Dagoth_Rac wrote: »I have enjoyed many of the recent stories, but the Q4 smaller DLCs have been consistently better storytelling. Dark Brotherhood, Clockwork City, Dragonhold, Murkmire, and Markarth were all a lot of fun. I thought last year's Markarth was particularly good, especially the Dwemer-themed parts of the story.
I do think they have struggled a bit on the Chapter storylines. It is not as noticeable because there is more to do in Chapters, with more delves and public dungeons and world bosses and trials and whatnot. But I think the year long story has hurt Chapters. They feel like one big prologue and then the Q4 DLC is the more dramatic and engaging grand finale.
Absolutely, the Q4 stories have been way better than the Chapter ones. And I do think it's the 'year of' cadence.
I believe the bosses are probably ok for a new character but are vastly disappointing to fight as any player that is above 160CP and is wearing two half decent armour sets.
I believe the bosses are probably ok for a new character but are vastly disappointing to fight as any player that is above 160CP and is wearing two half decent armour sets.
The story is fine, but I can accept braindead mobs in overland if there are also more difficult boss/special mobs in the instances.
I believe there should be a difficulty toggle as this cannot possibly upset anyone and doesnt alienate a anyone who wants to play the story quests with a well established better geared and higher level character.
For me I will not be purchasing any further DLC zones or chapters as this represents poor value if I dont wish to create a new char.
Main story quest lines and the final boss encounters WERE engaging for me. Up til it came to where I could one-shot basically every single story boss before they finish their very first dialogue line. Yes, I can hold off and just stand there waiting for all the shiny attacks and dialogue to unfold as they're barely making my health down, but at this point it isn't really engaging - big bad boss fights should feel dangerous, and they just don't. Even in off-the-world places which could be made instances with desired difficulty that wouldn't affect other players, they still don't.
You know the one storyline where I was extremely engaged? Other than vanilla ones I did while vet zones were still a thing, and a painful one at that? Craglorn. It felt...epic. Me and several friends blast through it within 3 days of almost non-stop gaming, couldn't make ourselves go away because it was a true adventure, epic and challenging. Craglorn had its issues, from stupid phasing to meaningless rewards, but it sure as hell provided that feeling that you're truly saving the world from horrible, horrible enemies, not that you're running around a kindergarten one-shotting toddlers.
These days, only actually engaging quests are dungeons and arena ones imo - if you do those on vet, NPC lines about OP enemies actually make some sense.
I said 'no' but it's a mixture. Some storylines work for me, some don't.
Quality of Writing:
Base game Aldmeri Dominion zone stories on the whole very engaging. Some of the Daggerfall Covenant zones. Ebonheart Pact ... none of them had memorable stories or characters.
Summerset and Elsweyr yes. Greymoor and Blackwood ... only sometimes.
Thieves' Guild (Hew's Bane), Clockwork City yes. Southern Elsweyr mostly good. Dark Brotherhood no.
I like when the story is coherent, things are related in a believable way, there's lore, and the main character's dialog options aren't "Duh, what's a daedra?" level when I've completed X zones with that character.
Challenge Though:
None of the zones have been a real challenge since I learned the game.
To me it is disappointing when the big bad and everything from start to end rolls over and dies. The stakes at this point should never be remotely in the realm of 'oh no the boss is going to kill you' but they should really move into 'oh no the boss is going to do something else bad if not stopped'.
Any buildup that character X is a great ancient evil threat fall completely flat for me at this stage in my ESO career. Future storylines shouldn't even bother with faux threats against the player.
I'd super jump at the chance for an *optional* difficulty mode beyond stripping to nothing (Yes I have literally taken off all gear and food and CP -- the enemies take a bit longer but I'm in no danger at all).
Kiralyn2000 wrote: »I've got to say that I don't really get the whole "if the fights aren't hard, I can't appreciate the story" thing.
In the past, with games where I just couldn't get into the combat mechanics, I've turned the difficulty down so I could just plow through it, all for the sake of seeing where the story went.
Dragon Age Origins, for instance, was just so tedious to slog through those fights. (of course, it didn't help that my party turned out to be very non-meta - I had no AoE mages, and almost no AoE at all. Healer, Tank, two Rogues; Wynne, Shale, Leliana, and my PC.)
Just another example of differing philosophies & outlooks between people. /shrug
AlexanderDeLarge wrote: »Story-wise? Absolutely. Gameplay-wise the overland content is way too easy and trivializes the game beyond any possible moment-to-moment enjoyment and it doesn't matter how good the story is, the moment-to-moment gameplay is letting it all down.