No special addons except ActionDurationReminder I have soloed 90% of WBs with heavy atacks as main damage ability I know it is kinda lazy, but still easy anyway)Hallothiel wrote: »Was asking as on console & so don’t know if/how much they help towards finding things ‘too easy’.
LonePirate wrote: »For all of these people wanting challenging overland content, where were you back in 2014 when this game went live and during May, June and early July of that year, the VR Gold zones (and to a lesser extent the VR Silver zones) along with most of Craglorn, were dead zones that nobody played? We've already been down this road and the public voted No by not playing the challenging overland content.
I think the issue would be solved if there was a new section under Options > Gameplay for this.
Difficulty Slider
Debilitation Potency
“Apply Debilitation onto yourself. This effect cannot be purged. Increases your Damage Taken, reduces your Damage Dealt, and reduces your Healing Taken by the following percentage.”
Slider List: Off, 0-99%.
Allied Healing
“Apply Debilitation II onto yourself. This effect cannot be purged. Reduces the amount of Healing Dealt you provide to your pets and allies.”
Slider List: Off, 0-99%.
Difficulty Scenario
“Determines the scenarios in which Debilitation and Debilitation II are deactivated. Note: Both effects will already deactivate in Duels, PvP areas, and any content which has a Veteran counterpart.”
Slider List: None, Public Dungeons, World Events, World Bosses, (any mix of the three).
No extra rewards. No need to swap out all of your hard earned gear/skills/CP. This is the only way to go about this situation and make everyone happy imo.
That ^ is exactly the type of example i was suggesting in my earlier posts (around page 32 & such , if you do end up reading thru rest of this thread) .Reese_Flamelocks wrote: »I haven't read many of the replies, though I plan to,
, there needs to be gradation of danger as one ventures further from civilized areas. Quests should take the player deeper and deeper into the "wilderness" which fleshes out the world.
You aren't the 1st person to propose that 'slider' idea , so it's def. worth considering & discussing.I think the issue would be solved if there was a new section under Options > Gameplay for Difficulty Slider
If this entire thread is any indication, it's that there is more than one "only way" AND that rarely if ever does anything ever make "everyone happy" .This is the only way to go about this situation and make everyone happy imo.
Red_Feather wrote: »I think the issue would be solved if there was a new section under Options > Gameplay for this.
Difficulty Slider
Debilitation Potency
“Apply Debilitation onto yourself. This effect cannot be purged. Increases your Damage Taken, reduces your Damage Dealt, and reduces your Healing Taken by the following percentage.”
Slider List: Off, 0-99%.
Allied Healing
“Apply Debilitation II onto yourself. This effect cannot be purged. Reduces the amount of Healing Dealt you provide to your pets and allies.”
Slider List: Off, 0-99%.
Difficulty Scenario
“Determines the scenarios in which Debilitation and Debilitation II are deactivated. Note: Both effects will already deactivate in Duels, PvP areas, and any content which has a Veteran counterpart.”
Slider List: None, Public Dungeons, World Events, World Bosses, (any mix of the three).
No extra rewards. No need to swap out all of your hard earned gear/skills/CP. This is the only way to go about this situation and make everyone happy imo.
That will make the overland even more boring because then it will be both slow and easy without any incentive to do so. I made a post on the previous page to help make the overland more challenging and thoughtful.
Well , 'higher difficulty' shouldn't be so over-simplified to just strictly equate to mere STATS increase.And if slow = boring then you shouldn’t want higher difficulty.
NeeScrolls wrote: »However, i don't believe it's necessarily within standard human-nature of gamers to purposely intentionally make things more difficult as their choice (at least, not in a MMORPG) . In fact, much to coding Developer chagrin, it's typically proven to be just the opposite...and constant. (aka exploits )
NeeScrolls wrote: »Well , 'higher difficulty' shouldn't be so over-simplified to just strictly equate to mere STATS increase.And if slow = boring then you shouldn’t want higher difficulty.
Something can have 1 HP , yet complex mechanics & dynamic circumstances, which could = greater challenge AND fun ( imho ) thereby not necessarily feel "slow boring" .
As always, however, the real difficulty for coders & players is: nuance
Reese_Flamelocks wrote: »To me this whole debate comes down whether a player wants a Dangerous World verse an Amusement Park. It's players preference. ESO is a great game, probably the best MMO out right now, and I, personally, just wish it was more Dangerous World-leaning.
ESO is a playground, not a dirty scrappy football pitch. Maybe there is an in-between.
Yep i hear ya and as i recently stated in my earlier post, i'm tending to resign myself more & more with just keeping the current overland status-quo.for the majority, Overland is fine as is. It should not change.NeeScrolls wrote: »Well , 'higher difficulty' shouldn't be so over-simplified to just strictly equate to mere STATS increase.And if slow = boring then you shouldn’t want higher difficulty.
Something can have 1 HP , yet complex mechanics & dynamic circumstances, which could = greater challenge AND fun ( imho ) thereby not necessarily feel "slow boring" .
As always, however, the real difficulty for coders & players is: nuance
Well, as paying subscribers, we most certainly can. Doesn't mean they have to listen lol . Besides, if you read my earlier post suggestion (page 32 & such) , you'd see that the nuance i speak of certainly wouldn't constitute "tons" ...but rather more like tweaks.We also can’t ask the Devs to take on a massive rebalancing/create tons of new mechanics because that is not reasonable at all.
I could go on but it was not a difficulty issue. There are so many other factors. These forums would not be so full of people asking for increased difficulty enough for the mods to create this thread if it was not requested.
NeeScrolls wrote: »Yep i hear ya and as i recently stated in my earlier post, i'm tending to resign myself more & more with just keeping the current overland status-quo.for the majority, Overland is fine as is. It should not change.NeeScrolls wrote: »Well , 'higher difficulty' shouldn't be so over-simplified to just strictly equate to mere STATS increase.And if slow = boring then you shouldn’t want higher difficulty.
Something can have 1 HP , yet complex mechanics & dynamic circumstances, which could = greater challenge AND fun ( imho ) thereby not necessarily feel "slow boring" .
As always, however, the real difficulty for coders & players is: nuanceWell, as paying subscribers, we most certainly can. Doesn't mean they have to listen lol . Besides, if you read my earlier post suggestion (page 32 & such) , you'd see that the nuance i speak of certainly wouldn't constitute "tons" ...but rather more like tweaks.We also can’t ask the Devs to take on a massive rebalancing/create tons of new mechanics because that is not reasonable at all.
Anyways, it's clear a bunch of the same posters (myself included) are starting to echo-repeat ourselves here, so i'm gonna go back to playing ESO for a bit. Excited to start a certain new map zone's , well, overland content.
NeeScrolls wrote: »Well , 'higher difficulty' shouldn't be so over-simplified to just strictly equate to mere STATS increase.And if slow = boring then you shouldn’t want higher difficulty.
Something can have 1 HP , yet complex mechanics & dynamic circumstances, which could = greater challenge AND fun ( imho ) thereby not necessarily feel "slow boring" .
As always, however, the real difficulty for coders & players is: nuance
SilverBride wrote: »Reese_Flamelocks wrote: »To me this whole debate comes down whether a player wants a Dangerous World verse an Amusement Park. It's players preference. ESO is a great game, probably the best MMO out right now, and I, personally, just wish it was more Dangerous World-leaning.
ESO is a playground, not a dirty scrappy football pitch. Maybe there is an in-between.
There is no in between. Increasing the difficulty of overland even a little would be detrimental to a lot of players. There are way more players who aren't vet geared and experienced end game players than there are. Overland is the story and is exactly as it should be for what it is.
Overland is not too easy... some players are just too strong. This is the only problem, and this is where any solution should be directed. This is why the solution offered by @Vaoh is perfect because it addresses the real issue.
Veteran overland, optional or not, is not feasible, so solutions that only affect the players who choose to use them are the only reasonable solutions.
Red_Feather wrote: »NeeScrolls wrote: »Well , 'higher difficulty' shouldn't be so over-simplified to just strictly equate to mere STATS increase.And if slow = boring then you shouldn’t want higher difficulty.
Something can have 1 HP , yet complex mechanics & dynamic circumstances, which could = greater challenge AND fun ( imho ) thereby not necessarily feel "slow boring" .
As always, however, the real difficulty for coders & players is: nuance
Yeah I feel the same way. I wanted to suggest something that made things more interesting. I don't know why anyone would think lowering damage and health makes combat more interesting. I think they will argue for it until they get it and see players complain it's boring.
Looks like discussion went on another lap, isn't it? I don't want repeat all things I wrote earlier, so forgive me my self-copy/paste...)I think the issue would be solved if there was a new section under Options > Gameplay for this.
Difficulty Slider
Debilitation Potency
“Apply Debilitation onto yourself. This effect cannot be purged. Increases your Damage Taken, reduces your Damage Dealt, and reduces your Healing Taken by the following percentage.”
Slider List: Off, 0-99%.
Allied Healing
“Apply Debilitation II onto yourself. This effect cannot be purged. Reduces the amount of Healing Dealt you provide to your pets and allies.”
Slider List: Off, 0-99%.
Difficulty Scenario
“Determines the scenarios in which Debilitation and Debilitation II are deactivated. Note: Both effects will already deactivate in Duels, PvP areas, and any content which has a Veteran counterpart.”
Slider List: None, Public Dungeons, World Events, World Bosses, (any mix of the three).
No extra rewards. No need to swap out all of your hard earned gear/skills/CP. This is the only way to go about this situation and make everyone happy imo.
About why overlant is NOT ok as it is:Human psychology. IRL normal situation looks like that: person reaches new height and then moves to the next one. What you suggest is similar to tie your legs and be happy you can move by doing short jumps. Please, understand we are also deserve our portion of desired content as anyone else.SilverBride wrote: »Blackbird_V wrote: »SilverBride wrote: »Taking a zone away from the general playerbase and making it too difficult for them ever utilize is not the least bit fair and would absolutely divide the playerbase, if there was any playerbase left to be divided.
The only fair and reasonable solution is a debuff. I know some players don't like this idea but there has not been a solid reason given as to why this is not acceptable.
We have.
It's not an acceptable solution as it's cheap and will be underutilised. Going around the world debuffing yourself, while others can just press an ability or 2 and kill the mob(s) your attacking ruins this. I want to see delve bosses with 1m HP, group delve, public dungeon and quest bosses with 2-4m HP, mobs with triple-quadruple the HP, want mobs etc. to hurt.
I want the challenge GIVEN to me, rather than me nerfing myself to seek a challenge, to me it's not logical. People would just not bother, and again: others who aren't debuffed will and can ruin it. I'd love to see people ask for help and ask for help with content, rather than say "derp i debuffed myself halp plox" because people would end up saying to undo the debuff.
Nty. Veteran scaled content please. I don't want nerf food lol.
How is it cheap? If you mean the cost to implement it then yes it would be much cheaper than veteran overland, which is what would be underutilized and expensive.
Why does the challenge have to be given to you with harder mobs if debuffing yourself has the same end result?
What does it matter if others who don't use the debuff can quickly kill mobs? It's about the player wanting more of a challenge for themselves not what others are doing.
Debuff is the only reasonable solution that gives the player harder fights without negatively affecting the rest of the playerbase.
About why trials and solo arenas are not enough for those who want vOL:[snip] Anyway the point of example was not that I want to die easily to save some gold, but about enemies who aren't trying to kill player while it is their only purpose!SilverBride wrote: »
[edited for baiting]
Some good and bad options for vOL:Maya_Nur wrote:Oh my... No, I'm just saying that 25m health is NOT hard, it is stuffy and unrealistic. By the way, it is a group content and I don't like it, no offence friend I prefer solo, and even not doing a rotation (just lazy) I did not experience any resistance in Craglorn's WB or dungeons
I'm happy to see so many great ideas for vet overland here! I just wish to add a little bit more facets to those diamonds, so there are variants of how vOL can be implemented:
1. Much love edition:
— Overland HAS NO difficulty toggle BUT there are various types of mobs, from weak wolves to deadly mosters; from moderately dangerous bandits to high-skilled and well-geared criminal masterminds; from single enemies along the road to packs of dozens in lairs.
— Smart enemies who WISH to kill you or at least desperately trying not to die.
— Instaned delves (either solo or with party)
— Progressive difficulty to the story quests chain with its climax in final battle.
— Hard story bosses, for ex. Dagon in smaller form (like in the CGI) BUT do deadly blows, summons elite mobs, floods ground with deadly AOEs etc.
— Great rewards. More gold for quests (5k-50k as the story progresses), coffers (blue, purple), houseguests/companions (characters who have participated in the story), furniture pieces, accessories etc.
2. Love edition:
— Overland HAS a difficulty toggle.
— Smart enemies who WISH to kill you or at least desperately trying not to die.
— Hard story bosses, for ex. Dagon in smaller form (like in the CGI) BUT do deadly blows, summons elite mobs, floods ground with deadly AOEs etc.
— Better rewards. More gold for quests (5k-50k as the story progresses), coffers (blue, purple).
3. At least something edition:
— Overland HAS a difficulty toggle.
— Buff enemies with HP and/or strength, same for story bosses.
4. Better not to do edition:
— Debuff player.
Even as a DPS it is a lot easier to get into dungeons when you run veteran content. I was generally able to get into a dungeon within 4 to 10 minutes. When I have tried running group dungeons in the past on normal it would sometimes take me upwards of 40 minutes to get into a dungeon.
This weekend when I would queue up for a pledge, I would queue into both the normal version of that dungeon, and the veteran dungeon. In every case, I got into the veteran dungeon before I got into the normal dungeon.
This tells me that the player base of ESO dramatically prefers the challenge that veteran content offers.
About why debuff is a better-not-to-do-at-all
Sorry, but it doesn't count as an argument. In *one country* it is common to litter on the streets, beaches and in the house entrances, but it doesn't solve the problem of garbage disposal.spartaxoxo wrote: »Even as a DPS it is a lot easier to get into dungeons when you run veteran content. I was generally able to get into a dungeon within 4 to 10 minutes. When I have tried running group dungeons in the past on normal it would sometimes take me upwards of 40 minutes to get into a dungeon.
This weekend when I would queue up for a pledge, I would queue into both the normal version of that dungeon, and the veteran dungeon. In every case, I got into the veteran dungeon before I got into the normal dungeon.
This tells me that the player base of ESO dramatically prefers the challenge that veteran content offers.
The higher queue times for normal is from more people queueing dps in the normal queue.About why debuff is a better-not-to-do-at-all
Debuffs are a very common and popular difficulty adjustment throughout gaming, especially in RPGs. People who use them enjoy them because they add challenge to encounters they may have bested before by making old challenges into something new.
They are moreso akin to doing one-handed push-ups. Most people may not see the point in doing them, but there is many who do like the extra challenge and bragging rights that comes from being able to do push-ups with one hand tied behind their back. It's a matter of taste whether or not people like them, rather than it being intrinsic to psychology to dislike it.
They remain fairly common throughout gaming and even in modding where people go out of their way to add them into their games.
Sorry, but it doesn't count as an argument. In *one country* it is common to litter on the streets, beaches and in the house entrances, but it doesn't solve the problem of garbage disposal.spartaxoxo wrote: »Even as a DPS it is a lot easier to get into dungeons when you run veteran content. I was generally able to get into a dungeon within 4 to 10 minutes. When I have tried running group dungeons in the past on normal it would sometimes take me upwards of 40 minutes to get into a dungeon.
This weekend when I would queue up for a pledge, I would queue into both the normal version of that dungeon, and the veteran dungeon. In every case, I got into the veteran dungeon before I got into the normal dungeon.
This tells me that the player base of ESO dramatically prefers the challenge that veteran content offers.
The higher queue times for normal is from more people queueing dps in the normal queue.About why debuff is a better-not-to-do-at-all
Debuffs are a very common and popular difficulty adjustment throughout gaming, especially in RPGs. People who use them enjoy them because they add challenge to encounters they may have bested before by making old challenges into something new.
They are moreso akin to doing one-handed push-ups. Most people may not see the point in doing them, but there is many who do like the extra challenge and bragging rights that comes from being able to do push-ups with one hand tied behind their back. It's a matter of taste whether or not people like them, rather than it being intrinsic to psychology to dislike it.
They remain fairly common throughout gaming and even in modding where people go out of their way to add them into their games.