Maintenance for the week of December 15:
· [COMPLETE] PC/Mac: NA and EU megaservers for maintenance – December 15, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
· [COMPLETE] Xbox: NA and EU megaservers for maintenance – December 15, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
· [COMPLETE] PlayStation®: NA and EU megaservers for maintenance – December 15, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
Possible solution for zos and players alike. POWER GAP FIX
Here is my suggestion for a solution to the power creep and Gap. That would be balanced and skill oriented. And would get rid of the unnecessary balance changes that the devs have set forth for testing.
My suggestion would be to leave the core mechanics similar to what they are already existing in the game. For these veteran trials and hard modes and veteran dungeons and their hard modes, what should be done is already an existing core mechanic in other parts of the game and could be incorporated into these dungeons and trials.
What I'm speaking of is like for example the Dolmens in Summerset. The harder you come at them and the more powerful you or your group including randoms around you hit it. The more the Dolmens throw at you meaning they get harder and the final boss has more health and becomes more difficult to kill. If you are by yourself and stand there and light attack the ads that come at you taking your time and barely doing any damage the final boss is like a wet noodle. NOW I'm not suggesting if you do like light damage in a trial than the boss would be like a wet noodle there should be a bottom level where all bosses start at in their power and the harder you hit the dungeon from the beginning the more powerful and harder it is for that bosses to be killed including the ads in between bosses and the ads thrown at you during the boss fight would reflect your power output. Essentially veteran mode could be removed (meaning) that the harder you hit the dungeon it becomes veteran because of your damage dealt.
And things like Trifecta and no death runs achievements would only be given if you hit the dungeon from the very beginning with everything you got all the way to the end and you reach a certain score of damage and time it has taken you together for the game to consider you doing it in hard mode vet.
This way people at the bottom of the power level would still be able to enjoy trials and DLC dungeons and learn the mechanics and get better so they could progress, have something to work for while having fun doing it. Which would also mean people at the very top tier, the 1% of gamers could and would still be challenged by a dungeon that's smart enough to know you are coming in there whooping some butt and it's going to throw everything it's got at you just like as if it was that hard mode. And mid-tier gamers would have a dungeon or trial thrown at them slightly less harder than the 1%, but definitely harder than the lower percent of the power band. Rewards and achievements would be given out based on overall performance. Higher performance higher rewards.
Say things like DLC dungeons. Low end players could enter that dungeon and practice and see how far they can get. And say maybe the game would give a scorecard letting them know how far their group was from receiving a vet accomplishment which would include a monster helmet. Not an individual scorecard but a group scorecard knowing the basic damage and time outputs of that group with maybe a few suggestions on what they can do to improve performance. Or (this would probably be better) if you give a individual scorecard let it be private only to that player so the group would not be able to see it but the player would know what they need to do to improve.
So to sum this up.
Smart dungeons & trials that adjust to your power band and give rewards accordingly to your progression through that dungeon or trial. Meaning no achievements unless you come at it full force but still passable by mid and lower tiered players
Leave existing basic combat mechanics that the community has grown to love and gotten used to except for small minor changes adjustments and tweaks.
Implement a group or individual suggestion card for improvement and help after completing said dungeons or trials.
I wholeheartedly believe this would satisfy the upper 1% the upper 2% and the lower end and everything in between. Making the game fun and accessible and challenging for all ESO players from all walks of life. Even the wood elves.