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How difficult should open-world mobs be?

Kammakazi
Kammakazi
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The mobs that inhabit a zone (Not in the delves, or group dungeons).

Also, because everybody know that open-world mobs are barely a threat unless they are accompanied with a Group Boss.
Edited by Kammakazi on August 30, 2016 8:41PM

How difficult should open-world mobs be? 34 votes

No Changes to Difficulty
20%
KendaricMasterSpatulaTandorEnemy-of-ColdharbourMandragoraVipstaakkiVeuth 7 votes
Normal or Veteran Group Dungeon Difficulty
14%
cosmic_niklas_93b16_ESODimentizaVida_BlackBandit1215Nidro 5 votes
Normal or Veteran Maelstrom Arena Difficulty
0%
Normal or Veteran Dragonstar Arena Difficulty
0%
Normal or Veteran Trial Difficulty
0%
Delve Difficulty
0%
Group Delve Difficulty (Craglorn)
17%
Elijah_CrowMashilleleepalmer95Chairo_KumaAlpheu5spud1639 6 votes
Public Dungeon Difficulty
8%
MadyZolexithawks 3 votes
Combination of above
35%
NestorwayfarerxZakorthomas1970b16_ESOLoralai_907dsalterRobbmrpEdziuUrQuanOberon45VangyUphz 12 votes
I'm always in Cyrodiil
2%
cjthibs 1 vote
  • wayfarerx
    wayfarerx
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    Combination of above
    While it would be nice if they were more difficult, I'd love to just have a bit more variety in difficulty levels.
    @wayfarerx - PC / North America / Aldmeri Dominion
  • Nestor
    Nestor
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    Combination of above
    Some mobs should be easy, some should be hard, some should make you think twice about your choices in life.



    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Zakor
    Zakor
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    Combination of above
    Revert their power back to what they had in beta. The game was actually challenging instead of a faceroll back then...

    But I don't think anything will happen. There were so many threads about this already...
  • MasterSpatula
    MasterSpatula
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    No Changes to Difficulty
    They need to be beatable by players with no CP who are still learning the game, which, of course, means that they will be very easy for geared and experienced players. With The Great Flattening almost upon us, this has to be true of every zone. Don't like it? Think it's too easy? Well, I hope you're not also one of the people asking for the CP or gear cap to be lifted.

    Power creep with a philosophy of every zone being accessible by every player (and a player base crazy enough to think that's a good idea) means the open world has to be painfully easy to experienced players.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • nimander99
    nimander99
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    I think it should take a 50 man raid to kill a mudcrab... but that's just me.
    I AM UPDATING MY PRIVACY POLICY

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    ∽∽∽ 2 years of Elder Scrolls Online ∼∼∼
    "Give us money" = Box sales & monthly sub fees,
    "moar!" = £10 palomino horse,
    "MOAR!" = Switch to B2P, launch cash shop,
    "MOAR!!" = Charge for DLC that subs had already paid for,
    "MOAR!!!" = Experience scrolls and riding lessons,
    "MOARR!!!" = Vampire/werewolf bites,
    "MOAARRR!!!" = CS exclusive motifs,
    "MOOAARRR!!!" = Crown crates,
    "MOOOAAARRR!!!" = 'Chapter's' bought separately from ESO+,
    "MOOOOAAAARRRR!!!!" = ???

    Male, Dunmer, VR16, Templar, Aldmeri Dominion, Master Crafter & all Traits, CP450
  • Loralai_907
    Loralai_907
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    Combination of above
    I wish there were some mobs that were murder your face hard.
    PC-NA - formerly, mommadani907Guild: Weeping Angels - Co-GMTwitter: @ Loralai_907 several Alt accounts....CP 1700+
    Active characters:Fauna Rosewood ( Bosmer Stam DK - Master Crafter/AD)///Loralai Darknova (Drunken Zombie Bosmer Stam Sorc - PvP/AD)Lilith Darknova ( Dunmer Mag DK - Master Crafter - PvP/AD)///and roughly 1billion alts
  • Tandor
    Tandor
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    No Changes to Difficulty
    It's difficult to standardise the difficulty level of mobs when one player in say a starter zone might be a totally new player finding his feet while another player is running his 5th alt with maxed out champion points. That's just one reason, of course, why I dislike such things being made account-wide.
    Edited by Tandor on August 30, 2016 9:08PM
  • UrQuan
    UrQuan
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    Combination of above
    I'd like to see a variety of difficulties (and have the difficulty reflected in XP/loot gained from them). Why are those zombies over there and these knights over here equally easy to kill? Why not have the zombies be easy and only a problem in significant numbers, while the knights are a fairly difficult fight?

    And I realize that there are elite mobs with bigger health bars (giants, mammoths, trolls, etc), but I'd still like to see more variety overall in mob difficulty.
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • jedtb16_ESO
    jedtb16_ESO
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    Tandor wrote: »
    It's difficult to standardise the difficulty level of mobs when one player in say a starter zone might be a totally new player finding his feet while another player is running his 5th alt with maxed out champion points. That's just one reason, of course, why I dislike such things being made account-wide.

    i agree with this... cp does make running a new alt ridiculously easy.
  • Bryanonymous
    Bryanonymous
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    Rng and lore would be nice. Difficulty based on the size and ability of the monster, not the zone, and rng to spawn more randomly. But that's a pipe dream...
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