jasonquigley646_ESO wrote: »Keep dreaming.....its cute. This isn't meant to be a solo game, it's an MMORPG. Go play Skyrim on the hardest difficulty or Dark Souls if you want to stroke your solo play ego lol.
very challengening solo content sounds liek a dream. but as solo content it will all come down to finding the build that deals with it perfectly and, once known, can be used for everyone witht the right clas /items to breeze through it. imho it will be super hard to create content that is mechanically challengening and not brken by something like reflect, blink, port, damageshields, magma armor, negate, whatever comes to mind
Merlin13KAGL wrote: »@Kragorn , sure it can. It's not so much that it would necessarily scale the enemy effectiveness up, but rather scale your effectiveness down.This is an MMO, a 'difficulty slider' can't work in areas where you're not on your own .. that means only exclusively solo dungeons .. apart from the Main Story and Fighters/Mages Guild quests those don't exist in ESO.Merlin13KAGL wrote: »@Hypertionb14_ESO , I don't know why this one keeps getting beat into the ground. Programmatically, it would be one of the easiest things to implement and it would cover all content.Hypertionb14_ESO wrote: »How about a Difficulty Slider?
with Normal being the current levels, Easy being enemies only doing 50% damage and taking 50% more damage.
and Hard being Enemies Hitting 200% as hard and only taking 50% damage
everyone gets something
but yes, there is going to be something like solo trials in one of the next major PvE zones.
Adjust to suit.
The hardest part would be gear drops (esp if you scale it down.)
Making content harder on your end would scale down your effective Armor Class, Damage output, Healing received and would scale up your damage taken, etc. Positive effects would last shorter durations, negatives longer. Higher skill costs/break free's, etc.
The base level would be the mob as it currently is now.
It would be like reverse battle leveling, essentially and would not imbalance the content for anyone else in the room, as the enemies would never be less hard than they are now.
EDIT: I realize this would only allow upscaling (invalidating part of my earlier post), which would mean there would be no need to modify the drop routines at all.
Just remember guys, lower zone content already takes so friggin long to complete. Upping difficulty in over world zones is deffinetly a NO in my book. Public delves might use a slight difficulty in read yes but not alot. Public DUNGEONS on the other hand, I don't care what you say there are only one or two builds for each class that could pull off soloing one of those while leveling, even less so when you are lower than the instance. So basically I'm saying that to the op, I don't believe you. And even if you did have the appropriate solo build for these public dungeons, then why would they make it harder for you? You are better than ninety percent of the builds out there for soloing, so why make it harder? Technically at that point I would say "congrats" . Then I would say " wait till you are in craglorn, if you can solo (not duo) those delves, I'll give you a kuta or two" because those are designed for four man teams ( you might need a full team to get to the end of the dungeon for switches and such). So....basically, soloing leveling public dungeons: Meh somewhat doable while on or above with certain builds..... And end game group content: If you can solo a nirncrux mine/ delve or even the much easier magickal anomalies, you deserve a friggin pat on the back