elven.were_wolf wrote: »After finally getting the hang of Imperial city a bit, I still think that the difficulty should be lowered.
My reasoning behind this is that lower difficulty will encourage lower level players to join in in the action; because all I ever see in Imperial City are veteran players. Rarely do I see players at lower levels.
Also It will incourage the begginer PvE'r to try out some PvP action. And anyway Imperial City is kind of dead as of now. So we could use all the players we can get.
I already have difficulty getting enough players to do the Barathrum Centrata event or let alone just a few extra player to kill some of the patrolling horrors and sewer bosses.
Goodbye to that beatiful gold dye I wanted, soul-shriven skin and that scamp I long to get
No only Azura star and Black water Blade is Non CP.Every other campaign has CP Enable.On PC NA their only 2 CP vet campaign while one Consoles their more.elven.were_wolf wrote: »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!
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.
elven.were_wolf wrote: »After finally getting the hang of Imperial city a bit, I still think that the difficulty should be lowered.
My reasoning behind this is that lower difficulty will encourage lower level players to join in in the action; because all I ever see in Imperial City are veteran players. Rarely do I see players at lower levels.
Also It will incourage the begginer PvE'r to try out some PvP action. And anyway Imperial City is kind of dead as of now. So we could use all the players we can get.
I already have difficulty getting enough players to do the Barathrum Centrata event or let alone just a few extra player to kill some of the patrolling horrors and sewer bosses.
Goodbye to that beatiful gold dye I wanted, soul-shriven skin and that scamp I long to getNo only Azura star and Black water Blade is Non CP.Every other campaign has CP Enable.On PC NA their only 2 CP vet campaign while one Consoles their more.elven.were_wolf wrote: »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!
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.
Unfortunately this is in direct conflict with gameplay that evolved independently of ZOS plans, namely duelling. Personally I love the sandbox aspect of the game. I love it when people get creative and are having a flash mob in Mournhold, for example. I love that duelling exists through the initiative of guilds and players without a framework by ZOS. I would also love it if ZOS and everyone else respected that!Additionally, death is not meaningful enough. There has to be some sort of impactful penalty for dying. In the current system people will just die, and return to the fight 15-20 seconds later. This promotes the "whoever has the biggest zerg wins" gameplay.
ZOS, here's an interesting idea: Nerf IC mobs in Azura's Star and in the non-vet campaign only! Those campaigns are already the best place for people coming up the ranks who maybe have trouble with the mobs. But please don't touch the difficulty in the other campaigns!
They have said before that mob difficulty cannot be altered by campaign. This is likely due to there being only one "Cyrodiil" or "Imperial City" in development terms; Campaigns are just different instances of that same location, so everything that exists in each instance must be the same, as they are derived from the same source.A brilliant compromise.ZOS, here's an interesting idea: Nerf IC mobs in Azura's Star and in the non-vet campaign only! Those campaigns are already the best place for people coming up the ranks who maybe have trouble with the mobs. But please don't touch the difficulty in the other campaigns!
It would also mean they would end up branching off two different versions of the Cyrodiil base code, which would end up needing double the work to fix bugs and implement changes, since both branches would need the changes. Alternatively they would have to adapt the single code such that it accepted conditional variables instead of statics, and that could even go beyond Cyrodiil into a mob variables database that mobs in all zones are derived from.I work as a software developer. I take it what you're saying is true. It certainly sounds very plausible. All that would mean, however, is that their programmers are whinging, because such a change is perceived as a disproportionate amount of work. If management insisted it be done, I'm sure they'd find a way!
They have said before that mob difficulty cannot be altered by campaign. This is likely due to there being only one "Cyrodiil" or "Imperial City" in development terms; Campaigns are just different instances of that same location, so everything that exists in each instance must be the same, as they are derived from the same source.A brilliant compromise.ZOS, here's an interesting idea: Nerf IC mobs in Azura's Star and in the non-vet campaign only! Those campaigns are already the best place for people coming up the ranks who maybe have trouble with the mobs. But please don't touch the difficulty in the other campaigns!
- Mobs are to easy, IC is supposed to be the hardest zone in the game. Now you can solo the bosses, the same bosses that used to wipe 5-6 man groups. Regular mobs also hit like babies, grinding there now is like grinding in old orsinium. Bring back some of the dificulty please, i'm fine with nerfing the 1-shot kill bosses, but no need to make IC a walk in the park.
- Add more flags, one flag per district will be just "zerg the flag" and there won't be fights anywhere else. Do 2-3 flags per district, it spreads out the people more and add some strategic meta to it.
But the rest, amazing changes. I'm going to live inside IC, thank you!
- Now you can solo the bosses, the same bosses that used to wipe 5-6 man groups.