@Luckylancer so it sounds like you agree that overland content is too easy, but that you aren't a fan of optional monster buffs or player debuffs that offer an incentive?
Do you think that there is any way to make overland content "challenging & fun" again?
I remember how great it was at level 10 too. I wonder if there is a way to recreate that?
etchedpixels wrote: »@Luckylancer so it sounds like you agree that overland content is too easy, but that you aren't a fan of optional monster buffs or player debuffs that offer an incentive?
Do you think that there is any way to make overland content "challenging & fun" again?
I remember how great it was at level 10 too. I wonder if there is a way to recreate that?
If you are US go to EU and vice versa and start again. At least on PC you've got access to both and they are totally independent.
Alan
To put it simple you can start by resetting your champion points and use no more than 150 or even none. Truth being told is that level 10 with 810 cp distributed is no challenge at all. In case of some characters using just greens it may be easier than fresh level 50 with some cp 160 blues.I remember how great it was at level 10 too. I wonder if there is a way to recreate that?
And, perhaps 80% of the player base.
And, perhaps 80% of the player base.
I think suggesting 80% of the player base agrees is a huge assumption.
Myself, I enjoy the challenge of the arenas and trials but when it comes to overland that is stories and the lack of difficulty is far less important than the quality of the story and its telling.
However, I expect Zos will reset the baseline of this game with a future increase in the gear cap/level cap which might come with or shortly after the change to CP. Ofc, this is just a guess and I am willing to note it as such when I am making an assumption.
I find the quest design pretty boring.
Even as far back since Morrowind, it feels like there's a lot more running from npc to npc than fighting mobs.
If "cutscenes" and dialogs vere actually interesting this wouldn't be so much of an issue, but alas.
Don't think overland mob difficulty is ever going to change, ZoS wants as many players to be able to explore the world as possible, and this includes completely new players with 0 gear.
alterfenixeb17_ESO wrote: »To put it simple you can start by resetting your champion points and use no more than 150 or even none. Truth being told is that level 10 with 810 cp distributed is no challenge at all. In case of some characters using just greens it may be easier than fresh level 50 with some cp 160 blues.I remember how great it was at level 10 too. I wonder if there is a way to recreate that?
@Pywrath
Even a forum poll is not valid when speaking to what the population thinks. It only deals with dorm goers which tend to be more passionate in a subject. Even then it only reflects the thoughts of those I'm the forum who care enough to vote which is usually a very small number.
@Pywrath
You haven't answered the question about what happens when two players with different difficulty settings arrive at the same world boss? How does the game decide which difficulty level the boss is set at?
Or do the higher difficulty players have their own instance? So an instance for normal difficulty, another for medium and a 3rd for hard?
And I'd go as far to say you should be difficulty locked for the month, and it should apply to all your characters. So no deciding the lack of mats and drops isn't for you after a few days. You want it? You have to have it for a month. At the end of the month you can change your difficulty.
Wonder how many would choose to stay in hard mode? I suspect it would be a very underpopulated instance, meaning all the work Zos did to generate it would have been wasted.
@Pywrath
Even a forum poll is not valid when speaking to what the population thinks. It only deals with dorm goers which tend to be more passionate in a subject. Even then it only reflects the thoughts of those I'm the forum who care enough to vote which is usually a very small number.
Wait, @idk, are you suggesting that --polls-- aren't accurate?!
Haha. JK. Good point. Yes, would be very tough to get anything more than a rough estimate, at best.
By a lot really. DPS bonus from cp (not counting cp for resource management) can boost it at level 10 by up to 100%. At 50 it's less due to i.e. gear however still something noticeable for sure assuming you have 810 points to distribute. But then just from CP's you can get u to 15% of recovery supported by for instance -20% in block and dodge roll cost. Just think about it. Also for def in some builds at least easily half of def stats are coming from cp which is sick btw but then that's how it works.
@alterfenixeb17_ESO, your idea is great. Can't believe I hadn't thought of that. I wonder how much of this problem is caused by CPs anyhow. My only (minor) problem with this approach is there is no additional reward for doing so. But that's the case for just about any game's difficulty slider that I've played.
Using those original data if you do not use champion points then you are just a level 50. All mobs are cp 160 which is expected to be equal to old vet rank 16 more less. Ofc it's a simplification (if they were vet rank 16 and you were just vet rank 1 then gl with doing anything) but otherwise this could get you close enough really. Also you may want to add to this list of "do not use this" some trial gear too as well as monster sets - they were not even part of the original game and the idea behind this approach is to recreate original as much as possible.I would like to see some additional "reward" for increasing difficulty. Whether there's a debuff or as @MattVH suggests, an option to set overland content to veteran.
@vestahls I haven't tried solo trials yet. That's something to play around with. Any in particular you recommend starting with? Thanks!
It may well be less of an issue for healers because healers are usually Magicka-heavy characters. If you've got enough skill points for the magicka damage as well as the healer skill-sets, and their respective weapons, switching from Healer to DPS in single player may be not too bad, since you're already high in at least one offensive stat, so even if your CPs are mainly set up for healing rather than offence, at least you've got a high basic offensive stat to hurt the mob with.
I’ll never agree with nerfing the player in the same instance as other players because it’s opting to make yourself less effective in comparison to others. It only works if it’s a separate instance.
To be clear this does mean that ZOS needs to go over the power creep of Champion points. Because I remember fights before one Tamriel that used the same mechanics but we’re definitely harder - so there is a question of how buffed the player is, without CP.
That aside
A separate instance for Enemies do need them to be tougher. By tougher I don’t just mean increased stats but more abilities. The enemies need to be more capable.
Story Bosses definitely need this - not just Main Story Bosses but Zone Story Bosses. increased stats and mechanics.
As it stands many Story bosses are not only very weak in numbers but present no actual threat mechanically.