At level 6 you should try level 6 mobs. For example fresh out of Coldharbour you are level 4. Mobs on starter island are level 3-4 and are pretty easy to kill. I was blasting the mobs on Bleakrock after half an hour of playing the game. It was in Beta. I also did it later with my main a few months later. I had played no other MMO before that. At no level did I have any difficulty in killing mobs at my levels or 1-2 levels above, even with crap build, gear and skill. Even soloed most bosses in public dungeons and in the open. I suspect mobs in some DLC areas use different variables for scaling and they are intentionally made harder to beat. But if they just scaled it as they scale now for the normal single player content it would be OK for 90% of players.
sentientomega wrote: »sentientomega wrote: »They could add refined mats (has to be refined, because they're much cheaper in the stores than raw anyway) to the crafting vendors at 15 gold a unit or some such price, said price increasing with each tier upgrade of mat. Obviously, endgame mats should not be there at all.
@STEVIL
That would be an interesting way of streamlining the crafting system to accommodate One Tamriel, but none of mine would be able to gather tier 2 equipment crafting mats, because I intend to try and get all mine to level 26 before the update arrives. Not that it matters, I've got plentiful tier 2s for levelling gear crafting, with only one set being made before hitting level 26, whereupon I get some tier 3s for the better looks. My main crafters are on tier 4s for equipment, so they should have no shortage of those mats either, and I'd make sure I got plenty of them (at least 2000 of each) before getting to the next tier, aided by just doing nothing but gathering before the character's level ticks over into the next tier (in my crafters' cases, 46).
My main concern is not crafting though, my main concern is surviving solo combat under a system where the scaling is totally inadequate, to say the least.
For the scaling issue i have no idea what to tell you. My four new slot characters have all done a quest into the scalable dlc areas - at levels 4-35, without any Cp beyond 10 in the regen one for harvest passive and it wasn't by any means lethal difficulty. As such, i dont expect to see any sort of excessive survival problems after OneT. It will be tougher than now, to be sure depending on how one plays.
Understatement of all time...it'll be totally impossible...
So much for this being for new players, I will test it on the PTS, and if I'm finding myself stressing too much, as I'm absolutely positive I will be, that'll be me finished with ESO for now. I really like this game, I'd rather not leave it, but I can see no other option if the devs are going to make this game super-duper hard just to appease a bunch of people who've totally monopolised forum opinion on game difficulty.
This change cannot possibly be for new players, never in a bazillion years would they make a game harder and expect new players.
I really would like to stay, but no amount of beautiful scenery, or story, or RP could possibly be worth the colossal ordeals of self-punishment I'll have no alternative to put myself through just to get anywhere in the game.
It would be something for the devs to pipe up and reassure everyone that this game isn't become a Dark Souls or Secret World type, if that is the case; if they happen to agree with my view that games should not be stress-fests...
Hiya.
I am a pretty casual ESO player (still nowhere even close to CP cap after almost 2 years), but I still like to be challenged by the content.
Currently my level 50 Dragon Knight is at CP 70, but I'm doing Craglorn stuff and mostly getting my butt kicked, which is great. I have managed to complete about a dozen quests and 3 or 4 group delves by myself, despite it being a group zone which greatly outlevels my character. I die a lot, and I fail a lot... I am currently stuck on Craglorn's main quest because the Trial dungeon (forget the name) keeps destroying me... but I plan on leveling up another 10 or 20 CPs to try again later.
However I am worried that once One Tamriel comes out, this will ruin my way of playing. If I am auto-scaled to the zone's level I worry that all the quests will once again become an idiotic face-roll, just like all the rest of this game's leveling.
I have made a couple different new discussions on the forums asking for various forms of difficulty sliders (my best idea would be a player-centered debuff), but most short-sighted posters just yell me out of the forums and tell me to "make my own challenge" by doing stuff that outlevels me, i.e. Craglorn. But it seems that this will no longer be possible.
Will I be able to disable battle-leveling so that the entire game doesn't become a giant, boring faceroll again?
Holycannoli wrote: »Bonzodog01 wrote: »For crafting nodes, they will be on the 50/50 system already implemented in the DLC zones, whereby the node will either be your character level or your crafting level.
This is what pisses me off. What if I want to gather mid-level ore for my blacksmith to craft weapons and armor for one of my alts? My blacksmith is level 50 blacksmithing but only level 20. How can he gather dwarven, ebony etc?
....
After One Tamriel I will be locked out of mid-level crafting mats and I'm pissed because there's no need to change how it works right now. My level 20 blacksmith with 50 blacksmithing will either get rubedite, void ore or whatever the level 20 ore is. As I level him he will be locked out of the lower level mats.
I mean wtf. It's idiotic.
Holycannoli wrote: »Bonzodog01 wrote: »For crafting nodes, they will be on the 50/50 system already implemented in the DLC zones, whereby the node will either be your character level or your crafting level.
This is what pisses me off. What if I want to gather mid-level ore for my blacksmith to craft weapons and armor for one of my alts? My blacksmith is level 50 blacksmithing but only level 20. How can he gather dwarven, ebony etc?
Right now - and how it's been since beta by the way - you go to the appropriately leveled zone to gather the ore. I use my main clothier who I'm always playing. I go to the appropriate zone with him and collect the ore I need. I can't do that in orsinium so I don't go there to gather crafting mats.
After One Tamriel I will be locked out of mid-level crafting mats and I'm pissed because there's no need to change how it works right now. My level 20 blacksmith with 50 blacksmithing will either get rubedite, void ore or whatever the level 20 ore is. As I level him he will be locked out of the lower level mats.
I mean wtf. It's idiotic.
Observation #1 Dont panic.
Observation #2 Really Don't panic. Just wait, learn and adapt.
#2a With every major game overhaul, SOME character builds used to doing CERTAIN THINGS in a precise and SPECIFIC WAY with one set SKILL CHOICES and so forth often find that in the NEW WORLD ORDER things dont work quite the same and they need to RESPEC, REGEAR and basically ADAPT to the new way things work. (See any number of threads about new meta, regear costs etc.)
#2b often right before the change is occurred, right before the final changes are formalized and the whole picture is known there are tons of tons of tons of the OMG WORLD ENDING IF THEY DO THIS IDIOTIC THING!!!" posts and threads. Just go look at all the poison threads prior to Db release. they make hilarious reading. of course, all those certain doomsayers aren't posting as prolifically to say "hey guess i got that wrong" now.
#2c While it is often that this applies to more active tactical aspects than crafting, there is no reason crafting isn't also subject to the same basic "MMO changes and characters adapt" rule.
Observation #3 just don't panic. I dont think that word means what you think it means.
#3a As Mark twain said in his inaugural address "idiotic is in the eye of the beholder. The third from the left beside the nullify magic." When they recently changed enchantments runes harvesting, even after they tweaked it, there were still plenty telling of the doom... but not the case in fact. When they revamped enchant harvesting, the also made the level control ingredients more accessible (cheap purchase for the mid-tiers) AND removed the narrow window cap on them (used to be that those potencies only covered a small band of levels but now they have no upper limit.)
#3b its quite likely when they redo the node scaling worldwide for other mats they will do some similar levelling tweaks to how that crafting works too. i would not be surprised to see NPC vendor sales of mid-level stuff at cheap prices or to see a change to or removal of in the upper limit or lower limit on mats for equipment.
#3c its not certain they will, but its also not certain they wont. they haven't released the full picture yet so... maybe idiotic is a bit premature a certainty?
Observation #4 OMG PANIC PANIC PANIC ... no wait... thats not sarin gas just a mild panic attack..
#4a its all more big picture than some people realize. If every node in every zone always scales to the character traits, then every character in every zone can pick up mats related to his character. That is a significant change allowing many more characters to harvest stuff at any zone at any time. THIS IS KEY when there is no longer a linear flow linking zone progression and level progression. It is vital and will allow much more to ALL CHARACTERS in general while yes it may not serve some needs of some specific cases.
#4b fact is, with the new progression scheme, the removal of vet ranks, we have already seen a massive drop in the need and demand for cp10-cp80 and even cp90-140 mats. Many characters just skip those mat needs now. Just this morning i was harvesting quicksilver out of reflex and wondering "why is this still in my cp160 zone?" Zone-set-mats makes no sense now and will make no sense on the BIG SCALE even more when OneT removes the linear progression by zones entirely from the levelling process.
#4c Even if some characters doing some activities certain ways have to change their operations, the bigger gains in every character getting useful mats everywhere will better serve the overall community. Sure, some folks used to making tggreat hay out of mid-tier crafting for others might have some adapting to do or might even find it not worthwhile to do that anymore (reduced need/reward for providing mats to others when every node everywhere provides useful mats for everyone and when many mid-tier levels are just skipped) but again, every major change some folks have to adapt prior activities and methods. Even with my anticipated alterations to mats-v-level-crafting, there will be changes that will affect "how things are now."
Observation #5 DIFFERENT is not PANIC
Posions destroying the game, enchantment nodes destroying enchantments, magica Op after TG, Stamina OP after Db, heavy armor useless, heavy armor OP after Db... etc etc etc... not even needing to repeat the many "meta is changing end of the world" ones... one T will be different with different demands leading to significant changes in all aspects - economy and crafting being part of that mix.
So far, nothing about OneT, battle levelling or node scaling makes me think it will be worse than having like 2/3 of the zones being ones i avoid because the harvesting in those zones is useless. In OneT you can play in whetever zones you like and collect equally useful stuff in any of them with new dailies content etc for all. That is a YUGE gain for the mass body of characters.... and if the ones who make hay out of mid-tier off-level crafting have to react and refigure a bit or learn the "new methods" of OneT crafting and adapt... thats not out of whack with what others have had to do all along.... many of whom also cried "there is no reason to change How *I* am doing things."
Zone-set linear mat nodes and narrow range material usage limiting a materials utility to a 2-4 level range are both legacy components to the byegone days of linear level progression tied to content zones. they are the horse in that older horse and buggy crafting-level-progression design. With the massive overhaul of level progression when VEt were removed and the upcoming decoupling of zones with level progression in OneT with the addition of repeatable dailies in every zone those horses need to be put to pasture so gas stations can be built to provide fuel for the cars crafted in OneT.