elven.were_wolf wrote: »If something challanging is introduced to the game:
There should be a warning in the discription of the DLC.
Or
It should be free as it will sate the hardcore endgamers appetite to challanging content without making some DLC unaccessable to casual player as it will not lock casual players out of interesting content.
Tillalarrien wrote: »elven.were_wolf wrote: »If something challanging is introduced to the game:
There should be a warning in the discription of the DLC.
Or
It should be free as it will sate the hardcore endgamers appetite to challanging content without making some DLC unaccessable to casual player as it will not lock casual players out of interesting content.
No.
I understand where are you coming from so I hope you will understand my point as well. I consider myself regular player, not casual but not far from it.
And so far there isnt a single zone that would have mobs /solo PVE content that would provide even a bit of challange after you figure out the basics of the game - meaning when you realise there is such thing as gear and foodbuffs.
I was on level 25 with green sets outleveled by 5 levels and with 0 CP... I still managed to farm NPCs in IC on live just fine and without dying.
If your not killing 20 mobs without even thinking about it, that doesnt mean content is hard and should had a warning for difficulty. If you say that it means rest of the game is apparently way to easy. If you need to stop and think for a second who out of 3 mobs you will engage 1st and how will you stun the other 2 it means its on the level of normal game and that fights will be challenging and fun. IC is only zone where this is even a little bit the case. If you want to steamroll 100 mobs while watching a movie you have other 500 hours of solo content that is in the game + all the other DLCs, so do it there..
If anything ZOS can take it as an example of what the difficulty of PvE zones should be.
In other solo games, and we are staying with TES here, you had a fun time fighting a wolf as a low lvl. You know how fun fighting a wolf is in eso? It requires me to press 1 button, and I am sorry but this isn't fun for me.
So yeah i'll say it, here it goes: L2P :P getting some basic green sets and buying a food will take you 30 min. You will see how much easier the content will be after. And If you are a new lvl 10 that planned to enter the zone without mundus, drinks and with random looted armor equipped then I am sorry, but you can't expect to beat everything you see without putting some tought and effort in the game. Take uor time, try and improve, join the guild, ask friend for help. You can play it on lvl 10, you just need to know basics of the game, and I dont think this is asking too much.
That sounded a bit harsher then I intended, I apologize but I am just trying to get my point across:
ZOS, keep some variety in the game for people that like it when mobs dont fall to the ground as soon as you look at them. Plys revert npc change to the state currently on live.
And as always: more flags! Plys, plys plys, make IC fun to PvP in, not another zone that promotes mindless farming of 100 mobs per pull and PvE trains!
The problem IC had was that it looked like it was designed as a grind zone. With extra vet levels, insane amounts of gear materials required ect. Grind keeps some ppl active for a while, but then they get everything and move on. With tvs gain bonus, one zergable flagg per district, limited respawns of the enemy, and insane costs of the polymorphs you are just making it into even bigger epidemy of ZERG&GRINDfest. Plys listen to the feedback here and act on it. Realize that if the zone is challangening and fun, it feels much more rewarding and ppl will stay forever! Even after they bought tvs sets - imagine that: ppl playing in IC because its fun!
And in the language of the guy that made v16 armor require 160 mats: People will tell their friends that don't yet own the DLC how amazing it is and that the guild will start running groups there. I know I will.
elven.were_wolf wrote: »
Ok, sure maybe I need to hone my skills more. But I don't think it's a good idea to introduce such challange in a DLC.
I want to ask a few questions,though.
-What class are you playing on?
-Have you tried playing in IC as a stamina nightblade?
-Are all your builds magicka oriented?
That's all
Tillalarrien wrote: »elven.were_wolf wrote: »
Ok, sure maybe I need to hone my skills more. But I don't think it's a good idea to introduce such challange in a DLC.
I want to ask a few questions,though.
-What class are you playing on?
-Have you tried playing in IC as a stamina nightblade?
-Are all your builds magicka oriented?
That's all
As it happens the lvl 25 character that I mentioned is a stamina nightblade
I had some green sets I crafted for leveling. If this is your 1st stam char I'd recommend you the classic hundings + nighmothers for a start. Ask for the crafter in 2nd zone.
I do have vigor already tough. So if you were trying without any proper heal and with random looted gear then I understand that the content is impossible to beat.
You must understand tought that as soon as u get heal/low gear and you are a bit carefull you can kill mobs there. Now imagine a v16 with golen gear, all skill buffs, passives + 501 CP.
They are adjusting the content so that lvl10 with random looted gear can beat it. Where are all the rest supposed to find any fun If they can wipe the entire district in one pull?
And thinking that they are doing it so the NPC won't meddle with PvP - I suggested in one of my previous post lowering the numbers of NPCs in the districts, while keeping the difficulty. That coupled with removal of the come-on-this-is-so-obviously-promoting-PVE-grind- 33%TVS bonus I think they should do and adding multiple flaggs, would turn districts into nice smallscale PvP area.
All the changes right now look like they are intended for PvP but are really not. They are keeping IC a PvE grindzone, as it already is right now.. Come ZOS I heard nice things about other PvE DLCs.. IC is supposed to be at least part PvP and your trying to push PvPers out even here.. IC is THE iconic TES zone. Plys get it right! Make at least districts the ideal PvP place that I tough we are gettine when IC was announced, not just another PvE grind.
elven.were_wolf wrote: »I just want to clarify why I like the reduced difficulty of the mobs.
I bought Imperial City when I was at vet2 and died to the first mob I fought. So I ended up waiting till I was vet16. When I finally reached there, guess what, I died again.meaning that you need to have a top dps build or tanking build to survive in imperial city.
Anyway, I bought the DLC thinking I could just enter, play, do the main questline and PvP in between but was very disappointed when I found out that I have to wait until I get vigor and reach vet16 to stand a chance against the mobs.
I think that anything that requires such challange should give us a warning before purchasing it.
I also think that a whole zone that you need to pay for to get access to shouldn't be too difficult so that all players, either PvE'rs, PvP's or just casual players can enjoy the new content.
If something challanging is introduced to the game:
There should be a warning in the discription of the DLC.
Or
It should be free as it will sate the hardcore endgamers appetite to challanging content without making some DLC unaccessable to casual player as it will not lock casual players out of interesting content.
Well I am going to correct you on a few things since you sound like you mainly PVE and for some reason a Person ZOS will listen to more then all the people who disagree with you.elven.were_wolf wrote: »Tillalarrien wrote: »elven.were_wolf wrote: »If something challanging is introduced to the game:
There should be a warning in the discription of the DLC.
Or
It should be free as it will sate the hardcore endgamers appetite to challanging content without making some DLC unaccessable to casual player as it will not lock casual players out of interesting content.
No.
I understand where are you coming from so I hope you will understand my point as well. I consider myself regular player, not casual but not far from it.
And so far there isnt a single zone that would have mobs /solo PVE content that would provide even a bit of challange after you figure out the basics of the game - meaning when you realise there is such thing as gear and foodbuffs.
I was on level 25 with green sets outleveled by 5 levels and with 0 CP... I still managed to farm NPCs in IC on live just fine and without dying.
If your not killing 20 mobs without even thinking about it, that doesnt mean content is hard and should had a warning for difficulty. If you say that it means rest of the game is apparently way to easy. If you need to stop and think for a second who out of 3 mobs you will engage 1st and how will you stun the other 2 it means its on the level of normal game and that fights will be challenging and fun. IC is only zone where this is even a little bit the case. If you want to steamroll 100 mobs while watching a movie you have other 500 hours of solo content that is in the game + all the other DLCs, so do it there..
If anything ZOS can take it as an example of what the difficulty of PvE zones should be.
In other solo games, and we are staying with TES here, you had a fun time fighting a wolf as a low lvl. You know how fun fighting a wolf is in eso? It requires me to press 1 button, and I am sorry but this isn't fun for me.
So yeah i'll say it, here it goes: L2P :P getting some basic green sets and buying a food will take you 30 min. You will see how much easier the content will be after. And If you are a new lvl 10 that planned to enter the zone without mundus, drinks and with random looted armor equipped then I am sorry, but you can't expect to beat everything you see without putting some tought and effort in the game. Take uor time, try and improve, join the guild, ask friend for help. You can play it on lvl 10, you just need to know basics of the game, and I dont think this is asking too much.
That sounded a bit harsher then I intended, I apologize but I am just trying to get my point across:
ZOS, keep some variety in the game for people that like it when mobs dont fall to the ground as soon as you look at them. Plys revert npc change to the state currently on live.
And as always: more flags! Plys, plys plys, make IC fun to PvP in, not another zone that promotes mindless farming of 100 mobs per pull and PvE trains!
The problem IC had was that it looked like it was designed as a grind zone. With extra vet levels, insane amounts of gear materials required ect. Grind keeps some ppl active for a while, but then they get everything and move on. With tvs gain bonus, one zergable flagg per district, limited respawns of the enemy, and insane costs of the polymorphs you are just making it into even bigger epidemy of ZERG&GRINDfest. Plys listen to the feedback here and act on it. Realize that if the zone is challangening and fun, it feels much more rewarding and ppl will stay forever! Even after they bought tvs sets - imagine that: ppl playing in IC because its fun!
And in the language of the guy that made v16 armor require 160 mats: People will tell their friends that don't yet own the DLC how amazing it is and that the guild will start running groups there. I know I will.
I understand, but not everyone is a skilled as you and can complete the content. Look, I know where you players are coming from when you say you want challanging content introduced to the game, but I don't think this is the way to do this. Imagine you paid for DLC only to find that you can't complete it. You'll consider it a waste of money, won't you. For example Bloodborn is a hard game but they warn you before purchasing it that it's hard so you know what you paid for.
And I thought the main focus of IC anyway is to balance PvP and PvE in an area. But if all the mobs are challanging it's more of a PvE experiance where you have to concentrate on not getting killed by the mobs instead of the players that are lurking in the city. It's supposed to be a balanced experiance.
And anyway isn't Craglorn supposed to be that hard zone where it's difficult to solo? I've never completed craglorn on any of my characters. But there, it's free. It's challanging and they kinda warn you a bit before going there.
Ok, sure maybe I need to hone my skills more. But I don't think it's a good idea to introduce such challange in a DLC.
I want to ask a few questions,though.
-What class are you playing on?
-Have you tried playing in IC as a stamina nightblade?
-Are all your builds magicka oriented?
That's all
elven.were_wolf wrote: »Actually, lol I am using 5 piece hundings rage. 2 affliction. And there all gold with either health or stamina enchantments on them with a v16 bosmer nightblade. And Imperial city is really tough for me still. I also run a two handed and bow build with vigor. But my build lacks AoE damage and is a single enemy based damage dealer so I always get outnumbered by the odds unfortunately
Yes. At least, for attack. They're quite small ticks though. Not sure about defence ticks, since capture goes so quickly defending never really happens. Theoretically I would assume they exist too. That's another thing that extra flags would do; increase the potential for the controlling alliance to actually arrive in time to defend. Since they would be alerted to the attack when one flag is targeted, it would give them time to set up defence at the other flags.timidobserver wrote: »Do districts have AP ticks? If not, they should.
Tillalarrien wrote: »elven.were_wolf wrote: »Actually, lol I am using 5 piece hundings rage. 2 affliction. And there all gold with either health or stamina enchantments on them with a v16 bosmer nightblade. And Imperial city is really tough for me still. I also run a two handed and bow build with vigor. But my build lacks AoE damage and is a single enemy based damage dealer so I always get outnumbered by the odds unfortunately
That seems good enought setup to me.. Then your problem lies in how you are approaching the npcs.
And thats where I agree PvPers will have much easier time, just cause they are used to higher difficulty of the single enemy (talking about 1v1 here, no group bosses)
You see in PvP you approach an enemy mostly like they are on the same level as you. You dont expect them to die after u press the same button twice. You stay alert trought the fight, healing, dodging, heal debiffing, CCing, interrupting accordingly. So harder mobs are more like players in this regard as they require your attention. But even with current "difficulty" mobs are much easier then players for one simple reason: predictibility. After you fight one you know exactly what skills, hp pool ect you are going against and what combos. There is no suprises with ultimates, excelent combos, CCs ect that all PvPers are used to, and thats why mobs are easy. Im still positive content is far from too hard for PvEers tough, it just takes a step up from other soloable content and i honestly dont see anything wrong with that
Now to the approach you should take in IC live. Respect the enemy, dont think they will fall just cause you came near. Same as in PvP and unlike PvE dungeons when soloing I always focus down the target that will fall the quickest. Incidently in IC these are lightarmored mages that also do most dmg. So buff yourself, get in, fear everyone and burst down 1st target - healer or dmg dealing mage. Leave highest hp meele tanks for the end. As stamblade you should be able to burst quickly enough. If your going against 2 minibosses (unCCable) no worries.. Kite daedroth and Xyvkyn when they stop to aoe, avoid it and go for the dmg. Rest of the time dodge, heal, cloak or get some dots going. If you pull too many, withdraw, thats one more advantage to PvE.
And now back to the topic on IC as I really want this zone to become great and now Im starting to fear they will just tweak npc difficulty.
Mobs difficulty is one of the LOWER priorities here for me.
More flaggs > adjust the spawning based on the new flaggs > remove 33% bonus > add PvP based rewards > harder mobs, less of them!
Just wanted to say thanks on all the info and for sharing your build. It's really helpful. And you're right blocking does save your lifeSilly question for elven.were_wolf. A lot of stamina players use 2H just for Rally. You know how to get the big heals out of Rally when you want them, right? (In other words, don't spam Rally, but you don't have to wait for it to expire either).
americansteel wrote: »i like this idea however pvp should not be rewarded with AP due to the fact IC holds 0 relevance to the 6 keeps required for a terrible emperor system.
take AP out of IC buff the pve content stop making pve too easy.
Zenimax, please listen. As I've said before, Orsinium was a huge disappointment to me because the mobs were too easy. In short, I haven't played it. There is nothing worse than content that is too easy. Yes, Orsinium offered Maelstrom, but that is ultra hard on veteran. Two extremes. Nothing inbetween.The ordinary NPC mobs are no more difficult than ones in Wrothgar, and the ones with slightly fancy health bars are similarly disappointing.
You have to give us something to do when we're V16 with 501 CP! You have to give people a reason to get to 501 CP! The mobs in IC are part of that! Let us complain! Ignore us! Just give us what we need!
americansteel wrote: »i like this idea however pvp should not be rewarded with AP due to the fact IC holds 0 relevance to the 6 keeps required for a terrible emperor system.
take AP out of IC buff the pve content stop making pve too easy.
Bad Idea. They are trying to get more people to want to fight in IC. Taking AP out of IC would do exactly the opposite of that.
americansteel wrote: »americansteel wrote: »i like this idea however pvp should not be rewarded with AP due to the fact IC holds 0 relevance to the 6 keeps required for a terrible emperor system.
take AP out of IC buff the pve content stop making pve too easy.
Bad Idea. They are trying to get more people to want to fight in IC. Taking AP out of IC would do exactly the opposite of that.
ic holds no relevance to cyrodiil either way pvpers will continue up top. ic will be for those who farm.
ONLY Azura's is no CP.elven.were_wolf wrote: »Wait. Isn't the populated campaigns such as Azura's star and Trueflame no CP anyway? How will having no CP to 501 CP make a difference? It all depends on the gear in those campains.