This thread and idea is for the players that like a challenge, that want difficult content and player separation from what it is now, because I believe the competitive PvE competition is a dying age hard to revive what it once was due to all of the nerfing content to suit the more casual player. Which is understandable but also HIGHLY discouraging for new players to progress in an MMO with a bright future looking to progress. I believe this concept is an extremely healthy idea for Zenimax to look into, yes I know your team is limited but this would be an amazing thing to provide The Concept
Currently as it stands Normal and Veteran are too far of a gap between each other, Normal Mode is designed for a new player looking to progress his or her build and start to get into raiding and group content, as it is right now Normal Mode is far too easy for every single player, the damage output of enemies is far too weak against the damage output by you, you are easily able to outdamage them and kill them, and you can do it in pretty much any build. This type of design I believe discourages a new player and gives them false hope so in turn they decide "hey guys lets try Veteran out" after jumping into Veteran Mode straight from Normal Mode, the difference is massive, and I mean really massive, new players struggle and it causes a bad benchmark from that sort of play style jump. Normal Mode should be harder, and Veteran Mode should be a little easier in comparison.
Veteran Mode is designed for the players who have been around for awhile, this has been said many times before. However, this becomes a huge problem because of Zenimax's Philosophy to match content to the larger audience, being and always will be the less *hardcore* type of player. I believe this is where the main problem starts, having content from one Party be nerfed for the other Party to complete, this causes many gameplay clashes and also prevents character and build progression for new players who try to pursue it.
Thus because of this I believe we should introduce a new mode called Nightmare Mode to keep the two parties split and to have an even and productive character progression model. Having the difficultly jump from Normal > Veteran > Nightmare should be manageable yet challenging, for all parties and those trying to better themselves at the game.
What Nightmare Mode Is
The basic construction of Nightmare Mode will be a considerable increase of Veteran Mode, there will be no new mechanics, no new boss fights, nothing extra to do, it will simply increase the Damage Output on Enemies and their Maximum Health, Damage Shields, Elemental Resistance, Critical Resistance and Critical Chance. This would challenge players to learn to move around, to block attacks, and to rethink their build as a whole learning how to sustain their damage, how to sustain their stat resource pools and their reaction times. This mode should not have nerfed damage it should not be touched and modified to fit the casual playerbase it should remain as a benchmark and an achievement to complete this mode for all dungeons and trials.
Not only have we seen many changes to Dungeons and Trials we have also seen changes to how Death Penalties work, this is one of the most discouraging thing Zenimax has ever changed in terms of competitive gameplay, removing death penalties promotes such an unhealthy playstyle and unhealthy competition, promoting how it is okay to die and there is no punishment for it, no life lost, just 1,000 repair bill when your gear decides to break.
Nightmare Mode For Dungeons
There isn't much challenge in dungeons at this current time it's mainly going in for a daily and destroying all of the bosses for a unique item set which ends up being deconstructed for the Style Materials. So to make things interesting for Dungeon Nightmare Mode I would suggest adding in a life counter similar to how Trials Works, or a Dungeon Timer which would be a unique way of having players maximizing their damage to try to complete the dungeon in a certain amount of time to be rewarded with a chance of getting a Legendary Item to drop on the Last Boss if you complete it within that time limit.
Nightmare Mode For Trials
Over the time since Craglorn has been out we have seen a lot of changes to Trials from how they orginially were, for example the decreased Life Counter used to be 32, that was exetremly hard to complete content with, especially Sanctum Ophidia, and the challenge was so great it took a few months to be able to beat the Trial, at least for me and the people I had played with at the time and all the other Top Guilds. I would also propose that Nightmare Mode would include a Death Penalty similar to how it used to be, adding 5 minutes to your overall score but maybe reducing your overall score by 500 points per death.
Nightmare Mode For Dragonstar Arena
Dragonstar Arena would have possibly been the most successful and most unique PvE content ESO will have, the idea is great it causes a lot of teamwork and class balancing to get the best results, the one thing I would suggest for Dragonstar Arena Nightmare Mode would be to give a Timer similar to Dungeons, and to decrease the overall lives that you had, possibly setting a benchmark for each round to be completed in a certain amount of time to recieve a special reward at the end of each round that would be a Legendary Item from Footman, Healer or Master Weapon.
Risk and Reward
Much like many games it becomes a problem when one party is able to complete content and get far superior gear being geared out and flying through content, so since Nightmare Mode has a lot of risk to it, it would need healthy rewards and because the content is the same as what a Veteran Mode would be my suggestion would be to make all of the gear within Trials drop Legendary, this would also be unique because we don't see this in ESO, we have never seen Legendary Items drop, only from weekly rewards it is also a great incentive to keep running content to try and get Legendary Materials.
Another idea being suggested is to add in vanity items such as Skins and Mounts to reduce the need to feel Overpowered compare to the players unable to complete, thanks
@Aerieth @PBpsy for the idea