Not sure if this has already been mentioned, but is there an issue with the Gorne PD boss Stupulag? It seems that the AOE range is ridiculously large, to the point that you can get instantly killed by it even when nowhere near the boss fight. I have farming acorns the last few days and it has hit me while fighting every one of the set of mobs surrounding the area, through the buildings, and then tonight it has actually managed to kill me while I am up the steps and around the corner heading towards the group boss area.
I wasn't involved in the boss fight and saw no AOE on the floor. I wasn't fighting the mobs at the top of the stairs as they had already been cleared so it wasn't those I died to. Just insta-dead for no reason other than the boss fight AOE spreading far and wide.
Not sure if this has already been mentioned, but is there an issue with the Gorne PD boss Stupulag? It seems that the AOE range is ridiculously large, to the point that you can get instantly killed by it even when nowhere near the boss fight.
If I'm expected to isolate myself in instanced content because the rest of the content is unbearable to play, why would I play the game at all? Why would I buy an expansion for $40 when the only content 'intended for someone like me' is a trial and a couple world bosses? I think I speak for everyone frustrated with the lack of overland questing difficulty in this game when I say that is a ridiculous value proposition and I'm not spending a dime on it.ESO has the full spectrum of combat difficulty, from AFK-easy overland to the most challenging arenas and vet trials, and they need all of it to appeal to the full spectrum of players' desires for combat difficulty.
Highly-skilled players asking for an across-the-board buff of overland difficulty is no different than other players calling for nerfs to high-difficulty content. You're wanting to ruin someone else's experience to satisfy your desires, when ZOS has already provided you with content that meets your combat challenge needs, which is just selfish.
AlexanderDeLarge wrote: »Just dropping in to remind everyone that SSG did exactly what I've been asking for in The Lord of the Rings Online by adding a difficulty scaling mechanic into their game and it made dozens of questing zones that were no longer fun or viable for veteran players extremely enjoyable and active.
Meanwhile I haven't touched The Elder Scrolls Online since a five minute login sometime last year. Guess which game is getting my money for the time being.
https://youtu.be/o4HuOi01x-YIf I'm expected to isolate myself in instanced content because the rest of the content is unbearable to play, why would I play the game at all? Why would I buy an expansion for $40 when the only content 'intended for someone like me' is a trial and a couple world bosses? I think I speak for everyone frustrated with the lack of overland questing difficulty in this game when I say that is a ridiculous value proposition and I'm not spending a dime on it.ESO has the full spectrum of combat difficulty, from AFK-easy overland to the most challenging arenas and vet trials, and they need all of it to appeal to the full spectrum of players' desires for combat difficulty.
Highly-skilled players asking for an across-the-board buff of overland difficulty is no different than other players calling for nerfs to high-difficulty content. You're wanting to ruin someone else's experience to satisfy your desires, when ZOS has already provided you with content that meets your combat challenge needs, which is just selfish.
Also who is asking for an across-the-board buff to overland difficulty??? All I've ever seen in this thread over the years is people advocating for separate sharding or a difficulty slider/debuff memento.
AlexanderDeLarge wrote: »Just dropping in to remind everyone that SSG did exactly what I've been asking for in The Lord of the Rings Online by adding a difficulty scaling mechanic into their game and it made dozens of questing zones that were no longer fun or viable for veteran players extremely enjoyable and active.
Meanwhile I haven't touched The Elder Scrolls Online since a five minute login sometime last year. Guess which game is getting my money for the time being.
https://youtu.be/o4HuOi01x-YIf I'm expected to isolate myself in instanced content because the rest of the content is unbearable to play, why would I play the game at all? Why would I buy an expansion for $40 when the only content 'intended for someone like me' is a trial and a couple world bosses? I think I speak for everyone frustrated with the lack of overland questing difficulty in this game when I say that is a ridiculous value proposition and I'm not spending a dime on it.ESO has the full spectrum of combat difficulty, from AFK-easy overland to the most challenging arenas and vet trials, and they need all of it to appeal to the full spectrum of players' desires for combat difficulty.
Highly-skilled players asking for an across-the-board buff of overland difficulty is no different than other players calling for nerfs to high-difficulty content. You're wanting to ruin someone else's experience to satisfy your desires, when ZOS has already provided you with content that meets your combat challenge needs, which is just selfish.
Also who is asking for an across-the-board buff to overland difficulty??? All I've ever seen in this thread over the years is people advocating for separate sharding or a difficulty slider/debuff memento.
Having watched the video I can say two things: If difficult overland ever becomes a thing, it should NEVER come with extra rewards and experience(overland can only be done once). And two, I honestly do not want ZOS to waste resources on making each enemy have xx different difficulty levels. Creating this many difficulty levels for each different enemy, would be a huge timesink and costsink. I'd rather ZOS puts their time and money into new content, new systems, and more QoL features to expand the game. And again, overland can only be done once, so wasting many resources on difficult overland is a huge waste of those resources. (Note: Have you seen that player in combat, all he did was run around/kite a mob to kill it, just seems tedious not difficult)@Hurbster posted a link to a video in a thread that got closed for what Lord of the Rings did relating to addressing the desire for harder overland difficulty. I think it has promise and could very much fit into an expansion to the Undaunted.
Here is the video.
https://www.youtube.com/watch?v=o4HuOi01x-Y
Another thing which decreases the difficulty for many players, is add-ons. Some players use so many add-ons, that the game becomes too easy as they are always told which skill to press and when, are told when buffs expire and when to renew, have the combat process practically automated, have side processes automated(potions/repairing/etc), get told when to dodge/block without having to look at the effects themselves, equip the most optimal set-up for each different situation, etc. Before looking at overland difficulty, add-ons may need a closer look as well.Having watched the video I can say two things: If difficult overland ever becomes a thing, it should NEVER come with extra rewards and experience(overland can only be done once). And two, I honestly do not want ZOS to waste resources on making each enemy have xx different difficulty levels. Creating this many difficulty levels for each different enemy, would be a huge timesink and costsink. I'd rather ZOS puts their time and money into new content, new systems, and more QoL features to expand the game. And again, overland can only be done once, so wasting many resources on difficult overland is a huge waste of those resources. (Note: Have you seen that player in combat, all he did was run around/kite a mob to kill it, just seems tedious not difficult)@Hurbster posted a link to a video in a thread that got closed for what Lord of the Rings did relating to addressing the desire for harder overland difficulty. I think it has promise and could very much fit into an expansion to the Undaunted.
Here is the video.
https://www.youtube.com/watch?v=o4HuOi01x-Y
Unrelated to the above quote:
Most players who feel overland is too easy, are practically never playing in overland or not killing anything they encounter. While I am always found in overland, and have 100% completed 200+ zones(not counting trainee islands which I have also completed for 100%).
I am one of those players who has to deal with the many mob trains other players pull into my AOE's in overland/delves/public dungeons, maybe once everyone actually kills every mob they aggro, only then could overland difficulty maybe become a thing. With how the current aggro system works, making overland more difficult would only affect those who actually play/kill in overland. (Please add a pull/stuck ability to all enemies, like townguards have. This would force players to kill what they aggro.)
PS: On this forum, could we please get a way to find our own replies in a topic? Exactly like how we find ZOS comments. This would be very helpful!
spartaxoxo wrote: »
spartaxoxo wrote: »
Yes, they are. I have completed every quest in the game multiple times.
spartaxoxo wrote: »spartaxoxo wrote: »
Yes, they are. I have completed every quest in the game multiple times.
That's on multiple characters, not on one character. They aren't repeatable on the same character. All other rewards can be completed on the same character without having to make a new one regardless of which mode was completed first.
spartaxoxo wrote: »spartaxoxo wrote: »
Yes, they are. I have completed every quest in the game multiple times.
That's on multiple characters, not on one character. They aren't repeatable on the same character. All other rewards can be completed on the same character without having to make a new one regardless of which mode was completed first.
And no one is asking for the ability to repeat quests. We just want the option to have harder overland difficulty.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »
Yes, they are. I have completed every quest in the game multiple times.
That's on multiple characters, not on one character. They aren't repeatable on the same character. All other rewards can be completed on the same character without having to make a new one regardless of which mode was completed first.
And no one is asking for the ability to repeat quests. We just want the option to have harder overland difficulty.
I support that, as I have said before, I'd support a debuff slider ala LOTRO. Just explaining why the rewards shouldn't be cosmetics imo. I'd be in favor of something like better quality gear though. Stuff like gold jewelry, increased gold gain, transmutes, etc too. Anything you could also source elsewhere
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »
Yes, they are. I have completed every quest in the game multiple times.
That's on multiple characters, not on one character. They aren't repeatable on the same character. All other rewards can be completed on the same character without having to make a new one regardless of which mode was completed first.
And no one is asking for the ability to repeat quests. We just want the option to have harder overland difficulty.
I support that, as I have said before, I'd support a debuff slider ala LOTRO. Just explaining why the rewards shouldn't be cosmetics imo. I'd be in favor of something like better quality gear though. Stuff like gold jewelry, increased gold gain, transmutes, etc too. Anything you could also source elsewhere
I'm game for that. I would even be happy with getting blue, purple, or even gold quality gear if you go to a high enough difficulty.
Increasing gold gains along the difficulty would bump the in game gold inflation further
RicAlmighty wrote: »You also have to resolve what happens with a shared overland when players on two different difficulties play together. You cannot instance overland without decimating the player population. So if it is shared, how is xp doled out? How are rewards given? If the player on the easier difficulty kills a world boss, does the player playing on the harder difficulty get credit for it? These are not simple problems to solve and all of the folks asking for this as though it is as simple as flipping a switch have not actually taken the time to critically think and understand the challenges that come along with it.
spartaxoxo wrote: »RicAlmighty wrote: »You also have to resolve what happens with a shared overland when players on two different difficulties play together. You cannot instance overland without decimating the player population. So if it is shared, how is xp doled out? How are rewards given? If the player on the easier difficulty kills a world boss, does the player playing on the harder difficulty get credit for it? These are not simple problems to solve and all of the folks asking for this as though it is as simple as flipping a switch have not actually taken the time to critically think and understand the challenges that come along with it.
The loot remains shared under the same rules as they are now, as does the exp. The game already has exp boosters. Players already have different levels of power. A level 1 doesn't have the same power as a CP 3000. If they both kill the dolmen, they both get exp and loot.
A shared instance with a difficulty slider wouldn't change the world boss. It would change the damage dealt/received by the player. No different than people having different resistances on the map now.
LOTRO already implemented a debuff slider with success.
spartaxoxo wrote: »spartaxoxo wrote: »
Yes, they are. I have completed every quest in the game multiple times.
That's on multiple characters, not on one character. They aren't repeatable on the same character. All other rewards can be completed on the same character without having to make a new one regardless of which mode was completed first.
Having easy leveling zones and challenging dungeons and raids has been the norm in MMO's for a very long time. This is the only game where I have seen anyone ask to change that.
RicAlmighty wrote: »
Those players are gone already. If the thing that’s threatening to make you leave the game is a more difficult overland, then you’ve probably left already. Skilled players are getting their challenge from dungeons and trials, not overland. How difficult would you need to make overland to be “challenging” to these players anyway?
If you raise the difficulty floor for everyone, you run the risk of alienating newer players which, like it or not, are incredibly important to the long term health of the game. You also have to resolve what happens with a shared overland when players on two different difficulties play together. You cannot instance overland without decimating the player population. So if it is shared, how is xp doled out? How are rewards given? If the player on the easier difficulty kills a world boss, does the player playing on the harder difficulty get credit for it? These are not simple problems to solve and all of the folks asking for this as though it is as simple as flipping a switch have not actually taken the time to critically think and understand the challenges that come along with it.
SilverBride wrote: »
I consider myself a skilled player. I gear all my characters and set up builds so they perform well in veteran dungeons, and have begun to delve into veteran group arenas. The only thing I don't do is trials, not because of the difficulty but because of having to commit to a schedule and the time involved. Those are where I get my challenges.
I love overland and the laid back no stress questing experience. Making it more difficult would make me leave rather than the other way round.
Having easy leveling zones and challenging dungeons and raids has been the norm in MMO's for a very long time. This is the only game where I have seen anyone ask to change that.