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core gameplay changes concept..

Sparxlost
Sparxlost
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trash mobs and enemies have increasingly rare drop rates for items (crafting mats gold weapons armor gold etc) and are more difficult to kill but give more experience (enemies now have certain resistances to encourage certain playstyles for certain areas over others while every playstyle should still be possible) Overland bosses drop more items and gold and are also more difficult to encourage group farming bosses for items worth gold and slightly better exp while questing will always give you more exp and gold from completions
more experience and better overland quest rewards...
all of the trash mob loot you would be missing out on would be dropped in excess in dungeons to make up for it and dungeon chest always drop more gold and better quality dungeon sets
raids can stay the same and maybe they could add necessary resistances/weaknesses to make them more difficult but zos just nerfed everyone so maybe buffing pve isnt a great idea to that level

These changes incentivise questing for newer players and makes it so that most of the gold you make at end game comes from realistic sources killing powerful enemies and running dungeons
it also beefs up the difficulty of pve in realistic and easy to figure out ways at lower levels of play as most enemies have few specific resistances/weaknesses
examples
enemies in heavy armor more resistant to damage but are slower
medium armor are fast but take more damage in melee range
light armor take less ranged damage
A dwemer boss would typically be more resistant to martial damage but weak to lightning damage and take regular damage from other magic..
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