spartaxoxo wrote: »
I'm guessing that they are expanding the feature to more servers because it was wildly successful. I believe it used only be on certain ones. But IDK as I don't play that game.
And also, a few years back (wow time flies!) I had made a thread about a personal debuff in the sytle of WoW's "resurrection sickness" buff which nerfs an individual player. (i.e. less hp, less damage output, more damage taken).
This would be pretty easy to implement IMO and would not require any more balancing of the actual world, so it wouldn't affect new players etc.
Why do someone even create stories with big bad villains that is a threat to all of Tamriel when these villains are easier than a mob in a vet dungeon.
people would likely rage quit out of frustration
Youre insulting casual players. I am by no means a hardcore player, and the difficulty is laughable. I stood still last night while i made my dinner being attacked by a mob of 10 enemies, in light armor, and i just out healed with health regen. Thats extreme.
What mobs attacked you and how much health regen do you have? Also, how many CP and in which zone were you?
Also, people need to remember that Overland is where a bulk of ESO story is. It's meant to be easy so people can actually enjoy the story. Overland isn't meant to offer the same challenge as dungeons, trials, or PvP, because the main point of Overland is story, not challenge. You have to cater to the lowest common denominator for these things. How often do we see people complaining that people in PUGs do next to no DPS and seem to only know how to Light Attack from a corner? I remember seeing before, too, one of the devs mentioning a while back how the average player doesn't do over 10k DPS? Something like that? Or maybe it was that Companions average 10k DPS because they're meant to do just a bit less than the average player so they do help people who need it but aren't meant to replace another actual player in harder content? There was some actual number given by someone, maybe it was Rich, I just can't remember the exact context.
My point with that is that if the average player is doing low DPS and not really engaging with combat, then it stands to reason the devs aren't going to want to implement a blanket increase in Overland difficulty. It'll just make things harder and more tedious for the average person. Which, again, is why if they do anything to increase Overland difficulty in general, it needs to strictly be an opt-in thing.
Maybe they aren't breaking 10k dps because the game never challenged them to? They never had to learn to be more capable before they stepped into group content, and then they suddenly run into a brick wall, get yelled at by other players, and log of in distress. The difference is simply too big.
people would likely rage quit out of frustration
A crucial point. Many would certainly be frustrated and quit if the overland content contained some challenge.
But how many TES fans, coming from Oblivion/Skyrim and thirsty for more Elder Scrolls, tried ESO over the years, realized the overland is mostly sightseeing and social affair instead of a traditional RPG, and quit? Players like me? Considering how often this topic pops up we're certainly not a tiny group.
I don't envy the developer's job. You can't accommodate both types of fandom. Or can you? Is there a way to make two separate servers - "RPG" and "social"? I'm reading Blizzard is doing this with WoW, could it happen with ESO?
"Crafted set:
(2) Increases incoming damage from monsters by 25%
(3) Decreases outgoing damage to monsters by 25%
(4) Increases both to 50%
(5) Increases both to 75%"
@Mocap wrote this. I'd add some incentive like at 5 pieces additionally; 10% more experience and gold gain. Nothing dramatic, but something to balance off the increased difficulty.
Simple solution, probably already suggested a thousand times in this thread, sorry.
Crafted set:
(2) Increases incoming damage from monsters by 25%
(3) Decreases outgoing damage to monsters by 25%
(4) Increases both to 50%
(5) Increases both to 75%