IcyDeadPeople wrote: »When I started playing the game, I enjoyed the experience of dying multiple times and finally clearing PVE dungeons where all the mobs were several levels above character level. This was on the PTS, so if you entered a dungeon by yourself or with a friend, you would rarely find other players inside.
When the game launched, suddenly there were many other players everywhere and it seemed a bit ridiculous. You could do level 30-40 quests at level 5-10 because there were other players killing all the mobs.
Currently, if you really want a challenging PVE experience, the 4-man "group" dungeons are the only ones that you can do solo or with a partner. They are instanced, so you won't have lots of other players inside.
At this point, I'm no longer interested in any PVE content, so if I need to do anything in PVE, I'd prefer it to be as easy and fast as possible so I can quickly get a skyshard/skill point and return to Cyrodiil. I try to avoid doing any of the lowbie public or group dungeons until I'm max veteran level and can blow through them quickly.
MasterSpatula wrote: »Your poll betrays your arrogant, disdainful narrow-mindedness, and I refuse to play your little game by answering it. Get over yourself.
I'm running three characters through Cadwell's, keeping them roughly neck-and-neck. In the VR2 zones, I decided to train up my Casters in Tank armor/weapons and my Tank in caster gear/weapons. The game, which provided a moderate challenge when I played my casters became a breeze as soon as I put them in HA and gave them DW/1HS setups. On the other hand, for my tank, the character for whom the game had already been a breeze, the game became a holy living nightmare once I put him in LA/DS/RS--at least until I had leveled up enough to unlock Force Pulse and some passives.
I'm sorry if the adrenaline-and-testosterone-addicted boys with the attention spans of puppies who think "It's a bad game if I'm not dying every five minutes" get bored when they fight trash mobs, but this game panders to them plenty. People need to be able to try out different builds without getting slaughtered. People need to be able to level up new skills. People need to be able to try new strategies and learn what works better without being unable to progress at all if they didn't pick exactly the loadout that more experienced, more skilled players would pick.
We need trash mobs to be TRASH. This way, we'll have practiced on them so when we're ready for a challenge, we can try the content that's supposed to be challenging.
Seriously, stop trying to take the learning-experience mobs away from those learning the game, the practice mobs away from those who need the practice. If Veteran Zones are too easy for you, then you are playing in the wrong zone. Go the the places aimed at you.
I'm not only asking for my enemies to have a damage boost, I'm also asking for them to be smarter. I've been testing the DPS of my enemy, and I can confirm that all enemies will attack within 2-5 seconds (this excludes when an enemy is charging an attack). FIVE SECONDS can go and you won't even be attacked. This is downright diabolical. I think enemies should be able to spam their attacks, or at least SOME enemies should be able to; like higher ranked enemies being smarter and more confident kinda thing. The generic guards can spam their skills and show no hesitation in kicking our arses, why can't our usual world enemies be like this? Or at least just a little more spammy, so that I won't feel like I'm just kicking a puppy every time I'm in a battle.
MasterSpatula wrote: »Your poll betrays your arrogant, disdainful narrow-mindedness, and I refuse to play your little game by answering it. Get over yourself.
I'm running three characters through Cadwell's, keeping them roughly neck-and-neck. In the VR2 zones, I decided to train up my Casters in Tank armor/weapons and my Tank in caster gear/weapons. The game, which provided a moderate challenge when I played my casters became a breeze as soon as I put them in HA and gave them DW/1HS setups. On the other hand, for my tank, the character for whom the game had already been a breeze, the game became a holy living nightmare once I put him in LA/DS/RS--at least until I had leveled up enough to unlock Force Pulse and some passives.
I'm sorry if the adrenaline-and-testosterone-addicted boys with the attention spans of puppies who think "It's a bad game if I'm not dying every five minutes" get bored when they fight trash mobs, but this game panders to them plenty. People need to be able to try out different builds without getting slaughtered. People need to be able to level up new skills. People need to be able to try new strategies and learn what works better without being unable to progress at all if they didn't pick exactly the loadout that more experienced, more skilled players would pick.
We need trash mobs to be TRASH. This way, we'll have practiced on them so when we're ready for a challenge, we can try the content that's supposed to be challenging.
Seriously, stop trying to take the learning-experience mobs away from those learning the game, the practice mobs away from those who need the practice. If Veteran Zones are too easy for you, then you are playing in the wrong zone. Go the the places aimed at you.
IcyDeadPeople wrote: »When I started playing the game, I enjoyed the experience of dying multiple times and finally clearing PVE dungeons where all the mobs were several levels above character level. This was on the PTS, so if you entered a dungeon by yourself or with a friend, you would rarely find other players inside.
When the game launched, suddenly there were many other players everywhere and it seemed a bit ridiculous. You could do level 30-40 quests at level 5-10 because there were other players killing all the mobs.
Currently, if you really want a challenging PVE experience, the 4-man "group" dungeons are the only ones that you can do solo or with a partner. They are instanced, so you won't have lots of other players inside.
At this point, I'm no longer interested in any PVE content, so if I need to do anything in PVE, I'd prefer it to be as easy and fast as possible so I can quickly get a skyshard/skill point and return to Cyrodiil. I try to avoid doing any of the lowbie public or group dungeons until I'm max veteran level and can blow through them quickly.
Thanks for the tip, but I personally prefer to play as a lone wolf. I'd at least like a difficulty slider for solo dungeons. This'd make me a little happier, and wouldn't ruin it for guys like yourself who want it stay how it is.
No.
I like to play the game as a nice escape into a virtual world, after a hard-day of work.
No.
I like to play the game as a nice escape into a virtual world, after a hard-day of work.
Couldn't say it better!
I get my challenges at work; gaming is leasure time. I love the exploration and quests of TESO, however I'm not looking for a game that kills me again and again.
Another reason is that the current difficulty level makes much more builds viable. If the difficulty would really be pushed towards Demon Souls level I would very quickly quit the game.
YourNameHere wrote: »I don't find the enemies dumb at all. Oil + fire combos, melee keeping me busy while ranged does a AoE/cone attack ...
What part of the game is the enemies dumb? 1-50? Vet levels? Cyrodiil? Dungeons? Etc ...
Have to be WAY more specific.
Hocofaisan wrote: »Well now. I love the Voting options!
The one the OP obviously disagrees with, come off as a slight.
Who would have thought.
Let me be the voice of the Majority of the Playerbase who doesn't frequent the forums or go to
Theorycraft sites for builds:
The game is just fine for them, and lets them "Play how they want to play..."
You know that little sentenced that was on the game's promotional materials?
You should be ashamed for your sad attempt at baiting people.
Psychobunni wrote: »No, because harder enemies would likely completely negate the crazy random builds solo players come up with just to play for fun or whatever, pigeon holing builds even more and run some players off.
Psychobunni wrote: »No, because harder enemies would likely completely negate the crazy random builds solo players come up with just to play for fun or whatever, pigeon holing builds even more and run some players off.
Well, difficulty needs balancing in some areas
I dont think solo questing needs to be difficult. You do it for the story, roleplay and sightseeing.
Open world group pve is way too easy.
Dolmens for example, sometimes its feels like the mobs die to fall dmg when they arrive.
For instanced pve dungeons, it might be ok workaround to do them undermanned. You dont always have to be 4man group.
Yes, I miss the days of beta and doshia or even the VR zones before ZOS nerfed their difficulty into the ground. Bring back the challenge ZOS!
Sorry, but it's a game studios job to find the RIGHT difficulty balance. If it was too hard in the beginning, so be it - I found it exactly right at the start of the game. Now they are just overcompensating and that is bad game design. They were afraid new players would not stick if they made it too hard and now players are about to leave because of the low difficulty.Keep in mind that previously, the veteran zones/mobs were difficult, and because of player outcry, ZOS decided to nerf its difficulty. Now everything is so easy that you can steamroll it through.
Putting things in perspective, for ZOS damn if you, damn if you don't. Can't make everyone happy. I was really happy with the original difficulty, thank god I got to experience it.
VR used to be a wall, it forced players to properly optimize their builds or fail. Compare the size of groups of mobs in Craglorn to groups of mobs in VR zones then tell me they were for group play. They weren't, period. That's just something ZOS told people to make them feel good. You didn't need a "cheesy" build, just an effective one. You had to optimize. Nowadays combat in VR zones is as simple as holding down the heavy attack button until the enemies are dead. No need for self healing, high DPS or high survivability.Yes, I miss the days of beta and doshia or even the VR zones before ZOS nerfed their difficulty into the ground. Bring back the challenge ZOS!
Vr zones werent nerfed. they were changed form group content to solo content.
They weren't hard. people always make this mistake. you got pigeon holed into a cheese build so you either 1) couldnt be touched or 2) played a game of attrition so you didnt die.
There was no challenge, fun, or difficulty about it. For most of the content all you needed was bombard light attacks and maybe magnum/draining shot. YEA so hard to cast 3 abilities......
unless you were a templar and it was blazing shield reflective light and breath.
People acting like the original vet zones were hard make me laugh.