berunhieyes wrote: »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%
This capability pretty much already exists in game. The same effects can be achieved by using crafted low-level gear, unslotting CPs, and if you're really serious, resetting attributes.
However, it's pretty clear that the people on this thread calling for harder overland aren't interested in this approach.
Depends... in my opinion the main quest bosses had too much health. Though their mechanics were fine. Bastion nymic actually removed overland content for the sake of more difficult/group content, which is what dungeons are supposed to be there for. Not to mention, all those wandering bosses with too high health and a major aggro range, for me these were too hard to solo due to the add spawns(these things should not spawn adds, and should aggro like netches do(only when attacked)).Necrom was the perfect example of the right amount of difficulty balanced with accessibility.
The mechanics were fun, but they had too much health. As I'm a terrible DPS. Though I did do the story at level 30ish, so that could just be me.Bosses were memorable
Luckily yes!Mobs were easy
This is what I dislike, when the content is no longer current, noone will run these anymore. We can already see this with the walking nightmare world boss, practically noone does that one anymore. So difficulty does have a huge impact on gameplay. When Necrom is no longer current, it is going to be a huge pain to get these done.World bosses very difficult
Some public dungeon bosses were WAY over the top hard(too many stuns, and too many mob horde spawns). Not to mention unavoidable at some quest objectives, like for the new companions. Same with the public dungeon group event, with dozens of mobs(Gorne)... this is WAY over the top hard, but only because of stun after stun after stun(wasn't fun at all). These things are fine when the expansion is current, but when it is no longer current it is going to feel bad having to waste enormous amounts of time on these, just to get them done(to find help).Public dungeon bosses vary from not so hard to semi difficult.
I love necrom, but when it is no longer current content, some parts are going to feel like bad and terrible content because of the difficulty. Many parts of Necrom will just become a huge waste of time to find other players for help, as players ignore it all due to the content being too tedious(craglorn/harrowstorms). So no, new content should definitely not be like necrom!berunhieyes wrote: »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%
This capability pretty much already exists in game. The same effects can be achieved by using crafted low-level gear, unslotting CPs, and if you're really serious, resetting attributes.
However, it's pretty clear that the people on this thread calling for harder overland aren't interested in this approach.
Why should we have to nerf ourselves, when the casual crowd refuses to buff themselves?
The solution is Necrom, all dlcs should be along these lines from now on.
This is what I dislike, when the content is no longer current, noone will run these anymore. We can already see this with the walking nightmare world boss, practically noone does that one anymore. So difficulty does have a huge impact on gameplay. When Necrom is no longer current, it is going to be a huge pain to get these done.
SilverBride wrote: »This is what I dislike, when the content is no longer current, noone will run these anymore. We can already see this with the walking nightmare world boss, practically noone does that one anymore. So difficulty does have a huge impact on gameplay. When Necrom is no longer current, it is going to be a huge pain to get these done.
It's already hard to find a group. I've been doing the daily World Boss quest every day and it takes a lot of begging to get enough players to run these.
berunhieyes wrote: »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%
This capability pretty much already exists in game. The same effects can be achieved by using crafted low-level gear, unslotting CPs, and if you're really serious, resetting attributes.
However, it's pretty clear that the people on this thread calling for harder overland aren't interested in this approach.
Why should we have to nerf ourselves, when the casual crowd refuses to buff themselves?
The solution is Necrom, all dlcs should be along these lines from now on.
Depends... in my opinion the main quest bosses had too much health. Though their mechanics were fine. Bastion nymic actually removed overland content for the sake of more difficult/group content, which is what dungeons are supposed to be there for. Not to mention, all those wandering bosses with too high health and a major aggro range, for me these were too hard to solo due to the add spawns(these things should not spawn adds, and should aggro like netches do(only when attacked)).Necrom was the perfect example of the right amount of difficulty balanced with accessibility.The mechanics were fun, but they had too much health. As I'm a terrible DPS. Though I did do the story at level 30ish, so that could just be me.Bosses were memorableLuckily yes!Mobs were easyThis is what I dislike, when the content is no longer current, noone will run these anymore. We can already see this with the walking nightmare world boss, practically noone does that one anymore. So difficulty does have a huge impact on gameplay. When Necrom is no longer current, it is going to be a huge pain to get these done.World bosses very difficultSome public dungeon bosses were WAY over the top hard(too many stuns, and too many mob horde spawns). Not to mention unavoidable at some quest objectives, like for the new companions. Same with the public dungeon group event, with dozens of mobs(Gorne)... this is WAY over the top hard, but only because of stun after stun after stun(wasn't fun at all). These things are fine when the expansion is current, but when it is no longer current it is going to feel bad having to waste enormous amounts of time on these, just to get them done(to find help).Public dungeon bosses vary from not so hard to semi difficult.
ZOS is making a huge mistake by making content more difficult, especially since in these cases it is NOT optional. All similar content should be on the same level, compare the original alliance zones with Necrom and it is atleast twice as difficult. Compare the older dungeons with DLC dungeons, and they are atleast four times as difficult. Compare the Necrom world bosses to the alliance zone world bosses, these are three/four times harder. This all just seems wrong. Personally I do not want a challenge, I just want to relax and experience the stories. Difficulty actually takes away from the story. Waiting at world bosses, public dungeon events, or public dungeon bosses for help to show up is NOT fun gameplay.
People say they want difficult content, but difficulty will only make content more tedious. Tedious will only cause fewer and fewer players to do that content. In the old zones players ignore every easy mob, if they were tedious they would ignore them just the same. They run through overland with a mob train, they run through delves with a mob train, they run through public dungeons with a mob train. They even do this in necrom already! Difficult content will only affect those who would actually engage in that content. And tedious content is that which even those asking for difficult content will ignore, like the wandering nightmare is a perfect example for. Most players are already ignoring that world boss, due to difficulty.I love necrom, but when it is no longer current content, some parts are going to feel like bad and terrible content because of the difficulty. Many parts of Necrom will just become a huge waste of time to find other players for help, as players ignore it all due to the content being too tedious(craglorn/harrowstorms). So no, new content should definitely not be like necrom!berunhieyes wrote: »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%
This capability pretty much already exists in game. The same effects can be achieved by using crafted low-level gear, unslotting CPs, and if you're really serious, resetting attributes.
However, it's pretty clear that the people on this thread calling for harder overland aren't interested in this approach.
Why should we have to nerf ourselves, when the casual crowd refuses to buff themselves?
The solution is Necrom, all dlcs should be along these lines from now on.
The problem is the DPS gap: when in similar gear there is a 100k DPS difference(and major survival difference), this is going to impact content difficulty. If the worst players did 70k vs 110k instead of 10k vs 110k DPS, this would allow for ZOS to make more difficult content everyone could run and have fun in. Keep in mind, when ZOS releases things like oakensoul build or HA build, the ones wanting difficult content are often also the first to call for nerfs(because high DPS should take high skill according to them). While more viable high end builds would allow for more difficult content. ZOS can't make more difficult content without allowing the lower end of the DPS to also do high DPS. Therefor, Necrom's difficulty was a mistake in my opinion. As right now, some major parts of Necrom are just a DPS brag for the high end players. Should have closed the DPS gap first. (Note: And not everyone does overland on a DPS build)
PS: For those reading my post, I love necrom, but some parts were made over the top difficult for absolutely no reason. And while it is fine now, when Necrom is no longer current content, this will become a huge problem.
PPS: Have also noticed more and more bosses have multiple stuns, or spawn groups of adds/mechanics which keep stunning. This is NOT fun! (tedious)
berunhieyes wrote: »
This capability pretty much already exists in game. The same effects can be achieved by using crafted low-level gear, unslotting CPs, and if you're really serious, resetting attributes.
However, it's pretty clear that the people on this thread calling for harder overland aren't interested in this approach.
Why should we have to nerf ourselves, when the casual crowd refuses to buff themselves?
The solution is Necrom, all dlcs should be along these lines from now on.
berunhieyes wrote: »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%
This capability pretty much already exists in game. The same effects can be achieved by using crafted low-level gear, unslotting CPs, and if you're really serious, resetting attributes.
However, it's pretty clear that the people on this thread calling for harder overland aren't interested in this approach.
Why should we have to nerf ourselves, when the casual crowd refuses to buff themselves?
The solution is Necrom, all dlcs should be along these lines from now on.
Best solution would still be a seperate veteran overland instance, so nothing is taken away from anyone.
It's true that not everyone is able or willing to buff themselves, but it's also nonsense to demand of players to give up all the gear, CP and anything else they played for just to let them have fun with this game.
So each player may play this game in the difficulty he's comfortable with. Every other solution will fail.
ShalidorsHeir wrote: »Best solution would still be a seperate veteran overland instance, so nothing is taken away from anyone.
It's true that not everyone is able or willing to buff themselves, but it's also nonsense to demand of players to give up all the gear, CP and anything else they played for just to let them have fun with this game.
So each player may play this game in the difficulty he's comfortable with. Every other solution will fail.
i mentioned that a year ago ... [snip] Its a riddle to me. As if an optional vet overland content would have any (negative or at all) effect on casual players ... but they still claim that this will destroy the whole game or something - they are very inconsistent at this point about how this would be that case ... well well
This capability pretty much already exists in game. The same effects can be achieved by using crafted low-level gear, unslotting CPs, and if you're really serious, resetting attributes.
However, it's pretty clear that the people on this thread calling for harder overland aren't interested in this approach.
Depends... in my opinion the main quest bosses had too much health. Though their mechanics were fine. Bastion nymic actually removed overland content for the sake of more difficult/group content, which is what dungeons are supposed to be there for. Not to mention, all those wandering bosses with too high health and a major aggro range, for me these were too hard to solo due to the add spawns(these things should not spawn adds, and should aggro like netches do(only when attacked)).Necrom was the perfect example of the right amount of difficulty balanced with accessibility.The mechanics were fun, but they had too much health. As I'm a terrible DPS. Though I did do the story at level 30ish, so that could just be me.Bosses were memorableLuckily yes!Mobs were easyThis is what I dislike, when the content is no longer current, noone will run these anymore. We can already see this with the walking nightmare world boss, practically noone does that one anymore. So difficulty does have a huge impact on gameplay. When Necrom is no longer current, it is going to be a huge pain to get these done.World bosses very difficultSome public dungeon bosses were WAY over the top hard(too many stuns, and too many mob horde spawns). Not to mention unavoidable at some quest objectives, like for the new companions. Same with the public dungeon group event, with dozens of mobs(Gorne)... this is WAY over the top hard, but only because of stun after stun after stun(wasn't fun at all). These things are fine when the expansion is current, but when it is no longer current it is going to feel bad having to waste enormous amounts of time on these, just to get them done(to find help).Public dungeon bosses vary from not so hard to semi difficult.
ZOS is making a huge mistake by making content more difficult, especially since in these cases it is NOT optional. All similar content should be on the same level, compare the original alliance zones with Necrom and it is atleast twice as difficult. Compare the older dungeons with DLC dungeons, and they are atleast four times as difficult. Compare the Necrom world bosses to the alliance zone world bosses, these are three/four times harder. This all just seems wrong. Personally I do not want a challenge, I just want to relax and experience the stories. Difficulty actually takes away from the story. Waiting at world bosses, public dungeon events, or public dungeon bosses for help to show up is NOT fun gameplay.
People say they want difficult content, but difficulty will only make content more tedious. Tedious will only cause fewer and fewer players to do that content. In the old zones players ignore every easy mob, if they were tedious they would ignore them just the same. They run through overland with a mob train, they run through delves with a mob train, they run through public dungeons with a mob train. They even do this in necrom already! Difficult content will only affect those who would actually engage in that content. And tedious content is that which even those asking for difficult content will ignore, like the wandering nightmare is a perfect example for. Most players are already ignoring that world boss, due to difficulty.I love necrom, but when it is no longer current content, some parts are going to feel like bad and terrible content because of the difficulty. Many parts of Necrom will just become a huge waste of time to find other players for help, as players ignore it all due to the content being too tedious(craglorn/harrowstorms). So no, new content should definitely not be like necrom!berunhieyes wrote: »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%
This capability pretty much already exists in game. The same effects can be achieved by using crafted low-level gear, unslotting CPs, and if you're really serious, resetting attributes.
However, it's pretty clear that the people on this thread calling for harder overland aren't interested in this approach.
Why should we have to nerf ourselves, when the casual crowd refuses to buff themselves?
The solution is Necrom, all dlcs should be along these lines from now on.
The problem is the DPS gap: when in similar gear there is a 100k DPS difference(and major survival difference), this is going to impact content difficulty. If the worst players did 70k vs 110k instead of 10k vs 110k DPS, this would allow for ZOS to make more difficult content everyone could run and have fun in. Keep in mind, when ZOS releases things like oakensoul build or HA build, the ones wanting difficult content are often also the first to call for nerfs(because high DPS should take high skill according to them). While more viable high end builds would allow for more difficult content. ZOS can't make more difficult content without allowing the lower end of the DPS to also do high DPS. Therefor, Necrom's difficulty was a mistake in my opinion. As right now, some major parts of Necrom are just a DPS brag for the high end players. Should have closed the DPS gap first. (Note: And not everyone does overland on a DPS build)
PS: For those reading my post, I love necrom, but some parts were made over the top difficult for absolutely no reason. And while it is fine now, when Necrom is no longer current content, this will become a huge problem.
PPS: Have also noticed more and more bosses have multiple stuns, or spawn groups of adds/mechanics which keep stunning. This is NOT fun! (tedious)
Depends... in my opinion the main quest bosses had too much health. Though their mechanics were fine. Bastion nymic actually removed overland content for the sake of more difficult/group content, which is what dungeons are supposed to be there for. Not to mention, all those wandering bosses with too high health and a major aggro range, for me these were too hard to solo due to the add spawns(these things should not spawn adds, and should aggro like netches do(only when attacked)).Necrom was the perfect example of the right amount of difficulty balanced with accessibility.The mechanics were fun, but they had too much health. As I'm a terrible DPS. Though I did do the story at level 30ish, so that could just be me.Bosses were memorableLuckily yes!Mobs were easyThis is what I dislike, when the content is no longer current, noone will run these anymore. We can already see this with the walking nightmare world boss, practically noone does that one anymore. So difficulty does have a huge impact on gameplay. When Necrom is no longer current, it is going to be a huge pain to get these done.World bosses very difficultSome public dungeon bosses were WAY over the top hard(too many stuns, and too many mob horde spawns). Not to mention unavoidable at some quest objectives, like for the new companions. Same with the public dungeon group event, with dozens of mobs(Gorne)... this is WAY over the top hard, but only because of stun after stun after stun(wasn't fun at all). These things are fine when the expansion is current, but when it is no longer current it is going to feel bad having to waste enormous amounts of time on these, just to get them done(to find help).Public dungeon bosses vary from not so hard to semi difficult.
ZOS is making a huge mistake by making content more difficult, especially since in these cases it is NOT optional. All similar content should be on the same level, compare the original alliance zones with Necrom and it is atleast twice as difficult. Compare the older dungeons with DLC dungeons, and they are atleast four times as difficult. Compare the Necrom world bosses to the alliance zone world bosses, these are three/four times harder. This all just seems wrong. Personally I do not want a challenge, I just want to relax and experience the stories. Difficulty actually takes away from the story. Waiting at world bosses, public dungeon events, or public dungeon bosses for help to show up is NOT fun gameplay.
People say they want difficult content, but difficulty will only make content more tedious. Tedious will only cause fewer and fewer players to do that content. In the old zones players ignore every easy mob, if they were tedious they would ignore them just the same. They run through overland with a mob train, they run through delves with a mob train, they run through public dungeons with a mob train. They even do this in necrom already! Difficult content will only affect those who would actually engage in that content. And tedious content is that which even those asking for difficult content will ignore, like the wandering nightmare is a perfect example for. Most players are already ignoring that world boss, due to difficulty.I love necrom, but when it is no longer current content, some parts are going to feel like bad and terrible content because of the difficulty. Many parts of Necrom will just become a huge waste of time to find other players for help, as players ignore it all due to the content being too tedious(craglorn/harrowstorms). So no, new content should definitely not be like necrom!berunhieyes wrote: »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%
This capability pretty much already exists in game. The same effects can be achieved by using crafted low-level gear, unslotting CPs, and if you're really serious, resetting attributes.
However, it's pretty clear that the people on this thread calling for harder overland aren't interested in this approach.
Why should we have to nerf ourselves, when the casual crowd refuses to buff themselves?
The solution is Necrom, all dlcs should be along these lines from now on.
The problem is the DPS gap: when in similar gear there is a 100k DPS difference(and major survival difference), this is going to impact content difficulty. If the worst players did 70k vs 110k instead of 10k vs 110k DPS, this would allow for ZOS to make more difficult content everyone could run and have fun in. Keep in mind, when ZOS releases things like oakensoul build or HA build, the ones wanting difficult content are often also the first to call for nerfs(because high DPS should take high skill according to them). While more viable high end builds would allow for more difficult content. ZOS can't make more difficult content without allowing the lower end of the DPS to also do high DPS. Therefor, Necrom's difficulty was a mistake in my opinion. As right now, some major parts of Necrom are just a DPS brag for the high end players. Should have closed the DPS gap first. (Note: And not everyone does overland on a DPS build)
PS: For those reading my post, I love necrom, but some parts were made over the top difficult for absolutely no reason. And while it is fine now, when Necrom is no longer current content, this will become a huge problem.
PPS: Have also noticed more and more bosses have multiple stuns, or spawn groups of adds/mechanics which keep stunning. This is NOT fun! (tedious)
Noobies already have the work cut out for them. You CANNOT make a noobie player get good no matter how hard you try to make the game simpler. That's up to them to figure out on their own and you're not helping when you just cater to their comfort zone. It... it doesn't even take much skill to be good enough at the game to do 98% of the content. I don't get it. Who are these noobies dying all over Tamriel to the freaking wind blowing their direction?
I don't know why people defend the most possible noobiest of noobs you can imagine in your head.
Tedious tedious, everything is tedious if it's not braindead. That's just simply not true. Dark Souls is so tedious that's why nobody plays it. FromSoftware is in absolute shambles, how can they ever recover?
Just look at how many other MMOs are alive and well right now that are more "tedious" than ESO. New World had very good reception when it came to the overland difficulty and a lot of players even wanted it to be more difficult, like Darksouls even. That game only suffers from its systems, not the mob difficulty and I believe ESO can strike a balance somewhere even easier than New World. ESO just needs to fix its combat to be the most absolutely perfect game it can be. Story alone won't carry the game when people are mainly attracted to combat. That's just the truth of how things work. Players want engaging combat, whether because the game has unique combat mechanics or it's not a sleep fest. And AAALLL you need to do, really, is to allow mobs to deal more damage to the player. Don't matter if it's faster or at the same rate so long as it's more. It's so so so simple.
Noobies already have the work cut out for them. You CANNOT make a noobie player get good no matter how hard you try to make the game simpler. That's up to them to figure out on their own and you're not helping when you just cater to their comfort zone. It... it doesn't even take much skill to be good enough at the game to do 98% of the content. I don't get it. Who are these noobies dying all over Tamriel to the freaking wind blowing their direction?
Do I support an optionalveteran overland or any sort of debuff? Sure, as long as they are optional.
Do I support an optionalveteran overland or any sort of debuff? Sure, as long as they are optional.
Nothing else was ever asked for on all the 171 sites of this thread: an optional veteran overland.
In the end we others around here want the same as you: Enjoy this game at our own pace.
On a side note: was that star wars game fallen order by chance? A great game indeed.
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?
Skyrim had super easy final boss fights.
By the time I get to the sovengard fight, for example, all it took was a single arrow shot or two to win. I usually had my weapon so maxed out at that point that I was one or two shoting all dragons. Any and all targets I was doing ludicrous damage to. (Thanks to the endless crafting power up rotation.) No mods actually needed.
Here is a guide to give you the general idea;
https://youtu.be/zuwIg5uSLq0
Just like in eso, I can always make my character weaker to make the bosses less of a push over.
Just like in Skyrim, the fact that i am fighting with gear and talents that makes the boss fight basically meaningless was my decision.
I don’t understand players with golded out bis slot gear and perfect builds wondering why things die so quickly.
Do I support an optionalveteran overland or any sort of debuff? Sure, as long as they are optional.
Nothing else was ever asked for on all the 171 sites of this thread: an optional veteran overland.
In the end we others around here want the same as you: Enjoy this game at our own pace.
On a side note: was that star wars game fallen order by chance? A great game indeed.
Yes, it was Fallen Order. It's indeed a great game but far too difficult for me (managed up to Dathomir).
There are actually quite a few people who want(ed) a mandatory increase in difficulty. That may have changed, but I'm not going to search through a 171 page thread
Anyway... as I said in the other thread, there are certain critters I'd like to see buffed. Giants, mammoths, trolls/ogres and bears could definitely use a buff (even for someone like me ). Especially the giants should be akin to public dungeon champions/bosses, it would only be fitting with the lore and they can be easily avoided. Same for mammoths...
ShalidorsHeir wrote: »The hell is that garbo comment with the skyrim video??? Skyrim is a single player game where you can choose out of 6 difficulty modes + mods. So no matter of how you enhance your gear to max, boss fights could always have been as difficult / immersive as you wanted them to be while maintaining the feeling of charcater progression. And thats one of the reason why skyrim succeeded. In this thread we are trying to phrase a solution like this for ESO since its more complex. No matter what the point was but the guy has proven the opposite
ShalidorsHeir wrote: »The hell is that garbo comment with the skyrim video??? Skyrim is a single player game where you can choose out of 6 difficulty modes + mods. So no matter of how you enhance your gear to max, boss fights could always have been as difficult / immersive as you wanted them to be while maintaining the feeling of charcater progression. And thats one of the reason why skyrim succeeded. In this thread we are trying to phrase a solution like this for ESO since its more complex. No matter what the point was but the guy has proven the opposite
I don’t understand players with golded out bis slot gear and perfect builds wondering why things die so quickly.