There's no dichotomy between the game being hard and newb friendly at the same time, and this is where most people seem to fail when they complain about those who want a harder gameIt's your fault if the game is too easy bro, just remove all your equipment, only use light attacks, get stuck at level one and tie both your hands together if you want some challenge. If the game is still easy after that, then try playing the game while dancing the macarena.
Do i need to say that's sarcasm?
Players should not be forced to hinder themselves and remove their character's progression if they want some challenge.
Players should search for challenge in specially made challenging instances, not in content, which is supposed to be newb friendly and help to gear up before doing challenging stuff. Not mentioning material nodes being "guarded" by mobs.
newtinmpls wrote: »Even on a level 25 in level 8 training gear you can slaughter all overland content with zero difficulty
If by "training gear" you mean a crafted set with all training (and likely glyphed up as well) then yeah, not surprised here.
I challenge you to run a level 25, with ONLY dropped gear picked up by that actual character, dropped glyphs used, no potions or poisons other than what drops to that character.
For people with no other characters, no supportive guilds or friends, and new to the game - this is how they run.
then solo everything in craglorn or the horrors in imperial city
That's half of the problem, overland is so easy it never ask the player to learn to do anything. Potions? Who needs them. Bashing mobs? What now? Applying dots? Why when spamming this one skill works wonders. The lack of any content for newer players to practice in, to challenge them in without breaking their teeth in is part of the reason it is hard for players to go from overland content to anything else. Challenge invites people to try new things and to learn, and overland offers none of that.
The second point is I can't bring myself to do any overland quest when I know full well the 'big bad' that's been built up over the whole questline requires me to make myself a quadruple amputee to even pose a threat. The big bad vampire at the end of the Rivenspire quest chain got two tapped by me back before I was comfortable even touching vet dungeons, but now that I know how to play it doesn't matter how much I gimp myself, overland mobs are a hollow waste of time and rob quest from any dramatic stakes they could have had. Think of it like watching a show with a superpowered main character who instantly solves any problems, unless it's supported by something else that show would get boring fast, and anyone who knows how to play the game and regularly runs challenging content, eso's overland is just that.
unless your alchemist you wont know about them anyway, or accidentally find them in a guild store and think, "so melt all my money to make normal dungeon a cake walk.*gets one shot by boss anyway<_<
if youre not a pro-meta-anim-cancel-bot who can go from 1-cp160 in an hour on a fresh account, youll learn block and bash benefits, as most players will read the tip that says block yellow charge, bash red, dodge telegraph.
dots vs spammables:unless your super duper loaded in regen/pots/max res, spamming wont kill much(20k and vamp claw maybe, cant remember all single target skills that do more damage with so little requirement), unless they are 50-160, they havent tried everything out... or higher since they may have ignored main story and somehow didnt fight alot of FG xp targets, or found enough books to try fire rune and comet.
second point:then go play gw2:heart of thorn, it was never nerfed, i even tried it last year for some forgettable reason
I feel like the "I want to go back and experience the story"... is a self created issue for people that power leveled through the game, got bored and now want to go back and see what all the excitement is about, but can now cake-walk it and it isn't as exciting as everyone makes it sound because of that.
I have done the zone story quests on most of my chars (11 of them), but I am going back now to experience the stories in all the zones side quests. To me at least, it makes not one iota of difference that my CP810 can kill mobs easily, the fun is actually in the stories and it is taking forever to get through them when you take the time to listen to them and read all the associated books laying about that enhance them and give deeper insight into what's going on. I also get to help out a ton of lower level players who are struggling with some of it, which is fun.
I really don't think that adding an option for harder overland mobs will enhance anything, especially the story. IMHO that content should have been done while someone was a low level anyways... as it was designed to be done.
That's half of the problem, overland is so easy it never ask the player to learn to do anything. Potions? Who needs them. Bashing mobs? What now? Applying dots? Why when spamming this one skill works wonders. The lack of any content for newer players to practice in, to challenge them in without breaking their teeth in is part of the reason it is hard for players to go from overland content to anything else. Challenge invites people to try new things and to learn, and overland offers none of that.
The second point is I can't bring myself to do any overland quest when I know full well the 'big bad' that's been built up over the whole questline requires me to make myself a quadruple amputee to even pose a threat. The big bad vampire at the end of the Rivenspire quest chain got two tapped by me back before I was comfortable even touching vet dungeons, but now that I know how to play it doesn't matter how much I gimp myself, overland mobs are a hollow waste of time and rob quest from any dramatic stakes they could have had. Think of it like watching a show with a superpowered main character who instantly solves any problems, unless it's supported by something else that show would get boring fast, and anyone who knows how to play the game and regularly runs challenging content, eso's overland is just that.
unless your alchemist you wont know about them anyway, or accidentally find them in a guild store and think, "so melt all my money to make normal dungeon a cake walk.*gets one shot by boss anyway<_<
if youre not a pro-meta-anim-cancel-bot who can go from 1-cp160 in an hour on a fresh account, youll learn block and bash benefits, as most players will read the tip that says block yellow charge, bash red, dodge telegraph.
dots vs spammables:unless your super duper loaded in regen/pots/max res, spamming wont kill much(20k and vamp claw maybe, cant remember all single target skills that do more damage with so little requirement), unless they are 50-160, they havent tried everything out... or higher since they may have ignored main story and somehow didnt fight alot of FG xp targets, or found enough books to try fire rune and comet.
second point:then go play gw2:heart of thorn, it was never nerfed, i even tried it last year for some forgettable reason
If that were true then you wouldn't get vet direfrost pugs who don't know how to cc break, or how to bash the many bosses that have pin+one shot attacks. If overland doesn't ask for you to do something people won't tend to remember. I remember doing a darkshade 2 (old way of saying vet) and was given my first bit of food before the netch boss because I had never done it before. That alone is a huge game-changer that new players likely never see until told because overland never even suggests you need anything more to work with. Challenge makes people learn, even if its only minor, just give trash mobs half a brain is all I'm asking, and giving us quest bosses that are worthy of the buildup so experienced players don't feel like demigods tending to worthless trash while doing quest (which I would do if they weren't so laughably dull).
That's half of the problem, overland is so easy it never ask the player to learn to do anything. Potions? Who needs them. Bashing mobs? What now? Applying dots? Why when spamming this one skill works wonders. The lack of any content for newer players to practice in, to challenge them in without breaking their teeth in is part of the reason it is hard for players to go from overland content to anything else. Challenge invites people to try new things and to learn, and overland offers none of that.
The second point is I can't bring myself to do any overland quest when I know full well the 'big bad' that's been built up over the whole questline requires me to make myself a quadruple amputee to even pose a threat. The big bad vampire at the end of the Rivenspire quest chain got two tapped by me back before I was comfortable even touching vet dungeons, but now that I know how to play it doesn't matter how much I gimp myself, overland mobs are a hollow waste of time and rob quest from any dramatic stakes they could have had. Think of it like watching a show with a superpowered main character who instantly solves any problems, unless it's supported by something else that show would get boring fast, and anyone who knows how to play the game and regularly runs challenging content, eso's overland is just that.
unless your alchemist you wont know about them anyway, or accidentally find them in a guild store and think, "so melt all my money to make normal dungeon a cake walk.*gets one shot by boss anyway<_<
if youre not a pro-meta-anim-cancel-bot who can go from 1-cp160 in an hour on a fresh account, youll learn block and bash benefits, as most players will read the tip that says block yellow charge, bash red, dodge telegraph.
dots vs spammables:unless your super duper loaded in regen/pots/max res, spamming wont kill much(20k and vamp claw maybe, cant remember all single target skills that do more damage with so little requirement), unless they are 50-160, they havent tried everything out... or higher since they may have ignored main story and somehow didnt fight alot of FG xp targets, or found enough books to try fire rune and comet.
second point:then go play gw2:heart of thorn, it was never nerfed, i even tried it last year for some forgettable reason
If that were true then you wouldn't get vet direfrost pugs who don't know how to cc break, or how to bash the many bosses that have pin+one shot attacks. If overland doesn't ask for you to do something people won't tend to remember. I remember doing a darkshade 2 (old way of saying vet) and was given my first bit of food before the netch boss because I had never done it before. That alone is a huge game-changer that new players likely never see until told because overland never even suggests you need anything more to work with. Challenge makes people learn, even if its only minor, just give trash mobs half a brain is all I'm asking, and giving us quest bosses that are worthy of the buildup so experienced players don't feel like demigods tending to worthless trash while doing quest (which I would do if they weren't so laughably dull).
But they will feel like trash, because story bosses aren't oriented on group play and BiS gear. They are accessible for everyone. Vet players in trial gear and large pile of CP will still faceroll them.
Just enjoy the fact that you are stronger than the bosses that no one could handle. That is why they are presented so strong as to give a reason to push them onto a player who is stronger than any boss.
Nope. Story is delivered through dialogs , books , notes and environment. Combat is just a filler.The story for some people is just the text, but a video game has gameplay, ESO's being mainly combat, and the story is delivered through it.
As someone who knows how to play the game, any combat outside of dungeons and trials or pvp is so flat and dull that all the endless cries from npcs for help are laughable.
"Oh no, this ancient lich has risen!" only means that there is what, some shabby old robed skeleton that will require talking to 20 people first before I get a chance to push it over with a slight tap. The stories lose their foundation when the thin veil of gameplay is pulled back for some people, I can't invest myself in a story when I know the outcome will be so anti-climatic.
Massacre_Wurm wrote: »Nope. Story is delivered through dialogs , books , notes and environment. Combat is just a filler.The story for some people is just the text, but a video game has gameplay, ESO's being mainly combat, and the story is delivered through it.As someone who knows how to play the game, any combat outside of dungeons and trials or pvp is so flat and dull that all the endless cries from npcs for help are laughable.
Just as laughable as restoring your stamina with heavy attacks or conjuring a skeleton with said stamina."Oh no, this ancient lich has risen!" only means that there is what, some shabby old robed skeleton that will require talking to 20 people first before I get a chance to push it over with a slight tap. The stories lose their foundation when the thin veil of gameplay is pulled back for some people, I can't invest myself in a story when I know the outcome will be so anti-climatic.
Well,. its not a single-player game where everything is about you.
Agenericname wrote: »@Michae
If the case were that I "power leveled" I might feel differently, but it isnt the case. I have farmed for levels exactly twice and it wasnt for CP, it was for ability levels.
I did the zones, dailies, guilds, pvp, crafting, got all the dolmens, all the public dungeons, and just about everything there is to do. My main is 1340 CP and I have 13 quests in Malabal Tor to wrap up the achievements for the AD, and they're painfully boring.
I think the part most people are missing, or willfully ignoring, is that what is being asked for isnt to make life harder on new players, its an additional level for veteran players.
I believe that youre correct in that theyre not going to overhaul the base game to add mechanics, so adding health is about the only way it would be feasable, realistically, however, in some cases higher health pools do in fact make the fights more engaging. VSCP for example, if you have 2 compentent damage dealers you're in all likelihood not going to see her mechanics because they can burn to the next damage threhold fast enough to avoid them. The only way that you will see the mechanics, as painful as they can be for some, is to not be able to beat that timer, either lower damage or higher health.
We can remove CP and typically when I make a new character I do not place them. Its an impractical solution though. The only players that have access to faster CP changes are on PC and only those that run the add ons. In addition there is the cost. If I wanted to quest while waiting in the queue then the exchange is 3k to drop CP, then 3k to add them back when I get to the dungeons each dungeon. If youre a DD that can be 18k gold per day. And even then it only applies to those people.
It would be an option if it were accessible and practical, but currently it isnt. They could disable CP in overland as far as Im concerned. It wouldnt effect new players at all given that they dont have any.
It's your fault if the game is too easy bro, just remove all your equipment, only use light attacks, get stuck at level one and tie both your hands together if you want some challenge. If the game is still easy after that, then try playing the game while dancing the macarena.
Do i need to say that's sarcasm?
Players should not be forced to hinder themselves and remove their character's progression if they want some challenge.
Players should search for challenge in specially made challenging instances, not in content, which is supposed to be newb friendly and help to gear up before doing challenging stuff. Not mentioning material nodes being "guarded" by mobs.
There's no dichotomy between the game being hard and newb friendly at the same time, and this is where most people seem to fail when they complain about those who want a harder gameIt's your fault if the game is too easy bro, just remove all your equipment, only use light attacks, get stuck at level one and tie both your hands together if you want some challenge. If the game is still easy after that, then try playing the game while dancing the macarena.
Do i need to say that's sarcasm?
Players should not be forced to hinder themselves and remove their character's progression if they want some challenge.
Players should search for challenge in specially made challenging instances, not in content, which is supposed to be newb friendly and help to gear up before doing challenging stuff. Not mentioning material nodes being "guarded" by mobs.
I mean, there is "easy" overland, which is not easy for no CP new players, which start in Vvardenfell and get beaten to death by trolls, flying things and story bosses and at the same time there are difficult dungeon modes. People search for challenge in wrong places imho and then complain.
Also CP being account wide is imho part of the problem. People make lvl 1 CP999999 chars and complain that overland is easy. Yeah, it will be easy.
I seriously don't get why so many people seem to get offended and feel personally attacked when someone asks for a difficulty slider.
joseayalac wrote: »Make it FUN please!
I love questing and I've been super satisfied with the storytelling of this game, but when it comes to combat in this kind of content, it just feels like a chore to spam my skills again and again just to kill some cardboard enemies.
I get that there's new players who can't even kill some of this bosses but you could make it scalable or introduce a vet overland or something.
This has been said countless times and is LOOOONG overdue!