...the idea that we’re so powerful that none of these big super bads (who are all in the trailers) are not a threat to us is frankly boring and disappointing.
Again if that’s your thing then good for you - we’re asking for our own separate story experience so then we can have an experience that we enjoy.
SilverBride wrote: »...the idea that we’re so powerful that none of these big super bads (who are all in the trailers) are not a threat to us is frankly boring and disappointing.
Again if that’s your thing then good for you - we’re asking for our own separate story experience so then we can have an experience that we enjoy.
We are never going to see eye to eye on this, and it's been debated back and forth for several threads now. So rather than keep that going I presented some proposals that I feel would satisfy most of the players on either side of this debate.
I would appreciate if you would just spell out the particulars of how you would like this to be executed. Because honestly for myself it's not the idea I'm against as much as how it would be done, because it needs to remain fair to all.
SilverBride wrote: »I literally beat the main story quest boss under 2-3 minutes (which was longer bc he had a stupid gamic of a mechanic that made him invulnerable so nothing engaging or intuitive) with only a helmet equipped, just weapons, a greatsword. I was level 13/15 with 0 CP points allocated.
And this is bad why? You are talking about the base game and story, not the final boss in a veteran trial. It is not going to be challenging. This is why veteran dungeons and trials and arenas were developed. That is where the challenge is and that is where the challenge should remain.
ESO is perfectly fine for the majority of its players just as it is. If this suggestion were to actually be implemented, optional or otherwise, there would be a lot of players leaving, many of whom are subscribers.
because i paid 50 dollars for a comprehensive gameplay, instead i got an average pretty zone, below average story like with unneeded *** of expositions and portals from point A and B. Its bad because you casual players aren't the only group that plays ESO and is entitled to have it your way, the game was literally changed from hard to easy. It didn't start of easy, therefore it amassed players who wanted hard content for stories. Does that make sense?
There is hard content in the game.
Its called Trials, Arenas and Vet Dungeons.
We are well aware. I don't think people are asking for hard content so much as to not make everything overland so ridiculously easy. Or at least give up options to how hard we want it. Give the One Tamriel mechanics already built in most of the hard work for this is already done. All that has to be done is adjust the bonus/penalties per character based on the difficulty we want.
There is hard content in the game.
Its called Trials, Arenas and Vet Dungeons.
We are well aware. I don't think people are asking for hard content so much as to not make everything overland so ridiculously easy. Or at least give up options to how hard we want it. Give the One Tamriel mechanics already built in most of the hard work for this is already done. All that has to be done is adjust the bonus/penalties per character based on the difficulty we want.
I know what people are asking for. However, all that will happen is the numbers get skewed, do less damage and take more damage. What people really want are different levels of mechanics. That can't be done in a MMO.
I watch players all the time all over the game trading blows with mobs for extended periods of time. The Overland Content is fine for them. I also see players mow down the mobs.
Of course people can self gimp, suggesting that just stirs up people and their torches.
So, all you have left is to do the content that is hard if you want more of a challenge.
SilverBride wrote: »...the idea that we’re so powerful that none of these big super bads (who are all in the trailers) are not a threat to us is frankly boring and disappointing.
Again if that’s your thing then good for you - we’re asking for our own separate story experience so then we can have an experience that we enjoy.
We are never going to see eye to eye on this, and it's been debated back and forth for several threads now. So rather than keep that going I presented some proposals that I feel would satisfy most of the players on either side of this debate.
I would appreciate if you would just spell out the particulars of how you would like this to be executed. Because honestly for myself it's not the idea I'm against as much as how it would be done, because it needs to remain fair to all.
Shortest write-up for what I would expect is:
Toggle option in whatever menu to activate veteran overland
You get ported to a separate instance with its own rule-set
Mobs in this instance have
- Slightly increased health and damage
- Significantly reduced cooldown on abilities
- Worthless abilities replaced with meaningful ones, with new skills added to flesh them out
That last point includes things like
- Healer mobs having no cooldown on their single target heal unless interrupted
- Heavy hitting mobs gaining far more damage on their channeled attacks to properly encourage blocking and dodging
- Conjurer mobs not summoning bubbles
- Tank mobs having the 'yeet self from battle' ability replaced with something like the shield bulwarks in kynes aegis have
Since many mobs are part of overarching 'classes', updating a single template would update many enemies, which if ZOS has a clean back end for this it would hopefully not be horribly time intensive to do, as for a per-encounter balance, leave it as is so every fight is different with different group compositions.
SilverBride wrote: »SilverBride wrote: »...the idea that we’re so powerful that none of these big super bads (who are all in the trailers) are not a threat to us is frankly boring and disappointing.
Again if that’s your thing then good for you - we’re asking for our own separate story experience so then we can have an experience that we enjoy.
We are never going to see eye to eye on this, and it's been debated back and forth for several threads now. So rather than keep that going I presented some proposals that I feel would satisfy most of the players on either side of this debate.
I would appreciate if you would just spell out the particulars of how you would like this to be executed. Because honestly for myself it's not the idea I'm against as much as how it would be done, because it needs to remain fair to all.
Shortest write-up for what I would expect is:
Toggle option in whatever menu to activate veteran overland
You get ported to a separate instance with its own rule-set
Mobs in this instance have
- Slightly increased health and damage
- Significantly reduced cooldown on abilities
- Worthless abilities replaced with meaningful ones, with new skills added to flesh them out
That last point includes things like
- Healer mobs having no cooldown on their single target heal unless interrupted
- Heavy hitting mobs gaining far more damage on their channeled attacks to properly encourage blocking and dodging
- Conjurer mobs not summoning bubbles
- Tank mobs having the 'yeet self from battle' ability replaced with something like the shield bulwarks in kynes aegis have
Since many mobs are part of overarching 'classes', updating a single template would update many enemies, which if ZOS has a clean back end for this it would hopefully not be horribly time intensive to do, as for a per-encounter balance, leave it as is so every fight is different with different group compositions.
Thank you for a well presented proposal. It all sounds reasonable to me as long as the experience and rewards remain the same for both difficulties. This is important to me because it's the base story. It's not like dungeons and trials that have different difficulties with different rewards.
The base story is where players quest and level and find their initial gear. It should not offer an advantage to any groups just because they can handle more difficult content.
SilverBride wrote: »Thank you for a well presented proposal. It all sounds reasonable to me as long as the experience and rewards remain the same for both difficulties. This is important to me because it's the base story. It's not like dungeons and trials that have different difficulties with different rewards.
The base story is where players quest and level and find their initial gear. It should not offer an advantage to any groups just because they can handle more difficult content.
I agree, like I said, if people were that determined for a specific piece of gear or to grind exp, they're much better off just running on normal, plus it cuts back on how many things would need to be changed.
There is hard content in the game.
Its called Trials, Arenas and Vet Dungeons.
We are well aware. I don't think people are asking for hard content so much as to not make everything overland so ridiculously easy. Or at least give up options to how hard we want it. Give the One Tamriel mechanics already built in most of the hard work for this is already done. All that has to be done is adjust the bonus/penalties per character based on the difficulty we want.
I know what people are asking for. However, all that will happen is the numbers get skewed, do less damage and take more damage. What people really want are different levels of mechanics. That can't be done in a MMO.
I watch players all the time all over the game trading blows with mobs for extended periods of time. The Overland Content is fine for them. I also see players mow down the mobs.
Of course people can self gimp, suggesting that just stirs up people and their torches.
So, all you have left is to do the content that is hard if you want more of a challenge.
To Add onto @CP5 solution
Bosses
Main Story Bosses now have a Normal/Veteran instance.
- Normal
- Veteran
- Veteran HM
Players can’t do the fight multiple times to experience the different difficulties.
Veteran Story Bosses have improved stats and mechanics. (Overhaul) they are Not as hard as a Trial but still has Challenge & Engaging gameplay.
It’s designed for solo but players can bring friends to fight it.
It still only drops zone gear with no increase in quality.
———————————————————
In Overland- World Bosses & Dolmens scale to more players in Veteran Zones.
There is hard content in the game.
Its called Trials, Arenas and Vet Dungeons.
We are well aware. I don't think people are asking for hard content so much as to not make everything overland so ridiculously easy. Or at least give up options to how hard we want it. Give the One Tamriel mechanics already built in most of the hard work for this is already done. All that has to be done is adjust the bonus/penalties per character based on the difficulty we want.
I know what people are asking for. However, all that will happen is the numbers get skewed, do less damage and take more damage. What people really want are different levels of mechanics. That can't be done in a MMO.
I watch players all the time all over the game trading blows with mobs for extended periods of time. The Overland Content is fine for them. I also see players mow down the mobs.
Of course people can self gimp, suggesting that just stirs up people and their torches.
So, all you have left is to do the content that is hard if you want more of a challenge.
I admit that I don't know exactly what this "narrative of higher level gear" is nor why it should be false. However, I tried the following on PTS:
SilverBride wrote: »To Add onto @CP5 solution
Bosses
Main Story Bosses now have a Normal/Veteran instance.
- Normal
- Veteran
- Veteran HM
Players can’t do the fight multiple times to experience the different difficulties.
Veteran Story Bosses have improved stats and mechanics. (Overhaul) they are Not as hard as a Trial but still has Challenge & Engaging gameplay.
It’s designed for solo but players can bring friends to fight it.
It still only drops zone gear with no increase in quality.
———————————————————
In Overland- World Bosses & Dolmens scale to more players in Veteran Zones.
Thanks for the input. I'm not sure how I feel about bringing friends to fight the story boss but it's something to consider. Otherwise I find it fair to all players, which was a big concern for me.
My only hesitation is how much time and resources it would take to implement, and would this take away from other issues that need their attention right now?
As for time and resources - I’m of the opinion that their will always be issues, fixes, balancing, implementation, etc etc. it’s an MMO - they have to do fixes, Quality of Life updates, and paid content all at once.
There’s always going to be things to add, update, and fix.
So the question is more so should this be a quality of life update or a paid feature.
amm7sb14_ESO wrote: »...
But the narrative that you are talking about is also false, for reasons I have also addressed in this thread.
Ehm... English is not my first language, so I'm in no position to lecture about wording.
That stated, you can say that my position is "wrong", or "incorrect". If you are using "false" in this sense, that's OK, no prob, but if you are implying that I'm deceiving somehow, the problem exist. Please clarify.
Self gimping defeats the purpose. When you are the dungeon master and the player the challenge is fake. I will always either create a challenge that i know i can win or that i can't win. I also have the ability to adjust the challenge at any time which makes it fake.I admit that I don't know exactly what this "narrative of higher level gear" is nor why it should be false. However, I tried the following on PTS:
Build: 50 lvl breton magplar (64 mag points), only skills used channeled focus, puncture, reflective light. I used a quickly crafted Innate Axiom light set lvl 1 white, all armor with training, plus a light staff and gems. No CP, no food or drink, and, ofc, no companion.
With this one I performed the Vanus quest about the Oracle.
Surprise! Not only were the mobs harder to kill (I usually do this prologue quest around lvl 12, but have also done it sometimes after 50, for completeness), but they were endowed by a series of CC (hardly a new, but now it was WAY MORE evident) and evasion mechanics, that do not appear with a quick killing.
Who knows the quest may remember that at a certain point there is a mini boss Wraith-of-Crows, with evasion, execute, and some other gadget of its. It usually poses no problem, but this time things went differently, and I had to use every tactical skill, meanwhile managing my limited resources. In brief: 5 deaths in a row, and a killing in the nick of time.
All the above to say that there are simple ways to run the overland content in an engaging way. Mechanics and difficulties are often already there, but may be covered by CP's and even not-so-basic gear.
Maybe many have forgotten how it is to run Overland with a new toon, WITHOUT CP. Try it, is refreshing experience.
Except we arent talking about needing harder content to do. We are talking about making existing content have the option for players to make it harder. This is because current ( quest/overland) content is so easy it makes it dreadfully boring. We would like the option to make it a little more challenging because making the quests and stories a bit more challenging makes them more interesting for many of us. Also being able to nearly insta kill everything gets kind of boring. "Go do vet dungeons" is not a valid solution to the problem.eternalshockcable wrote: »Try dungeons on Vet Hard mode.
Its the best.
I admit that I don't know exactly what this "narrative of higher level gear" is nor why it should be false. However, I tried the following on PTS:
Build: 50 lvl breton magplar (64 mag points), only skills used channeled focus, puncture, reflective light. I used a quickly crafted Innate Axiom light set lvl 1 white, all armor with training, plus a light staff and gems. No CP, no food or drink, and, ofc, no companion.
With this one I performed the Vanus quest about the Oracle.
Surprise! Not only were the mobs harder to kill (I usually do this prologue quest around lvl 12, but have also done it sometimes after 50, for completeness), but they were endowed by a series of CC (hardly a new, but now it was WAY MORE evident) and evasion mechanics, that do not appear with a quick killing.
Who knows the quest may remember that at a certain point there is a mini boss Wraith-of-Crows, with evasion, execute, and some other gadget of its. It usually poses no problem, but this time things went differently, and I had to use every tactical skill, meanwhile managing my limited resources. In brief: 5 deaths in a row, and a killing in the nick of time.
All the above to say that there are simple ways to run the overland content in an engaging way. Mechanics and difficulties are often already there, but may be covered by CP's and even not-so-basic gear.
Maybe many have forgotten how it is to run Overland with a new toon, WITHOUT CP. Try it, is refreshing experience.
amm7sb14_ESO wrote: »...
But the narrative that you are talking about is also false, for reasons I have also addressed in this thread.
Ehm... English is not my first language, so I'm in no position to lecture about wording.
That stated, you can say that my position is "wrong", or "incorrect". If you are using "false" in this sense, that's OK, no prob, but if you are implying that I'm deceiving somehow, the problem exist. Please clarify.
I am not implying that you are deceiving, no.
I admit that I don't know exactly what this "narrative of higher level gear" is nor why it should be false. However, I tried the following on PTS:
Build: 50 lvl breton magplar (64 mag points), only skills used channeled focus, puncture, reflective light. I used a quickly crafted Innate Axiom light set lvl 1 white, all armor with training, plus a light staff and gems. No CP, no food or drink, and, ofc, no companion.
With this one I performed the Vanus quest about the Oracle.
Surprise! Not only were the mobs harder to kill (I usually do this prologue quest around lvl 12, but have also done it sometimes after 50, for completeness), but they were endowed by a series of CC (hardly a new, but now it was WAY MORE evident) and evasion mechanics, that do not appear with a quick killing.
Who knows the quest may remember that at a certain point there is a mini boss Wraith-of-Crows, with evasion, execute, and some other gadget of its. It usually poses no problem, but this time things went differently, and I had to use every tactical skill, meanwhile managing my limited resources. In brief: 5 deaths in a row, and a killing in the nick of time.
All the above to say that there are simple ways to run the overland content in an engaging way. Mechanics and difficulties are often already there, but may be covered by CP's and even not-so-basic gear.
Maybe many have forgotten how it is to run Overland with a new toon, WITHOUT CP. Try it, is refreshing experience.
I just did, which is what's prompted me to comment here. I came back after a 3 year break. Made a new character on a new faction, and played as a new player, no cp spent, no food, pots or crafted gear. Only stuff that character found or was given as quest rewards. Still way to easy.
But if you know how the scaling works, wearing gear way below your level significantly weakens your character. Part of the game is progression, by getting better gear, so going naked loses a large part of the process of growing your character. A simple scaling slider to adjust how much your lowbie is buffed would be great.
I admit that I don't know exactly what this "narrative of higher level gear" is nor why it should be false. However, I tried the following on PTS:
Build: 50 lvl breton magplar (64 mag points), only skills used channeled focus, puncture, reflective light. I used a quickly crafted Innate Axiom light set lvl 1 white, all armor with training, plus a light staff and gems. No CP, no food or drink, and, ofc, no companion.
With this one I performed the Vanus quest about the Oracle.
Surprise! Not only were the mobs harder to kill (I usually do this prologue quest around lvl 12, but have also done it sometimes after 50, for completeness), but they were endowed by a series of CC (hardly a new, but now it was WAY MORE evident) and evasion mechanics, that do not appear with a quick killing.
Who knows the quest may remember that at a certain point there is a mini boss Wraith-of-Crows, with evasion, execute, and some other gadget of its. It usually poses no problem, but this time things went differently, and I had to use every tactical skill, meanwhile managing my limited resources. In brief: 5 deaths in a row, and a killing in the nick of time.
All the above to say that there are simple ways to run the overland content in an engaging way. Mechanics and difficulties are often already there, but may be covered by CP's and even not-so-basic gear.
Maybe many have forgotten how it is to run Overland with a new toon, WITHOUT CP. Try it, is refreshing experience.
Ken_Koerperich wrote: »I admit that I don't know exactly what this "narrative of higher level gear" is nor why it should be false. However, I tried the following on PTS:
Build: 50 lvl breton magplar (64 mag points), only skills used channeled focus, puncture, reflective light. I used a quickly crafted Innate Axiom light set lvl 1 white, all armor with training, plus a light staff and gems. No CP, no food or drink, and, ofc, no companion.
With this one I performed the Vanus quest about the Oracle.
Surprise! Not only were the mobs harder to kill (I usually do this prologue quest around lvl 12, but have also done it sometimes after 50, for completeness), but they were endowed by a series of CC (hardly a new, but now it was WAY MORE evident) and evasion mechanics, that do not appear with a quick killing.
Who knows the quest may remember that at a certain point there is a mini boss Wraith-of-Crows, with evasion, execute, and some other gadget of its. It usually poses no problem, but this time things went differently, and I had to use every tactical skill, meanwhile managing my limited resources. In brief: 5 deaths in a row, and a killing in the nick of time.
All the above to say that there are simple ways to run the overland content in an engaging way. Mechanics and difficulties are often already there, but may be covered by CP's and even not-so-basic gear.
Maybe many have forgotten how it is to run Overland with a new toon, WITHOUT CP. Try it, is refreshing experience.
Words right out of my mouth. Did this "quest" today, and got dropped 4 times before I beat the "CROW", and it was literally w/ a sliver of HP left.
Then, on to the next quest, I got laid flat on the "Boss" of said quest line twice before I figured out how to beat him...
Lv36 Khajiit Nightblade Dual Dagger, Non crafter as I'm still leveling it all up, wearing a "free" set of Training no bonus gear, w/ Lv30 Training, no bonus daggers that I had to "beg" a crafter for....
Every fight is a nail biter for 1) I'm new 2) Probably the worst NB build ever 3) Can't afford "GEAR" 4) Still on foot as mounts are expensive 5) Killing everything as I go 6) Returning to town every hour to dump because I have no space 7) Carrying tons of Soul Stones as I die ALOT....
Game is fine as is IMO...
Ken_Koerperich wrote: »I admit that I don't know exactly what this "narrative of higher level gear" is nor why it should be false. However, I tried the following on PTS:
Build: 50 lvl breton magplar (64 mag points), only skills used channeled focus, puncture, reflective light. I used a quickly crafted Innate Axiom light set lvl 1 white, all armor with training, plus a light staff and gems. No CP, no food or drink, and, ofc, no companion.
With this one I performed the Vanus quest about the Oracle.
Surprise! Not only were the mobs harder to kill (I usually do this prologue quest around lvl 12, but have also done it sometimes after 50, for completeness), but they were endowed by a series of CC (hardly a new, but now it was WAY MORE evident) and evasion mechanics, that do not appear with a quick killing.
Who knows the quest may remember that at a certain point there is a mini boss Wraith-of-Crows, with evasion, execute, and some other gadget of its. It usually poses no problem, but this time things went differently, and I had to use every tactical skill, meanwhile managing my limited resources. In brief: 5 deaths in a row, and a killing in the nick of time.
All the above to say that there are simple ways to run the overland content in an engaging way. Mechanics and difficulties are often already there, but may be covered by CP's and even not-so-basic gear.
Maybe many have forgotten how it is to run Overland with a new toon, WITHOUT CP. Try it, is refreshing experience.
Words right out of my mouth. Did this "quest" today, and got dropped 4 times before I beat the "CROW", and it was literally w/ a sliver of HP left.
Then, on to the next quest, I got laid flat on the "Boss" of said quest line twice before I figured out how to beat him...
Lv36 Khajiit Nightblade Dual Dagger, Non crafter as I'm still leveling it all up, wearing a "free" set of Training no bonus gear, w/ Lv30 Training, no bonus daggers that I had to "beg" a crafter for....
Every fight is a nail biter for 1) I'm new 2) Probably the worst NB build ever 3) Can't afford "GEAR" 4) Still on foot as mounts are expensive 5) Killing everything as I go 6) Returning to town every hour to dump because I have no space 7) Carrying tons of Soul Stones as I die ALOT....
Game is fine as is IMO...
If you haven't, go to Cyrodiil, do the introductory quest there. You don't have to actually PvP or do anything else, and the quest takes no time at all. You can even tell the NPC you'd like to skip it. You'll have the Assault and Support trees unlocked now. Spend 1 skill point on Vigor in the Assault tree. Slot it on one of your skill bars, front or back, doesn't matter. Whenever you start eating damage in a quest, use it.
Congratulations, you will never die in quest content again, regardless of gear.
Ken_Koerperich wrote: »Ken_Koerperich wrote: »I admit that I don't know exactly what this "narrative of higher level gear" is nor why it should be false. However, I tried the following on PTS:
Build: 50 lvl breton magplar (64 mag points), only skills used channeled focus, puncture, reflective light. I used a quickly crafted Innate Axiom light set lvl 1 white, all armor with training, plus a light staff and gems. No CP, no food or drink, and, ofc, no companion.
With this one I performed the Vanus quest about the Oracle.
Surprise! Not only were the mobs harder to kill (I usually do this prologue quest around lvl 12, but have also done it sometimes after 50, for completeness), but they were endowed by a series of CC (hardly a new, but now it was WAY MORE evident) and evasion mechanics, that do not appear with a quick killing.
Who knows the quest may remember that at a certain point there is a mini boss Wraith-of-Crows, with evasion, execute, and some other gadget of its. It usually poses no problem, but this time things went differently, and I had to use every tactical skill, meanwhile managing my limited resources. In brief: 5 deaths in a row, and a killing in the nick of time.
All the above to say that there are simple ways to run the overland content in an engaging way. Mechanics and difficulties are often already there, but may be covered by CP's and even not-so-basic gear.
Maybe many have forgotten how it is to run Overland with a new toon, WITHOUT CP. Try it, is refreshing experience.
Words right out of my mouth. Did this "quest" today, and got dropped 4 times before I beat the "CROW", and it was literally w/ a sliver of HP left.
Then, on to the next quest, I got laid flat on the "Boss" of said quest line twice before I figured out how to beat him...
Lv36 Khajiit Nightblade Dual Dagger, Non crafter as I'm still leveling it all up, wearing a "free" set of Training no bonus gear, w/ Lv30 Training, no bonus daggers that I had to "beg" a crafter for....
Every fight is a nail biter for 1) I'm new 2) Probably the worst NB build ever 3) Can't afford "GEAR" 4) Still on foot as mounts are expensive 5) Killing everything as I go 6) Returning to town every hour to dump because I have no space 7) Carrying tons of Soul Stones as I die ALOT....
Game is fine as is IMO...
If you haven't, go to Cyrodiil, do the introductory quest there. You don't have to actually PvP or do anything else, and the quest takes no time at all. You can even tell the NPC you'd like to skip it. You'll have the Assault and Support trees unlocked now. Spend 1 skill point on Vigor in the Assault tree. Slot it on one of your skill bars, front or back, doesn't matter. Whenever you start eating damage in a quest, use it.
Congratulations, you will never die in quest content again, regardless of gear.
Will still die, console has to much delay on bar switching, or just plain fails to swap....
But when I figure out how to get there, and when I decide to go maybe. Long as it requires no PvP...
Ken_Koerperich wrote: »Your opinion.
I feel they are just right.
Also, "MOST" players are not "NOOBS". They are Vets speed running through for EXP/CP as fast as they can. Every hear of the "guide" to Lv50 in less than 8 hours, and if you follow it, grinding hard, max CP in less than a week?