They did it again, just now, HERE, where we were talking about what difficulty people expect for individual mobs.'
That was a solid, insightful, constructive, on-topic conversation that provide value. I was learning from the people who disagreed with me. I was forced to better articulate my positions. I saw reactions to my posts indicating people found them insightful and helpful too. Now it's dead. Again.
They did it again, just now, HERE, where we were talking about what difficulty people expect for individual mobs.'
That was a solid, insightful, constructive, on-topic conversation that provide value. I was learning from the people who disagreed with me. I was forced to better articulate my positions. I saw reactions to my posts indicating people found them insightful and helpful too. Now it's dead. Again.
Franchise408 wrote: »They did it again, just now, HERE, where we were talking about what difficulty people expect for individual mobs.'
That was a solid, insightful, constructive, on-topic conversation that provide value. I was learning from the people who disagreed with me. I was forced to better articulate my positions. I saw reactions to my posts indicating people found them insightful and helpful too. Now it's dead. Again.
Even more evidence of the poor moderation methods used on this forum that are being highlighted in another thread.
An increase in HP is unlikely. Two players: one turned on high overland difficulty, other did not. Both are looking at the same mob. Obviously, HP of this mob should be the same for both players. Now all sorts of percentages (% more mob damage, % less your damage) are very suitable.Increase hp - longer fight, not harder. Boring.
Increase damage / attack frequency, response timeframes - harder fight, same duration
Increased all of the above - much harder fight, slightly longer duration.
An increase in HP is unlikely. Two players: one turned on high overland difficulty, other did not. Both are looking at the same mob. Obviously, HP of this mob should be the same for both players. Now all sorts of percentages (% more mob damage, % less your damage) are very suitable.Increase hp - longer fight, not harder. Boring.
Increase damage / attack frequency, response timeframes - harder fight, same duration
Increased all of the above - much harder fight, slightly longer duration.
In general, I wouldn't change the difficulty of trash mobs in any way. Impact of overland difficulty should be only for bosses, mini-bosses, some unique (named) opponents. Normal 32k HP mobs should remain either unchanged or with minimal buffs.
Sure, there is such a thing. Community indeed can differ between official forum and say reddit.Let me digress a little. I know this community want to be able to literally turn off mobs, damage, and any challenge, but if you look at forums outside of this one, where players talk about ESO but don't play it anymore, this type of "easy" mode is what killed the game for them. People here forget it's an MMO. You won't hear about it here though, because the only ones left here are the ones who enjoy the game enough to stay. Current concurrent player count, according to charts is around 2% of all the people who played the game, so obviously a lot of things are wrong, and if you read opinions outside of this bubble, it's very clear what was wrong for years.