPS are never in any danger and can mow thru 3-4 trashpacks at once with no danger.
Couple the poor damage scaling (enemy) with increasing power creep on gear, it doesn't take a rocket surgeon to figure out whats going to happen. Its almost like the scale was stopped at 160. Now this wouldn't be the magic bullet, but it would probably ameliorate some of the complaints about things being too damn easy, while not impacting the lower level / new characters.
Thechuckage wrote: »This just highlights difficultly the scaling is horribly done. Maxed out DPS just have to fart at a trash pack and they are obliterated. Even my tanks that moon-light as a poormans DPS are never in any danger and can mow thru 3-4 trashpacks at once with no danger.
Couple the poor damage scaling (enemy) with increasing power creep on gear, it doesn't take a rocket surgeon to figure out whats going to happen. Its almost like the scale was stopped at 160. Now this wouldn't be the magic bullet, but it would probably ameliorate some of the complaints about things being too damn easy, while not impacting the lower level / new characters.
They are just glorified delves. The regular enemies don't even seem to be any stronger. There's just more of them.
I say this a lot on here: but I think the best solution to this problem would be to just make two versions of each zone. One normal version - then another Veteran version that is more appropriately scaled for experienced players. That should make everyone happy.
Thechuckage wrote: »Thechuckage wrote: »This just highlights difficultly the scaling is horribly done. Maxed out DPS just have to fart at a trash pack and they are obliterated. Even my tanks that moon-light as a poormans DPS are never in any danger and can mow thru 3-4 trashpacks at once with no danger.
Couple the poor damage scaling (enemy) with increasing power creep on gear, it doesn't take a rocket surgeon to figure out whats going to happen. Its almost like the scale was stopped at 160. Now this wouldn't be the magic bullet, but it would probably ameliorate some of the complaints about things being too damn easy, while not impacting the lower level / new characters.
They are just glorified delves. The regular enemies don't even seem to be any stronger. There's just more of them.
I say this a lot on here: but I think the best solution to this problem would be to just make two versions of each zone. One normal version - then another Veteran version that is more appropriately scaled for experienced players. That should make everyone happy.
The current scaling (overworld / delve / PD) are all poorly done. I dont know if it was the gear or CP power creep or just the Law of Unintended Consequences, but its is a thing. Seems like that would be a lot easier to implement (and be a lot less complaining from the "people will just farm vet overland" or "vet 16 craglorn"Considering group delves in craglorn can be pretty easily solo'd, yeah, we are way more powerful than the old Vet days.
Darkstorne wrote: »When it comes at the cost of respawning mobs and breaking quest immersion though? So many crutches of MMO design that could be solved by phasing players in for specific group events only. You'd still run into other players, and cities would still be social hotpsots. And you could still travel with friends everywhere by grouping up. The current design adds very little for a huge amount of game design sacrifices.Darkstorne wrote: »In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".
I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)
I like running into players in the world, though. Even in games where it's not an advantage.
And yet single player is how the vast majority of the playerbase engages with ESO. There's good reason One Tamriel was so popular, and Craglorn's group focused content was never repeated.Darkstorne wrote: »In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".
I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)
That defeats the purpose of being an MMO. So, no. If you want a single player experience, go play the single player TES games. ESO shouldn't be bent and mangled into some single player MMO hybrid any more than it already is.
almost all overland, quest and public dungeon bosses including the "group" events need a difficulty pass just did Labyrinthian and these are supposed to done with a group I soloed the place on a level 24 with no cp these areas used to be difficult pre One Tamriel.
lol I remember killing Zumog Phoom in under 10 second on my Necro i was leveling and doing the Elswyer main quest they spent the whole DLC hyping this guy I only realized it was him after looting him kinda killed questing in this game for me after that and made me have second thoughts on getting any future chapters only bought Greymoor on sale.
Jayman1000 wrote: »All trash mobs exist to me only as red outlines briefly flashing before their miserable existence is ended. I dont know whether or not these poor souls have seen things we wouldn't believe, but they always wither away so quickly, lost in time like tears in the rain, then quickly replaced by a new batch.
AefionBloodclaw wrote: »Why do the devs think its cool to have mobs every 5 metres? EVERY 5 METRES? I've just done Nthchuenkarst or whatever it's stupid name is and instead of a Skyrim or Morrowind like immersive dungeon I get a complete mess filled with mobs every 5 metres and bosses that instead of being fun to fight or challenging go down in 2 hits. There is nothing engaging or fun about this, OR Labyrinthian, in that one there are Draugr Deathlords as TRASH MOBS even though they are supposed to be, and shown to be in Skyrim, as powerful, ancient warriors, with shouts and who are pretty badass and tough in combat. Here they are nothing. Do the devs even care about the lore at all? This is pathetic, there was even a Dragon Priest in that dungeon, who couldn't even stand up to us for 10 seconds before going down. That was supposed to be a Dragon Priest. You don't even get a mask or anything of any value for defeating it. Is this the quality paying customers can expect now, just a few bad stories thrown together in an afternoon with some thoughtless mobs dropped mindlessly throughout an otherwise beautifully rendered game world?
Oh and 50 fragments to get one of those target dummies. 50??? Are you kidding? Who decided that would be fun and engaging content? So you have to run the public dungeon at least, say 30 times or something to get all the fragments? What is the purpose of this? You get no profit from forcing players to do this, there is nothing to be gained from forcing players to do this. Or is this the pre-emptive strike to forcing people to buy the target dummy from the crown store at a later date? Urrgh >:(
This is a plea to fix the public dungeons, put some effort into the writing and lore and take out those mindless grinds that actually make no sense.
scorpius2k1 wrote: »Darkstorne wrote: »In a bold new world, where creativity in this genre can finally reign free, I dream of an ESO 2 where the game designers think about when it's useful to have players around you, and when they detract from the experience, rather than saying "this is how MMOs have always worked before, so it's how MMOs should always work in the future".
I dream of an ESO2 where you only run into other players in central hub cities and around specific group locations like world bosses/dolmens, so that overland content and delves can be designed without an overabundance of XP pinatas constantly respawning after 30 seconds, but we still run into friendly faces when they're beneficial (world bosses and dolmens for example) and not when they're a nuisance (the quest NPC says you're the first person to step into these ruins for over a thousands years, yet there are several players running and jumping about spamming flashy abilities on all the respawning mobs...)
Way off topic, but I just dream of an ESO world since we are all on the same megaserver already and don't need to port to our friends instance to see them 99% of the time if we are in the same zone. Dungeons, Trials, group content, etc...makes sense BUT If I goto a city, I should see my friend or others there too automatically. Kind of makes the whole "megaserver" seem more like a split server which is probably the case in the backend. I understand there are reasons for this but I'm gonna pull the WoW card here and say that you NEVER had to port to anyone if they were in the same area, they were just there.
More potential QOL idea to be put on the backburner, i know...performance first.