spartaxoxo wrote: »Overland prepares you for normal dungeons and trials. It is those that are supposed to prepare you vet dungeons and trials, and the dlc does a good job of it. The knowledge gap from people who actually give a single piece of care from the game is not about stuff like dodging. It's generally stuff like weaving and gearing
spartaxoxo wrote: »Overland prepares you for normal dungeons and trials. It is those that are supposed to prepare you vet dungeons and trials, and the dlc does a good job of it. The knowledge gap from people who actually give a single piece of care from the game is not about stuff like dodging. It's generally stuff like weaving and gearing
I don't think normal prepares you for vet very well at all. Normal is so easy almost all mechanics can be ignored while healers and tanks are almost never needed.
Normal hard mode could be a thing...
spartaxoxo wrote: »Overland prepares you for normal dungeons and trials. It is those that are supposed to prepare you vet dungeons and trials, and the dlc does a good job of it. The knowledge gap from people who actually give a single piece of care from the game is not about stuff like dodging. It's generally stuff like weaving and gearing
spartaxoxo wrote: »spartaxoxo wrote: »Overland prepares you for normal dungeons and trials. It is those that are supposed to prepare you vet dungeons and trials, and the dlc does a good job of it. The knowledge gap from people who actually give a single piece of care from the game is not about stuff like dodging. It's generally stuff like weaving and gearing
I don't think normal prepares you for vet very well at all. Normal is so easy almost all mechanics can be ignored while healers and tanks are almost never needed.
I think the later dlc are better about that, though I think that's definitely true with the earliest dlc and all of the base game stuff. Sure you do not necessarily need a tank or anything, but you can see the mechanics more clearly. And I often hear things like "Oh I bet that one shots on Vet."
MidniteOwl1913 wrote: »spartaxoxo wrote: »spartaxoxo wrote: »Overland prepares you for normal dungeons and trials. It is those that are supposed to prepare you vet dungeons and trials, and the dlc does a good job of it. The knowledge gap from people who actually give a single piece of care from the game is not about stuff like dodging. It's generally stuff like weaving and gearing
I don't think normal prepares you for vet very well at all. Normal is so easy almost all mechanics can be ignored while healers and tanks are almost never needed.
I think the later dlc are better about that, though I think that's definitely true with the earliest dlc and all of the base game stuff. Sure you do not necessarily need a tank or anything, but you can see the mechanics more clearly. And I often hear things like "Oh I bet that one shots on Vet."
No not really. For instance in Unhallowed grave the kilm, the mechanic is for one player to hop above see which rune is lite and them tell the tank to direct the boss there. The group is then protected from the fire. On normal no one *ever* does that because the healer just heals them thru it, or they heal themselves thru it. If that's all you ever did you wouldn't even know ther was a mechanic. That is common in a lot normal content.
FrancisCrawford wrote: »Normal hard mode could be a thing...
There should be a simple toggle for increased difficulty, with no default rewards other than the fun of the challenge itself.
Any tangible rewards should be separated out via quests or endeavors or achievements or whatever.
I stress "simple toggle" so as to serve the players who want to zoom through trash but would welcome harder fights with quest bosses.
The same technology could enable a toggle for easier difficulty, to serve the players who want dungeon story mode.
The gap I experience primarily concerns "mechanics" becoming way more deadly. I don't like "mechanics". A nicer progression of difficulty for me would be like the one from overland to what Craglorn used to be. Just tougher and harder hitting opponents. But please spare me the "mechanics" The whole concept of making the choreography of mechanics part of combat is not for me.
wolfie1.0. wrote: »FrancisCrawford wrote: »Normal hard mode could be a thing...
There should be a simple toggle for increased difficulty, with no default rewards other than the fun of the challenge itself.
Any tangible rewards should be separated out via quests or endeavors or achievements or whatever.
I stress "simple toggle" so as to serve the players who want to zoom through trash but would welcome harder fights with quest bosses.
The same technology could enable a toggle for easier difficulty, to serve the players who want dungeon story mode.
There is a simple toggle for it though. Its called a CP reset and go into fights without CP.
I know a twitch streamer friend that does naked dungeon runs. goes into dungeons with 4 players with level 1 non set weapons and level 1 foods and group members CP on. nothing else they can only use what they pick up in said dungeon and then dump everything and move on to the next one.
i personally have gone around doing quests and stuff with no weapons. quite interesting that.
I know another player that carried 0 soul gems on their character and everytime they died they had delete their character and start over at character creation...
you could even make things more difficult by throttling your own connection to the game.
My point here is that there are actually several ways you could make your play experience more difficult than it already is, you just have to put some effort into it.
It really isn't that hard to make the content more difficult for yourself.... difficulty is not the answer.
What we need is fun, a willingness to engage, and various levels of challenges. there needs to be a hill to climb and a path up that hill that is transitional and not a vertical cliff to scale.