Oh, i get ya. But in my perspective as someone who pugs, i run into a lot of people at relatively high levels who dont know or dont do simple things like bash a chargeup, avoid red, or know how certain npcs operate. So my reply to you strms mostly from that perspective. Its amazing how simple encouragement and advice about mechanics (not even gear, rotation, or cp) can change how effective someone can be. And thats simple mechanical knowhow that the game should have exposed them to by that point.
Of course, my reply is to make it actually easier first by ensuring mechanical knowledge. Which is an essential first step before any actual dificulty changes.
I consider things such as CC, interrupting and such as a "core" mechanic of the game, meaning that you should know about it relatively easy during the first few minutes of the game, and if I remember correctly, you get some introduction during the first 3 levels in that Coldharbour part starting zone around those things. It's been nearly 2 years since I did it so correct me if I'm wrong.
failkiwib16_ESO wrote: »This content is made so a new player can run it, without champion points, without basic knowledge of skills and buffs, wears looted random gear and food/drink/potions.
If you desire a challenge, respec and remove all your champion points + wear looted gear, like a new player. Then go and join a group, with new players who don't know mechanics of dungeons - and walk into a dungeon with them.
This.
Oh, i get ya. But in my perspective as someone who pugs, i run into a lot of people at relatively high levels who dont know or dont do simple things like bash a chargeup, avoid red, or know how certain npcs operate. So my reply to you strms mostly from that perspective. Its amazing how simple encouragement and advice about mechanics (not even gear, rotation, or cp) can change how effective someone can be. And thats simple mechanical knowhow that the game should have exposed them to by that point.
Of course, my reply is to make it actually easier first by ensuring mechanical knowledge. Which is an essential first step before any actual dificulty changes.
I consider things such as CC, interrupting and such as a "core" mechanic of the game, meaning that you should know about it relatively easy during the first few minutes of the game, and if I remember correctly, you get some introduction during the first 3 levels in that Coldharbour part starting zone around those things. It's been nearly 2 years since I did it so correct me if I'm wrong.
Oh, i get ya. But in my perspective as someone who pugs, i run into a lot of people at relatively high levels who dont know or dont do simple things like bash a chargeup, avoid red, or know how certain npcs operate. So my reply to you strms mostly from that perspective. Its amazing how simple encouragement and advice about mechanics (not even gear, rotation, or cp) can change how effective someone can be. And thats simple mechanical knowhow that the game should have exposed them to by that point.
Of course, my reply is to make it actually easier first by ensuring mechanical knowledge. Which is an essential first step before any actual dificulty changes.
I consider things such as CC, interrupting and such as a "core" mechanic of the game, meaning that you should know about it relatively easy during the first few minutes of the game, and if I remember correctly, you get some introduction during the first 3 levels in that Coldharbour part starting zone around those things. It's been nearly 2 years since I did it so correct me if I'm wrong.
There's even a combat tutorial pop-up you can have active, telling you when to interrupt NPC's and such.
But it's clearly not enough, because seeing new players in PvP they still dont know how to block reactively, when to bash, dodge, LoS or break cc. They never have to use those combat actions when questing or doing landscape stuff, so it's not going of automatically for them in real fights.
If you're never punished for ignoring combat mechanics, like with today's landscape content, than it's much harder to learn. To perfectly incorporate all combat techniques into your normal gameplay, you need to be exposed to constant situations where you have to use them or likely die.
First months of ESO that was the case. If you played back than you know what I'm talking about. Doing the gold VR zones on my broken templar or equally broken nightblade at the time was sometimes as hard as today's vMA. Miss on cc and a pack of mobs would just kill me. That forced you to learn how to deal with ESO combat. I dont think that difficulty was acceptable in any way, it shouldn't be stressful and painful to do quests and delves. But a hint more difficulty into today's landscape&quest is needed and would benefit new players.
I suspect the ones raging about keeping it sleepy mode or brain-dead easy is older players. They want to level up alts quickly and with no resistance, so 2-shooting mobs is perfect. Meanwhile all new players I talk to thinks PvE is to easy and want it harder.
So last night a couple of guildies and myself went on alts and had some fun in the non-vet camps and at the end of the night we decided to do a few dungeon on are lowbies for the skill points. The four of us were fairly veteran players and know how to build chars. We did the first dungeon and it was really really easy so we decided to do white gold tower...again so easy it was not fun...so one guy left and we decided to do imperial city prison with only 3 people.... a bit more of a challenge but we still never even wiped....
Why is it so easy...Champion points... I have over the cap and the rest of the guys were 300+. Can we please scale dungeon difficulty somehow to account for champ points...make it fun again please!
Haven't bothered reading through entirety of thread but just going to remind OP of this point - the Devs made vet areas easier because people didn't like the extra difficulty...they aren't going to go and ruin it for the majority of players, as they know the majority do not want the open areas to be mind numbingly tedious due to long fights all the time.
And nobody does Craglorn - if OP wants to challenge himself go solo Craglorn delves and solo or two man dungeons as far as he can get.
Unsent.Soul wrote: »Joy_Division wrote: »failkiwib16_ESO wrote: »This content is made so a new player can run it, without champion points, without basic knowledge of skills and buffs, wears looted random gear and food/drink/potions.
If you desire a challenge, respec and remove all your champion points + wear looted gear, like a new player. Then go and join a group, with new players who don't know mechanics of dungeons - and walk into a dungeon with them.
People say this, but I'm sorry, this is ridiculous:https://www.youtube.com/watch?v=MOSzX09QX-g
Well,I'm glad you arent one of the Devs then.Lower level players deserve to learn to play and to want to take that from them is both selfish and ridiculous.
Yea, but this thread isnt really talking about lower level stuff. Its all well and good to learn, but when there is no signifigant learning curve outside of group instances, there is a problem.
Not sure of certain people's reading comprehension but in the OP it clearly states doing low level dungeons(typically for non vet, no cp toons) and that they should be made more difficult because the group was made of 3 players over 300 CP and 1 over max.
This thread is detrimental to any new person or a group of players that don't know the ins/outs of dungeons. I'm not the only one that sees it this way.
NewBlacksmurf wrote: »So last night a couple of guildies and myself went on alts and had some fun in the non-vet camps and at the end of the night we decided to do a few dungeon on are lowbies for the skill points. The four of us were fairly veteran players and know how to build chars. We did the first dungeon and it was really really easy so we decided to do white gold tower...again so easy it was not fun...so one guy left and we decided to do imperial city prison with only 3 people.... a bit more of a challenge but we still never even wiped....
Why is it so easy...Champion points... I have over the cap and the rest of the guys were 300+. Can we please scale dungeon difficulty somehow to account for champ points...make it fun again please!
The difficulty slider is CPs....thats what they are there for. To make things more effective which causes a reduction in difficulty.
Lets say you were not using CP's as it seems you are using them. The game was more difficult and it was changed, I do believe the original difficulty was fit best but there were a lot of complaints and still a large forum voice of....make everything solo-able.
I would like to see more difficulty but I'm unsure that it makes sense if you're using CPs and a manual group where the dungeon is scaled to the leader. By that approach its going to be a lot easier than it use to be prior to any group leader scaling or Group Finder scaling.
Oh, i get ya. But in my perspective as someone who pugs, i run into a lot of people at relatively high levels who dont know or dont do simple things like bash a chargeup, avoid red, or know how certain npcs operate. So my reply to you strms mostly from that perspective. Its amazing how simple encouragement and advice about mechanics (not even gear, rotation, or cp) can change how effective someone can be. And thats simple mechanical knowhow that the game should have exposed them to by that point.
Of course, my reply is to make it actually easier first by ensuring mechanical knowledge. Which is an essential first step before any actual dificulty changes.
I consider things such as CC, interrupting and such as a "core" mechanic of the game, meaning that you should know about it relatively easy during the first few minutes of the game, and if I remember correctly, you get some introduction during the first 3 levels in that Coldharbour part starting zone around those things. It's been nearly 2 years since I did it so correct me if I'm wrong.
There's even a combat tutorial pop-up you can have active, telling you when to interrupt NPC's and such.
But it's clearly not enough, because seeing new players in PvP they still dont know how to block reactively, when to bash, dodge, LoS or break cc. They never have to use those combat actions when questing or doing landscape stuff, so it's not going of automatically for them in real fights.
If you're never punished for ignoring combat mechanics, like with today's landscape content, than it's much harder to learn. To perfectly incorporate all combat techniques into your normal gameplay, you need to be exposed to constant situations where you have to use them or likely die.
First months of ESO that was the case. If you played back than you know what I'm talking about. Doing the gold VR zones on my broken templar or equally broken nightblade at the time was sometimes as hard as today's vMA. Miss on cc and a pack of mobs would just kill me. That forced you to learn how to deal with ESO combat. I dont think that difficulty was acceptable in any way, it shouldn't be stressful and painful to do quests and delves. But a hint more difficulty into today's landscape&quest is needed and would benefit new players.
I suspect the ones raging about keeping it sleepy mode or brain-dead easy is older players. They want to level up alts quickly and with no resistance, so 2-shooting mobs is perfect. Meanwhile all new players I talk to thinks PvE is to easy and want it harder.
Hi,
I wanted to give some perspective trough me and a couple of other friends. We are all noobs basically. 1 friend And I have a little more experience in the mmo genre. The other friend is (was) completly new to MMO's. We are mostly pve players and we sometimes do pvp just for the heck of it.
Anyway we stopped playing ESO a couple of months ago. I still lurk the forums to see what plans are being made, changes, DLC etc. The main reason for departure was that a large portion of the PVE was too easy. At the beginning it was quite challenging since we still had to learn the mechanics skills, gear setup etc. However it got way too east once we got the hang of it a bit.
In addition You cannot really quest together, well you can however questing becomes way too easy. Same goes for delves, anchors public dungeons. If you group up it becomes a snoozefest. Most of the things become way too easy if you run it with 2 or more players (delves,public dungeons, Anchors). A few world bosses are challenging and fun, most of the are soloable and again with 2+ people way too easy. We did a couple of lower lvl dungeons and that was quite fun however those couple of dungeons are just not enough.
So my friends quit before they reached veteran lvls; I lvld up to VR3 too see how things progressed, shortly after that I quit as well. The difficulty felt the same and I just did not have the energy anymore to lvl up further to do the higher lvl/veteran dungeons.
I do not know if we are just part of a small minority that experienced it like this. However in our situation the PVE was really lackluster. We were expecting more challenging/group content troughout the zones.
TLDR:
My friends and I (we are pretty nooby) quit since the PVE did no provide enough challenging/group content trough out the zones. An extremely large part of the open world is quite too easy when running solo; When grouping up it is trivial.
WalkingLegacy wrote: »NewBlacksmurf wrote: »So last night a couple of guildies and myself went on alts and had some fun in the non-vet camps and at the end of the night we decided to do a few dungeon on are lowbies for the skill points. The four of us were fairly veteran players and know how to build chars. We did the first dungeon and it was really really easy so we decided to do white gold tower...again so easy it was not fun...so one guy left and we decided to do imperial city prison with only 3 people.... a bit more of a challenge but we still never even wiped....
Why is it so easy...Champion points... I have over the cap and the rest of the guys were 300+. Can we please scale dungeon difficulty somehow to account for champ points...make it fun again please!
The difficulty slider is CPs....thats what they are there for. To make things more effective which causes a reduction in difficulty.
Lets say you were not using CP's as it seems you are using them. The game was more difficult and it was changed, I do believe the original difficulty was fit best but there were a lot of complaints and still a large forum voice of....make everything solo-able.
I would like to see more difficulty but I'm unsure that it makes sense if you're using CPs and a manual group where the dungeon is scaled to the leader. By that approach its going to be a lot easier than it use to be prior to any group leader scaling or Group Finder scaling.
Smurf,
CPs are an artificial replayability hook. To keep you playing the game. They're here because the devs don't want to design a deeper progression system.
CPs will ruin this MMO. Difficulty balance and class balance can't be achieved with this system in place.
NewBlacksmurf wrote: »WalkingLegacy wrote: »NewBlacksmurf wrote: »So last night a couple of guildies and myself went on alts and had some fun in the non-vet camps and at the end of the night we decided to do a few dungeon on are lowbies for the skill points. The four of us were fairly veteran players and know how to build chars. We did the first dungeon and it was really really easy so we decided to do white gold tower...again so easy it was not fun...so one guy left and we decided to do imperial city prison with only 3 people.... a bit more of a challenge but we still never even wiped....
Why is it so easy...Champion points... I have over the cap and the rest of the guys were 300+. Can we please scale dungeon difficulty somehow to account for champ points...make it fun again please!
The difficulty slider is CPs....thats what they are there for. To make things more effective which causes a reduction in difficulty.
Lets say you were not using CP's as it seems you are using them. The game was more difficult and it was changed, I do believe the original difficulty was fit best but there were a lot of complaints and still a large forum voice of....make everything solo-able.
I would like to see more difficulty but I'm unsure that it makes sense if you're using CPs and a manual group where the dungeon is scaled to the leader. By that approach its going to be a lot easier than it use to be prior to any group leader scaling or Group Finder scaling.
Smurf,
CPs are an artificial replayability hook. To keep you playing the game. They're here because the devs don't want to design a deeper progression system.
CPs will ruin this MMO. Difficulty balance and class balance can't be achieved with this system in place.
I'm not sure how your comment relates to this topic.
Undeniably, the use of CP's especially after 100, create efficiencies that by default make your character more efficient and more effective. That leads to an easier interaction for any PvE or PvP situations....the more CP's you gain to a certain extent, the further this applies. I do feel there is a break even but this topic is regarding a player under level 50 who has over 300 CPs who wants more difficulty.
If they do not use any of the 300 CPs that changes their experiences.
We know this due to the CP caps put in place and the many CP calculators.
ZOS has now scaled a lot of content and will continue to do so, which attempts to set a scale.
Whether good or bad, a scale is set and this scale is offset by utilizing CPs.
As results, the CP is basically a difficulty slider now. The OP wants more difficulty, so my suggestion is to fist remove all CPs and replay (with the entire group not using CPs)
I would also like more difficulty but I do not think difficulties should be created based on a players experience using CPs.
NewBlacksmurf wrote: »WalkingLegacy wrote: »NewBlacksmurf wrote: »So last night a couple of guildies and myself went on alts and had some fun in the non-vet camps and at the end of the night we decided to do a few dungeon on are lowbies for the skill points. The four of us were fairly veteran players and know how to build chars. We did the first dungeon and it was really really easy so we decided to do white gold tower...again so easy it was not fun...so one guy left and we decided to do imperial city prison with only 3 people.... a bit more of a challenge but we still never even wiped....
Why is it so easy...Champion points... I have over the cap and the rest of the guys were 300+. Can we please scale dungeon difficulty somehow to account for champ points...make it fun again please!
The difficulty slider is CPs....thats what they are there for. To make things more effective which causes a reduction in difficulty.
Lets say you were not using CP's as it seems you are using them. The game was more difficult and it was changed, I do believe the original difficulty was fit best but there were a lot of complaints and still a large forum voice of....make everything solo-able.
I would like to see more difficulty but I'm unsure that it makes sense if you're using CPs and a manual group where the dungeon is scaled to the leader. By that approach its going to be a lot easier than it use to be prior to any group leader scaling or Group Finder scaling.
Smurf,
CPs are an artificial replayability hook. To keep you playing the game. They're here because the devs don't want to design a deeper progression system.
CPs will ruin this MMO. Difficulty balance and class balance can't be achieved with this system in place.
I'm not sure how your comment relates to this topic.
Undeniably, the use of CP's especially after 100, create efficiencies that by default make your character more efficient and more effective. That leads to an easier interaction for any PvE or PvP situations....the more CP's you gain to a certain extent, the further this applies. I do feel there is a break even but this topic is regarding a player under level 50 who has over 300 CPs who wants more difficulty.
If they do not use any of the 300 CPs that changes their experiences.
We know this due to the CP caps put in place and the many CP calculators.
ZOS has now scaled a lot of content and will continue to do so, which attempts to set a scale.
Whether good or bad, a scale is set and this scale is offset by utilizing CPs.
As results, the CP is basically a difficulty slider now. The OP wants more difficulty, so my suggestion is to fist remove all CPs and replay (with the entire group not using CPs)
I would also like more difficulty but I do not think difficulties should be created based on a players experience using CPs.
WalkingLegacy wrote: »I'm with OP. Large swathes of this game are mind numbling easy.
Respec to remove the champ points. Take off the set gear or just run it without gear.
If we make low level areas harder for veteran players who can roflstomp content because of champ points, set gear, glyphs on armor, pots and food, not to mention already knowing the content which new players don't have access to or just don't know about yet, newer players will quit in frustration.
This is not good for the longevity of the game.
You however do have enough knowledge to make it more challenging for yourself.
WalkingLegacy wrote: »I'm with OP. Large swathes of this game are mind numbling easy.
Respec to remove the champ points. Take off the set gear or just run it without gear.
If we make low level areas harder for veteran players who can roflstomp content because of champ points, set gear, glyphs on armor, pots and food, not to mention already knowing the content which new players don't have access to or just don't know about yet, newer players will quit in frustration.
This is not good for the longevity of the game.
You however do have enough knowledge to make it more challenging for yourself.
This
The content becoming easy because of champion points... Is the whole point of champion points. Isn't that obvious? Its supposed to reward you directly with power for time invested.
Its supposed to be easier.
Think the content is to easy because you've invested in Champion points? Than stop using Champion Points.
This is kind of obvious, people
NewBlacksmurf wrote: »WalkingLegacy wrote: »NewBlacksmurf wrote: »So last night a couple of guildies and myself went on alts and had some fun in the non-vet camps and at the end of the night we decided to do a few dungeon on are lowbies for the skill points. The four of us were fairly veteran players and know how to build chars. We did the first dungeon and it was really really easy so we decided to do white gold tower...again so easy it was not fun...so one guy left and we decided to do imperial city prison with only 3 people.... a bit more of a challenge but we still never even wiped....
Why is it so easy...Champion points... I have over the cap and the rest of the guys were 300+. Can we please scale dungeon difficulty somehow to account for champ points...make it fun again please!
The difficulty slider is CPs....thats what they are there for. To make things more effective which causes a reduction in difficulty.
Lets say you were not using CP's as it seems you are using them. The game was more difficult and it was changed, I do believe the original difficulty was fit best but there were a lot of complaints and still a large forum voice of....make everything solo-able.
I would like to see more difficulty but I'm unsure that it makes sense if you're using CPs and a manual group where the dungeon is scaled to the leader. By that approach its going to be a lot easier than it use to be prior to any group leader scaling or Group Finder scaling.
Smurf,
CPs are an artificial replayability hook. To keep you playing the game. They're here because the devs don't want to design a deeper progression system.
CPs will ruin this MMO. Difficulty balance and class balance can't be achieved with this system in place.
I'm not sure how your comment relates to this topic.
Undeniably, the use of CP's especially after 100, create efficiencies that by default make your character more efficient and more effective. That leads to an easier interaction for any PvE or PvP situations....the more CP's you gain to a certain extent, the further this applies. I do feel there is a break even but this topic is regarding a player under level 50 who has over 300 CPs who wants more difficulty.
If they do not use any of the 300 CPs that changes their experiences.
We know this due to the CP caps put in place and the many CP calculators.
ZOS has now scaled a lot of content and will continue to do so, which attempts to set a scale.
Whether good or bad, a scale is set and this scale is offset by utilizing CPs.
As results, the CP is basically a difficulty slider now. The OP wants more difficulty, so my suggestion is to fist remove all CPs and replay (with the entire group not using CPs)
I would also like more difficulty but I do not think difficulties should be created based on a players experience using CPs.
WalkingLegacy wrote: »I'm with OP. Large swathes of this game are mind numbling easy.
Respec to remove the champ points. Take off the set gear or just run it without gear.
If we make low level areas harder for veteran players who can roflstomp content because of champ points, set gear, glyphs on armor, pots and food, not to mention already knowing the content which new players don't have access to or just don't know about yet, newer players will quit in frustration.
This is not good for the longevity of the game.
You however do have enough knowledge to make it more challenging for yourself.
This
The content becoming easy because of champion points... Is the whole point of champion points. Isn't that obvious? Its supposed to reward you directly with power for time invested.
Its supposed to be easier.
Think the content is to easy because you've invested in Champion points? Than stop using Champion Points.
This is kind of obvious, people
There is nothing obvious about gimping yourself to enjoy content.
Unless make all the 0-50 zones instanced, they can not introduce a slider or make the content scalable. That is only possible in instanced dungeons.
You can not have scalable open world quests/ content. GW2 tried it with certain bosses and it became a horror show. Some cases a zerg of 50 people couldn't finish some bosses and events. Other cases, you start it with 4 people and 4 more run by and scales the event and it's undoable or it takes literally forever. I was at one event for over an hour and we still couldn't kill it with max level players. It is very tricky to balance such a system. Not sure if the ESO engine can do it.
WalkingLegacy wrote: »I'm with OP. Large swathes of this game are mind numbling easy.
Respec to remove the champ points. Take off the set gear or just run it without gear.
If we make low level areas harder for veteran players who can roflstomp content because of champ points, set gear, glyphs on armor, pots and food, not to mention already knowing the content which new players don't have access to or just don't know about yet, newer players will quit in frustration.
This is not good for the longevity of the game.
You however do have enough knowledge to make it more challenging for yourself.
This
The content becoming easy because of champion points... Is the whole point of champion points. Isn't that obvious? Its supposed to reward you directly with power for time invested.
Its supposed to be easier.
Think the content is to easy because you've invested in Champion points? Than stop using Champion Points.
This is kind of obvious, people
Haven't bothered reading through entirety of thread but just going to remind OP of this point - the Devs made vet areas easier because people didn't like the extra difficulty...they aren't going to go and ruin it for the majority of players, as they know the majority do not want the open areas to be mind numbingly tedious due to long fights all the time.
And nobody does Craglorn - if OP wants to challenge himself go solo Craglorn delves and solo or two man dungeons as far as he can get.
Im talking about lowbie stuff on my new char...You can't go to craglorn on a lvl 34. Plus once you hit vet 16 even craglorn is pretty easy, especially when you consider it is supposed to be group content. Back in the day craglorn was very challenging but now with cp and higher vet ranks its just easy. I am not saying any of this because I think that I am a great player....I'm not... lol.
Haven't bothered reading through entirety of thread but just going to remind OP of this point - the Devs made vet areas easier because people didn't like the extra difficulty...they aren't going to go and ruin it for the majority of players, as they know the majority do not want the open areas to be mind numbingly tedious due to long fights all the time.
And nobody does Craglorn - if OP wants to challenge himself go solo Craglorn delves and solo or two man dungeons as far as he can get.
Im talking about lowbie stuff on my new char...You can't go to craglorn on a lvl 34. Plus once you hit vet 16 even craglorn is pretty easy, especially when you consider it is supposed to be group content. Back in the day craglorn was very challenging but now with cp and higher vet ranks its just easy. I am not saying any of this because I think that I am a great player....I'm not... lol.
Devs balance mobs by increasing their damage and hp, making annoying long fights. We don't get balanced by making the mob AI smarter - they just get moar hp and moar damage and moar...etc. This makes long, boring fights as a solo player.
It's not harder, it's just more boring and takes longer until zzzz you want to log off and go watch paint dry or something.
So what you are asking for, you don't want.
Go solo the group dungeons for some challenge. Even solo the group delves. Have at it.