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Overland Battlespirit: The Solution to More Challenging Overland Content?

Casul
Casul
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Hello everyone,

To begin I would like to start by saying this stance is not particularly mine, but is slowly becoming mine.

I recently completed the EP zones on my stamina nightblade. During this time I soloed most of the World Bosses and completed all the side quests associated with each zone. I have to admit, the overland for veteran players is not challenging in the slightest.

With that being said I also understand that overland is challenging for new players who aren't cushioned by CP. So what solution can we make to appease both groups?

My Proposition:
Daedric Curses in the form of a 5 tiered system. These tiers affect the damage you deal, damage you take, xp and gold gains, and quality of loot being dropped.

Curse 1.

Damage Dealt -10%
Damage Received +20%
Gold & XP modifier +25%
Loot Modifier (W/G/B/P/G)
35/40/15/10/0

Curse 2.
Damage Dealt -20%
Damage Received +40%
Gold and XP modifier +50%
Loot Modifier
15/50/25/10/0

Curse 3.
Damage Dealt -35%
Damage Received +65%
Gold and XP modifier +90%
Loot Modifier
5/50/30/15/0

Curse 4.
Damage Dealt -50%
Damage Received +80%
Gold and XP modifier +140%
Loot Modifier
0/25/50/20/5

Curse 5.
Damage Dealt -75%
Damage Received +125%
Gold and XP modifier +200%
Loot Modifier
0/10/50/30/10

How to access?

There would be a daedric obelisk placed in the harbourage cave after having completed the main coldharbour questions and repelling the planemeld. This obelisk would allow you to change the curse level of remove preexisting curses at will.

Abuse Prevention:

Some of you may have already thought "Why don't I just set curse 5, then have my no curse friends defeat the bosses for me?" Very good observation, in order to prevent this from occuring all groups will be brought up to highest cursed player in the group, and in order for curse benefits to begin the group/player must contribute at least 50% damage to the enemy being attacked.

Suggestive Criticisms:

Then is just a rough draft of my concept. And honestly I haven't looked to see if it's even unique or original. If you have anything to suggest, or any ideas other people have come up. Please link and share them as I would greatly appreciate it.
Edited by Casul on September 15, 2020 7:42PM
PvP needs more love.
  • Vevvev
    Vevvev
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    BuildMan wrote: »
    Abuse Prevention:

    Some of you may have already thought "Why don't I just set curse 5, then have my no curse friends defeat the bosses for me?" Very good observation, in order to prevent this from occuring all groups will be brought up to highest cursed player in the group, and in order for curse benefits to begin the group/player must contribute at least 50% damage to the enemy being attacked.

    Problem with that is the potential trolling if it effected everyone around you. Just set the curse to max around those poor little new players asking in zone chat for help with the difficult world boss. If it effected only your group the same issue could occur, which is why the group leader sets the difficulty Normal/Veteran.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • SidraWillowsky
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    I don't understand why people who talk about overland content being too challenging don't just make it more challenging by removing sets or using other means to make it more difficult for them in a way that doesn't affect anyone else. Not directed at you in particular, OP, especially since you're not complaining, but I have seen SO many posts by other who are complaining and I feel like the obvious and simple solution would be to remove your strong sets or (if you have the patience/money) remove your CP entirely.
  • MagicalLija
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    I don't understand why people who talk about overland content being too challenging don't just make it more challenging by removing sets or using other means to make it more difficult for them in a way that doesn't affect anyone else. Not directed at you in particular, OP, especially since you're not complaining, but I have seen SO many posts by other who are complaining and I feel like the obvious and simple solution would be to remove your strong sets or (if you have the patience/money) remove your CP entirely.

    Having to remove sets/Cp defeats the purpose of grinding for those sets in the first place.

    I personally think it's a decent enough idea, could make even delves more interesting.

    People told me to just go try and solo a dragon. Dragons have like 3 attacks which do 50k+ damage so what's the point.

    But I admit this is one of the best solutions I've seen on the forums for a very long time, the rest are just people whining.
  • WeerW3ir
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    Sorry but your idea is utterly ... and bleeding from many point.
    I understand you feel you the zones are not enough challange after you hit max level. but think about it. back then there was veteran zones. they were literally DEAD sometimes!! nobody wanted to go back.
    Right now. adding this buff would not make any sense. he new players who just reached cp lvls wont really like it. old players did everything without a question. all zones. Why would you want to go back into the old zones? also that -75 and the +200% are way too much. it would just hurt the already inbalanced economy. beside. -75% minus?now if youre a tank or a healer? or just a new guy who not really causing any dmg. like 10k. with zhat modifier he would make 2.5k dps? tank with 3-5k.... 1k?? no thanks. just think about it.
    Edited by WeerW3ir on September 15, 2020 8:12PM
  • Dusk_Coven
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    NO.
    Because people would choose the highest setting that is still easy for them and enjoy more rewards either alone or with friends to bulldoze it down.

    Just follow the difficulty progression and move into harder instances where better loot is controlled by the controlled environment, designed enemies, and limited numbers.

    Calls for overland to be "harder" with more loot are just attempts to bamboozle ZOS into giving away more loot.

    You want harder overland? Go play TERA's Exodor expansion. Takes most classes several minutes and several health potions just to kill ONE common critter. Not even a miniboss. It's so tedious people go and grind dungeons instead.
    Edited by Dusk_Coven on September 15, 2020 8:51PM
  • Danksta
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    Imagine having 10% of your drops be legendary from overland. Gold mats would be worthless in no time.
    BawKinTackWarDs PS4/NA

  • lolo_01b16_ESO
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    I really like the idea of pve battlespirit, so I could increase the challenge and make quests more immersive for myself. It's quite annoying if you confront the big evil guy at the end of a quest line and then just dies without much of a fight.
    However, I wouldn't tie it do increased experience or much better loot. Most people who are experienced enough to survive with curse 5 already are at the cp cap and already can make gold much easier than new players.
    In my opinion the only "reward" for playing at a higher difficulty should be cosmetics.
    And to be honest, I would gladly use the curse even if there was no reward at all for doing so, just to have more fun when playing.
  • Sahidom
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    The ease of overland and non-DLC vet dungeons can be traced back to its roots from Tanrial One and Champion Point system. The scaling of skills and equipment from Tamrial One with the power scaling of CPs turned the game from challenging to stupid easy. It just got worse over time; they at one time tried to use trials as end game challenge but the power scaling was over the top. They wrote themselves into a corner, as any power loss from PVE will excite a riot of protest against their fun factor. You cant really add the OP proposal for those and other reasons; not that its a bad idea but it also points directly at how broken the system is to the staggering power combos that bypass the challenge factor of the game.
  • Casul
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    I really like the idea of pve battlespirit, so I could increase the challenge and make quests more immersive for myself. It's quite annoying if you confront the big evil guy at the end of a quest line and then just dies without much of a fight.
    However, I wouldn't tie it do increased experience or much better loot. Most people who are experienced enough to survive with curse 5 already are at the cp cap and already can make gold much easier than new players.
    In my opinion the only "reward" for playing at a higher difficulty should be cosmetics.
    And to be honest, I would gladly use the curse even if there was no reward at all for doing so, just to have more fun when playing.

    I could totally get behind cosmetics or housing items for curse 5.

    Edit:

    Also let me stress I am absolutely open to suggestions as long as they aren't shutting the idea down completely.
    Edited by Casul on September 15, 2020 10:26PM
    PvP needs more love.
  • TradoTheOne
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    I really like the idea here, but the change in stats is not enough for me alone.. I would like the mobs to react faster and maybe have a little more added mechanics.. but that would require the curse 1-5 players to join a seperate "servershard" and that would split the player base. Not good.

    But as one comment said, i would take the curse even without extra gold/loot/exp gain, even though there has to be a "point" to it, other than "punish me"
    3 2 1 - My horn
  • AcadianPaladin
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    I've no problem with an optional 'difficulty slider' type of concept such as what is described as long as that is all it affects.

    The problem with the specific proposal in this thread is how loot interfaces with groups. I would never join a group again if my difficulty could be dragged to somewhere I don't want it. Do not link the difficulty option to loot. If folks want more challenge, go for it as its own reward. There is no reason to buff overland loot for those who want to it to be harder.
    PC NA(no Steam), PvE, mostly solo
  • idk
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    You need a different name. We already have a daedric curse in the game. Go look at the sorc skills..

    I would suggest the idea is to complex. There should be just one setting to decrease damage and healing output and increase damage taken. That is all that is needed.

    The added gold and such is not needed and is very much open to exploit as players could choose the difficulty and group together to counter the added gold making the entire idea pointless. If Zos every does implement a difficulty setting it should not come with added rewards for this very reason.
  • bmnoble
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    One question the one ZOS will ask: How does that make us money?

    If its optional and they can find someway to do it only affecting opt in players, go for it, minus the extra rewards people are always saying they want to do this kinda thing for the extra challenge that should be your reward, everything else should stay exactly the same, maybe the XP bonus at absolute most.

    Should not affect group members though, since even if they group with others to get the extra loot it wont help them at all since most overland content only rewards the top 12 players fighting the boss/dolmen etc... if your handicapping your damage your unlikely to be in that top 12.

    Then again no extra rewards no reason to touch groups at all.
  • Casul
    Casul
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    Ok I have seen some great responses. Im going to look over everything and come back with a new draft. Thanks guys/gals
    PvP needs more love.
  • Sylvermynx
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    I've no problem with an optional 'difficulty slider' type of concept such as what is described as long as that is all it affects.

    The problem with the specific proposal in this thread is how loot interfaces with groups. I would never join a group again if my difficulty could be dragged to somewhere I don't want it. Do not link the difficulty option to loot. If folks want more challenge, go for it as its own reward. There is no reason to buff overland loot for those who want to it to be harder.

    The real issue will be how well something like the OP proposes will interface with so many various levels of characters who can be involved in any given encounter.

    And how much micro-managing all of that is going to add to the lag so many are experiencing.

    Mind.... I don't have "insupportable" lag - because lag is a built-in factor in my only connect being satellite. But I'm not the one who will be involved here....

    And I honestly don't give a rat's patoot if this flies - unless and until it's NOT optional.
  • Casul
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    Sylvermynx wrote: »
    I've no problem with an optional 'difficulty slider' type of concept such as what is described as long as that is all it affects.

    The problem with the specific proposal in this thread is how loot interfaces with groups. I would never join a group again if my difficulty could be dragged to somewhere I don't want it. Do not link the difficulty option to loot. If folks want more challenge, go for it as its own reward. There is no reason to buff overland loot for those who want to it to be harder.

    The real issue will be how well something like the OP proposes will interface with so many various levels of characters who can be involved in any given encounter.

    And how much micro-managing all of that is going to add to the lag so many are experiencing.

    Mind.... I don't have "insupportable" lag - because lag is a built-in factor in my only connect being satellite. But I'm not the one who will be involved here....

    And I honestly don't give a rat's patoot if this flies - unless and until it's NOT optional.

    Yeah lag is definitely a worrying factor. I wouldn't want pve overland to deal with the lag Cyrodiil experiences.

    I would want optional to be my design. Forced content would be a mistake. But again I'm going to come back tomorrow with a redesigned version.
    PvP needs more love.
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