SilverBride wrote: »@Iccotak If you would consider an optional difficulty for the main storyline antagonist, and that you could only fight him one time, as the quest stands now, you would probably gain a lot more support. I know I would find that reasonable.
It's the repeatable part that I find unnecessary and unfair. It would cheapen the antagonist to put him on farm. He had a part to play in the story, he played it, now let him rest.
I'm not sure where this is evident. Could you give some examples? But regardless of what they have done in the past, what they will consider now may be different. Especially if the request was reasonable and had a lot of support.ZOS doesn't make non-repeatable content hard, this is evident everywhere in the game.
What if they made it so you could fight him one time on each difficulty with each of your characters? So characters who fought him on regular difficulty the first time could go back and experience the fight on vet... but only once.Making it repeatable with a Veteran mode allows players of various play-styles who beat the boss to go back and experience the epic boss fight on their main toon. Not everyone wants to start a new character just so then they can experience a story and it's climatic boss fight. Take into account that not everyone plays the same way.
I know it doesn't seem that way to you, but it does for some others. I don't do vet dungeons and trials because I choose not to. I know they give better rewards, and that I won't get these rewards if I don't do the content. But dungeons and trials are very different from storyline quests. When you defeat the final antagonist of that chapter of the story, it's over. It is not fair to make it repeatable because it will turn it into a farming situation that benefits a few. But If you could only do it once, or once on each difficulty as mentioned above, that would be a lot more fair to all.There is nothing unfair about the system. Many people here, including myself, have addressed your concerns about "Vet Loot" multiple times and either you did not read them or ignored them. There is nothing unfair about getting a cosmetic for doing the content that everyone has access to.
Some major MMO's have repeatable story boss fights because they put their final bosses in raids, WoW specifically. And it's always been that way for their game. But this isn't one of those games. And the storyline antagonists aren't meant to be killed repeatedly in this game. So we can't make a fair comparison between the two.I do not think that it cheapens it at all. Major MMOs have repeatable Story Boss Fight because those bosses are the end boss of the expansion. It doesn't make sense for the boss of the year arc, that is unlocked by doing both the chapter and story dlc, to not at least have a difficulty option. Right now they are basically easy solo dungeons.
so the game isn't fun to you anymore because you feel compulsion to get a variant of a title or the same ring but in purple? that... is... something for sure.
SilverBride wrote: »The only way they can increase the difficulty of overland content is if they make it so you have to complete the zones in a linear fashion, with each zone becoming more difficult than the previous. But this would stop new players who joined the game for the new expansions and DLCs from even seeing that content for a very long time.
Having the zones scale to the player's level is the better choice, and is what is in place now. I'm not sure if that also takes gear into account, but if it doesn't, it should.
Dungeons and trials, however, could have another tier of difficulty added. This is done in other games and players seem satisfied with it. The one problem I see with that, however, is then there will be even more boredom with the base game by some of those players. But if they scale the zone more to the player, this shouldn't have to be so.
The way things were back then didn't work. This is why it was changed. Going back would be a huge mistake.
Seminolegirl1992 wrote: »
You are one of the most selfless people in this forum. I respect the heck out of that. The fact you are a casual player that wants everyone to have their immersion speaks volumes of your character
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
The way things worked 6.5 years ago did work and worked well. We had to use our basic skills to deal with mechanics. Zos has nerfed things to the point we just DPS through the fights.
As a result we have ended up with players players with high CP that don’t realize they have an interupt. That’s very sad but I have run into players that don’t know these things because they do not need to use them until in a group.
I did remove them from the group since they could not do what was needed.
What doesn’t work is having all this content designed so players are ignorant of such basic combat skills.
Again, what is suggested in this thread is not the way to do it. Not only is it overly complicated but it does not deal with the real issue I have brought up.
God I'd take it in a heartbeat! As long as it stops me from getting bored to death after questing for more than 30 minutes.You say the hard mode is for a challenge. Well that's my solution. Hard mode with no reward. Now how many people want to do it? Not many I bet.
slirm
These are all very good points and I think a separate thread should be started as a sensible discussion about how Overland has changed and failed to bridge the gap between content & various play-styles. I will write one up would you like to see a rough draft ?
God I'd take it in a heartbeat! As long as it stops me from getting bored to death after questing for more than 30 minutes.
Right now I've decommissioned my old templar tank from endgame activities and use him for questing after nerfing him. His damage is low because he has tank stats and CP and movement speed boosting gear. Nothing in questing comes close to hurting him but at least he can't vaporize his enemies with a single ability. It helps with the story immersion a lot.
But I can't do this with my dps characters because they actively do end game content, I can't do massive reconfigurations on them for questing and then back to endgame. While I usually do all questing stuff on one character, I still like to do certain zones with matching races. For example, doing orisinium zone with an Orc, doing summerset zone with a High elf. I find it pretty neat that npcs say different things and the occasional quest offering alternative objectives depending on your race.
When I'm questing I don't care about achievements, I don't care about loot, I don't care about gold reward. All I care about is the story and a matching immersion. If some overland gear interests me, I'd buy it from guild traders. Wouldn't waste a minute farming them.
Farming gear has become a lot less necessary anyways with the sticker book.
It’s almost like I am making it work for more than just one type of player.
Almost as if it’s a system that gives challenge for those who want it in their story play-through but also has incentive and appeal for other reasons to different players, rather than cater to one specific play style.
Like I’m trying to make it more...accessible.
But no that couldn’t be it at at all.
I must have some secret agenda to make an activity to farm one purple item really inefficiently.
Oh Wait - just like a dungeon, if you completed the story already you’re not going to get a quest reward for fighting the same boss again. So if you already got the Tharn family ring then you’re not gonna get it again by doing the same encounter.
Like I said many, many, many times there wouldn’t really be any “vet level loot“ to get. The only rewards that would be there to pursue would be achievements - if you really wanted cosmetic items like a title or dye 🤷♂️
It is really quite simple. Rebalance the game to adjust for the power creep. This is both overland and instances. It is also not the same as making it challenging for those who want a challenging overland.
This is not the same as returning to the same difficulty it was in 2014 but merely brings in some resistance so newer and lesser experienced players need to use those basic skills the tutorial teaches us. Interrupt and block.
SilverBride wrote: »
When I read statements like that what I hear is "You are not good so let's make the game harder and force you to get good."
You cannot force players to develop their characters to anything other than what they want them to be. Not everyone cares about being the best. Many just want to enjoy the story, complete questlines and fill in maps, earn achievements, roleplay, craft, decorate their houses... all valid ways for them to play their game.
But that is another subject for another thread, so let's not wander away from the topic in this one.
Well, that is a huge exaggeration (to name it nicely). Any of my (far not just crafter) characters with 3 full sets (including monster sets) purple and gold with a health of about 9k - 11k and health recovery of about 300 - 350 (per 2 seconds) would die to any 2 or 3 mobs in less than 10 seconds with hands off keyboard. No idea what game are you playing, but I am yet to see ESO story boss with damage less than 150 per second.
It's not about being the best. It's not something I care about. But I find that the power creep even on a crafter character will eventually make them unbeatable to Main story bosses. To me that is the problem; when self healing auto regeneration keeps you from dipping below 75% health. Where is the fun if you simply can not die even with hands off the keyboard for ten minutes. It's kind of sad that you'd have to strip off all items and CP to back to having it "difficult". I think it does shows that the relative power scaling is broken. I don't think I'm the only on that thinks that.
Well, that is a huge exaggeration (to name it nicely). Any of my (far not just crafter) characters with 3 full sets (including monster sets) purple and gold with a health of about 9k - 11k and health recovery of about 300 - 350 (per 2 seconds) would die to any 2 or 3 mobs in less than 10 seconds with hands off keyboard. No idea what game are you playing, but I am yet to see ESO story boss with damage less than 150 per second.
I can only speak of my experience. 9k - 11k seems really low. Mine shows to be 23k with 366 health recovery. Simple overland gear like Grace of Gloom kicks in extra heals and Major Evasion. So it seems that I'm much more tankier than what you are thinking is acceptable. There are a lot of damn variabilities in the game and assuming everyone else is running your meta is nonsense. But you are right. I'll make a character of glass that easily dies in Craglorn or in PVP area. Thanks. Can you send me gold so I can respec every time I want to do regular content?
You can't use a tank build and then complain that character is not dying in overland content. There is no logic in this. Should we increase the difficulty of overland content so that it is dangerous for vet hm trials tanks?
You can't use a tank build and then complain that character is not dying in overland content. There is no logic in this. Should we increase the difficulty of overland content so that it is dangerous for vet hm trials tanks?
“Optional difficulties”
I don't study this game. I don't spend time reading articles on builds or theory crafting. I don't watch videos educating me on how I'm "supposed" to play the game. I am a pretty casual player who spends most of my time gathering materials and doing quests. I've done this for over a year or so and reached almost 500CP. What I've noticed is that simply doing this lead me to my observation. The logic is that I didn't read in game hints that said "limit yourself to 10k health; It makes the game a challenge".
Maybe if all the other casuals that are complaining that the game is too "hard" they could increase their health attribute instead of making "scary" level monsters easier. Maybe health should be limited to a max amount. Maybe "Scary" level creatures should scale differently. I don't know, but insulting people certainly doesn't help gain an understanding of what people are seeing when they play the game.
Personally I would play a Veteran Story Boss despite a lack of rewards, as would many others here because they are tired of way too easy solo content BUT