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Overland Content Feedback Thread

  • Kelenan7368
    Kelenan7368
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    As far as overland content and delves and public dungeons, I think there should be a toggle that we can activate causing a debuff on us to make the content harder. This should also increase exp. while active.
    The content otherwise is very well done and fun to play.
    Side note, add more comedic scenarios. I need a lot more Narrcis Dren!
  • Dahveed
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    As far as overland content and delves and public dungeons, I think there should be a toggle that we can activate causing a debuff on us to make the content harder. This should also increase exp. while active.
    The content otherwise is very well done and fun to play.
    Side note, add more comedic scenarios. I need a lot more Narrcis Dren!

    Yes, this has been the main suggestion, probably about a hundred times at this point. You can be forgiven for not scrolling through hundreds of pages of posts though.

    Indeed technically the code to do this already exists and just needs to be tweaked: as a vampire your health regen is stopped (you could apply this to the two other resources) and apply the damage buffs/debuffs that the vampire player gets to be across the board and easily tweakable according to players' desires.

    At this point I am utterly mystified as to why ZoS refuses to do ANYTHING like this after all these years and all these ubiquitous complaints about everything being too easy.
  • SilverBride
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    Dahveed wrote: »
    At this point I am utterly mystified as to why ZoS refuses to do ANYTHING like this after all these years and all these ubiquitous complaints about everything being too easy.

    Maybe the data doesn't support that a change is needed. Only they can tell us that.

    But they did do something by making all the boss fights more difficult and long, which no one has been happy with.
    PCNA
  • spartaxoxo
    spartaxoxo
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    Dahveed wrote: »
    At this point I am utterly mystified as to why ZoS refuses to do ANYTHING like this after all these years and all these ubiquitous complaints about everything being too easy.

    They did. They made the world bosses, world events, and story bosses mandatory more difficult. They added Bastian Nymics. And they added wandering world bosses (which to be fair wwb are something myself and others suggested as one part of the overall package that might help).

    None of these things solved the main issue people are having with overland though. They then declared this a happy medium and talked about it an interview instead of addressing this thread. This thread they have purposefully ignored for years. It is us users that have had to stumble upon interviews and ask in unrelated threads and bring that information back here. So, I can certainly understand why someone would miss it.

    Edited by spartaxoxo on December 3, 2024 6:45PM
  • BasP
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    Dahveed wrote: »
    At this point I am utterly mystified as to why ZoS refuses to do ANYTHING like this after all these years and all these ubiquitous complaints about everything being too easy.

    Maybe the data doesn't support that a change is needed. Only they can tell us that.

    But they did do something by making all the boss fights more difficult and long, which no one has been happy with.

    "No one" is perhaps a bit of an overstatement; I personally enjoyed tackling West Weald's world bosses solo for example (though most of the time other players showed up as well). If quest bosses could optionally be as difficult as Fang and Talon at Centurion’s Rise, that would be great in my book.

    Now of course I would prefer it if the base difficulty of all of the bosses in future content would be reduced and there would be an optional way to increase their difficulty (significantly). But as it stands, I have to admit that I'm glad that at least some of the Overland isn't a walk in the park.
  • spartaxoxo
    spartaxoxo
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    BasP wrote: »
    But as it stands, I have to admit that I'm glad that at least some of the Overland isn't a walk in the park.

    I'm not because it's clearly designed for groups with no thought about when a player is solo.

    I enjoyed soloing Harrowstorms because you can semi-scale it by slowing down ghosts. But, Mirrormoor incursions don't have that. So, while the mechanics are fine, the add pool isn't solo friendly. And that's going to be an issue once it's dead content.

    Vents the adds have less health so even if you're by yourself, it's not as much of a slog.

    The world bosses are mostly fun and fine though. It's mostly the world event.
    Edited by spartaxoxo on December 3, 2024 6:55PM
  • colossalvoids
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    I'm also not fine but because it's inconsistent - it takes into consideration no one as it's a compromise that helps no party in there. People who want to feel a difference can't because it's negligible at best and people who can experience any difference are the ones who already struggled and do not need that increase. In summ that's an annoyance for both parties, one feels ignored and the other betrayed of sorts as starting to feel that company isn't catering to them enough.
  • spartaxoxo
    spartaxoxo
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    I'm also not fine but because it's inconsistent - it takes into consideration no one as it's a compromise that helps no party in there. People who want to feel a difference can't because it's negligible at best and people who can experience any difference are the ones who already struggled and do not need that increase. In summ that's an annoyance for both parties, one feels ignored and the other betrayed of sorts as starting to feel that company isn't catering to them enough.

    Yup. As demonstrated in my video earlier, the story bosses are still downed in seconds for a vet player. Meanwhile, some players who were already struggling have stopped bothering with the new zone story bosses altogether.
  • BasP
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    spartaxoxo wrote: »
    BasP wrote: »
    But as it stands, I have to admit that I'm glad that at least some of the Overland isn't a walk in the park.
    But, Mirrormoor incursions don't have that. So, while the mechanics are fine, the add pool isn't solo friendly. And that's going to be an issue once it's dead content.

    True, I didn't think of the Mirrormoor Incursions when I made that post - just the difficulty of the World Bosses and the pre-nerf Viikor Brazen Hoof. It would definitely be better if the Incursions would have some kind of scaling in the future so that they're easier to complete once there are less people in the zone.
    I'm also not fine but because it's inconsistent - it takes into consideration no one as it's a compromise that helps no party in there. People who want to feel a difference can't because it's negligible at best and people who can experience any difference are the ones who already struggled and do not need that increase. In summ that's an annoyance for both parties, one feels ignored and the other betrayed of sorts as starting to feel that company isn't catering to them enough.

    True. As I've said a couple of times a few pages back, I would infinitely prefer to see a proper solution (such as a Difficulty Slider, the less likely Veteran instances or something else) that would indeed cater to all players. It's a shame that some people won't do the Main Quests anymore because they can't complete them, while others won't bother with them because the current difficulty doesn't engage them.
  • SilverBride
    SilverBride
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    BasP wrote: »
    Dahveed wrote: »
    At this point I am utterly mystified as to why ZoS refuses to do ANYTHING like this after all these years and all these ubiquitous complaints about everything being too easy.

    Maybe the data doesn't support that a change is needed. Only they can tell us that.

    But they did do something by making all the boss fights more difficult and long, which no one has been happy with.

    "No one" is perhaps a bit of an overstatement; I personally enjoyed tackling West Weald's world bosses solo for example (though most of the time other players showed up as well). If quest bosses could optionally be as difficult as Fang and Talon at Centurion’s Rise, that would be great in my book.

    What about the multiple immune phases? That is the biggest complaint I have and have heard from others. Besides making the bosses more difficult, they are now long and drawn out and I don't even go to West Weald anymore because I don't enjoy the bosses or incursions at all.

    I think a lot of players could live with the increased boss difficulty for world bosses and incursion bosses, because those are meant to be group content. But the story bosses were also increased in difficulty and some players can't defeat them any more.

    I wish they would bring all the bosses from High Isle forward down in difficulty to be more in line with what they were before they started progressively increasing their difficulty, then give players a slider. Because I am frankly tired of my experience being made much less enjoyable by the direction they are taking.
    Edited by SilverBride on December 3, 2024 9:28PM
    PCNA
  • spartaxoxo
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    I just want to quote myself here as a reminder the story bosses still die way too fast for a vet player. The changes made to them have done nothing for us. The quotes have been snipped for brevity. I just wanted to show the YouTube videos as a reminder of my experience with the first boss in Necrom using a few different setups.
    spartaxoxo wrote: »
    spartaxoxo wrote: »
    Just as easy on my sorc
    https://youtu.be/lUvzkAXUyD0

    And on my sneak thief night blade, which is in gear meant for lowering the detection radius.
    https://youtu.be/6nOEinB2dbs
    Edited by spartaxoxo on December 3, 2024 9:44PM
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