I am a little confused, perhaps someone can answer this question:
How is this better for people just trying to level a toon to level 50? Before, I followed efficient leveling, which had me fighting mobs in coldharbour that were 5-8 levels above me. I assume that I was getting more XP because they were at a higher level, than I will be getting now that I am on the same "level" - or am I misunderstanding something?
A side question, my gear is level 34, am I better waiting until I get to level 50, so I can max my gear before fighting Molag Bal, so that I don't need to make level 46 gear that I will only use for a day or two at most (until I reach 50 - I have more than 160 CP)
Try to run some trials and you'll feel the need to continue your progression. I can semi-understand you're thinking here but endgame still holds plenty of challenges that'll give you some desire to level up/gather skills/gear up
Atrribute points progression? Well, it's so strange to see that my naked lvl15 Khajiit crafter now has more Health than my CP341 main character... And talking about better gear, it's also very strange to see that all weapons at the crafting table now have the same damage, from lvl1 iron sword to cp160 rubedite sword...EldritchPenguin wrote: »Well, your stats still improve via attribute points and stronger enchantments, and you get more skill points and better passives over time and stuff like that, not to mention better gear.
There's still some progression, but it's more incremental. More subtle. Less direct and vertical.
Atrribute points progression? Well, it's so strange to see that my naked lvl15 Khajiit crafter now has more Health than my CP341 main character... And talking about better gear, it's also very strange to see that all weapons at the crafting table now have the same damage, from lvl1 iron sword to cp160 rubedite sword...EldritchPenguin wrote: »Well, your stats still improve via attribute points and stronger enchantments, and you get more skill points and better passives over time and stuff like that, not to mention better gear.
There's still some progression, but it's more incremental. More subtle. Less direct and vertical.
saucefarb16_ESO wrote: »I have two crafted sets of gear on my templar at level 30 while i'm level 47, because gear now uses levels it has rendered my gear completely obsolete and i have a hard time killing elites where before it was 3-4 hits with puncturing sweeps.
I don't want to sit and craft gear every third level, i will uninstall before doing any of that.
saucefarb16_ESO wrote: »I have two crafted sets of gear on my templar at level 30 while i'm level 47, because gear now uses levels it has rendered my gear completely obsolete and i have a hard time killing elites where before it was 3-4 hits with puncturing sweeps.
I don't want to sit and craft gear every third level, i will uninstall before doing any of that.
Yes.Doctordarkspawn wrote: »Did you enjoy having to explore every nook and cranny of a zone to keep in line with the level suggestions for quests?
Yes. One of the quests I just finished literally started next to one, and if I were a new player I may have been tempted to get on it without realising it may screw with the narrative.Do you actively notice the ferrymen and means to travel to other zones while questing via the normal method?
From a practical standpoint, no -- I can still do quests -- but I'm not saying the game is no longer functional, I'm saying it's no longer as enjoyable.Is your questing actively impeded as a result of scaling, by anything you did not expressly choose to do?
If you answer no to any and all of these questions, you hate the fact that you cannot resist basic impulses to go to other zones early. Not scailing. And you need. To accept that. And -move on-.
Greifenherz wrote: »So far I really, really like One Tamriel and they scaling they introduced.
I've got 12 characters slots and I delete and start over with characters a whole lot. Just the past month I think I deleted 4 or 5 characters. With all the restarts what had become glaringly obvious to me was that it's incredibly easy to outlevel enemies. I can't stress enough how incredibly easy it was. Incredibly.
It ruined the main game for me because the NPCs would send me off to the next area after clearing the start zone, raising expectations of new tough enemies to battle. Only to almost oneshot those 'new tough enemies' the moment I entered the zone. And this incredibly difficult to avoid outleveling kept stacking, the further along you went the road the bigger your discrepancy to the environment became.
Did you notice how I wrote 'main game'? Because this wasn't an issue with the DLCs. This is why I started to, whenever I made a new character, travel to Orsinium or Abah's Watch or the Gold Coast (or even Cyrodiil although I detest PvP) the moment I hit level 5 and had collected the extra attribute from the Prophet. Sure with some characters it was tough to pull off (Especially Orsinium with sword and shield Dragonknight, first quest was the death of me) but tough is way more fun than incredibly easy for me. Sure the sense of progress for raising a two digit number was gone, but my sense of progress was always from first buying enough skills to fill the skill bar, from getting your first ultimate etc. the level number had always been super arbitrary for me, and when in the DLC zones I never even glanced at it.
Yeah I was used to the scaling before One Tamriel hit because it's the same as was in the DLC zones, I knew what was coming. And I was and am ecstatic that it was coming because it means that I can finally, finally enjoy the main game again without it being incredibly easy.
lordrichter wrote: »I am a little confused, perhaps someone can answer this question:
How is this better for people just trying to level a toon to level 50? Before, I followed efficient leveling, which had me fighting mobs in coldharbour that were 5-8 levels above me. I assume that I was getting more XP because they were at a higher level, than I will be getting now that I am on the same "level" - or am I misunderstanding something?
Well, for starters, you can never "out-level" the area you are in, so as long as you choose to stay in a zone, you will get full XP and loot. Before One Tamriel, it was possible to level faster or slower than the zone content expected. If you leveled faster, you left quests behind because they turned grey and loot and mob level would be too low for you. If you leveled slower, you ran out of content in the zone and had to move to a harder zone before you were ready. It was pretty hard to do the latter, but I have heard of it. It was probably pretty common to level faster than the zone expected.A side question, my gear is level 34, am I better waiting until I get to level 50, so I can max my gear before fighting Molag Bal, so that I don't need to make level 46 gear that I will only use for a day or two at most (until I reach 50 - I have more than 160 CP)
Not really a question, but use the gear indicator on your character page to keep your gear fresh. All you have to do is toss on what you happen to find as you explore. Don't go out of your way to find or make specific gear unless you really have a reason to be doing that.
Atrribute points progression? Well, it's so strange to see that my naked lvl15 Khajiit crafter now has more Health than my CP341 main character... And talking about better gear, it's also very strange to see that all weapons at the crafting table now have the same damage, from lvl1 iron sword to cp160 rubedite sword...EldritchPenguin wrote: »Well, your stats still improve via attribute points and stronger enchantments, and you get more skill points and better passives over time and stuff like that, not to mention better gear.
There's still some progression, but it's more incremental. More subtle. Less direct and vertical.
alexandrutenhove wrote: »Giant_Lizard wrote: »I don't know your feelings about it, but for me this "feature" really destroyed any fun I had in the game.
I'm still not even lvl 50, and I like to do quests and kill mobs in order to increase my lvl and become stronger. Now what? I don't even need it. I can go anywhere, my lvl will be scaled, or the mobs lvl will be, so I don't have any fun or need in doing it. It would be only for the skills.
What's the sense in that?
Also, when I encountered a strong mob (a group boss maybe) and I wanted to take it down alone, if I couldn't, I just made some lvl more, became stronger, went back and kicked his...butt. Now it's useless. If I can't kill a mob, I just can't. I will be forced to do it with a group of people. That's not funny.
Really, in the last weeks I logged in and played as much as I could, every time I had some free time to spare. Now, I logged in, went to some old-low-level zone, fought some monster and saw how long it takes me now to kill them...I just logged out. Now we have to be careful wherever we are, but not too much because there is no one who can really kill us. It's so "flat" that takes all the fun away.
My opinion, of course.
but dude, you can exploit so many stuff, abuse so many things!, like get meteor at level 3, and bomb the sh#t out ppl in blackwaterblade pvp, or get master wizard title before level 10 and so on!
Seems to me Zenimax have implemented the 'Oblivion killer' feature, that also afflicted Skyrim, in a game where players can't mod it out of existence.Giant_Lizard wrote: »I don't know your feelings about it, but for me this "feature" really destroyed any fun I had in the game.
Let's see:Now it is much more in-line with how a traditional Elder Scrolls game works, and makes it more rewarding (xp and gear wise) to visit places you would have other wise been too high of a level to gain anything from.
This is great for me.
I don't mind doing quests and getting no XP; I'm not playing it to become a super-elite winzor of teh world, and I don't consider it a waste to help out an NPC and receive nothing in return.dodgehopper_ESO wrote: »I know that a lot of people either like or dislike the One Tamriel changes, but I want to just list off the positives as I see them. I think for many its simply a matter of perspective, and if they look at things from another angle they might have more fun with it.
1) You will be rewarded in better experience for staying in your zone and clearing everything. For the completionists out there this is wonderful. I can recollect running maps and as I got toward the end I was earning almost no experience for my time and efforts. This lets new players get caught up to the 'end game' while still being able to soak all the enjoyment they like out of that game.
For you, maybe that's good. Me, I play the game solo; it's nice to happen to run across someone who's doing the same quest as you so you can share the workload, but I don't seek out other players. It's good to know they're there, but for the most part I look on them as unusually mobile NPCs.2) Team with your friends: I literally had 10 friends from another game quit ESO over this one. Now it is possible for a cp 561 and a level 2 character to team up and everyone gets at least SOME reward. Teaming is the point of an mmo, and when you have all your slots filled with Veterans its nice to be able to help low level friends.
I might give you that one; fought a worls boss earlier, and were it nor for someone else joining it I'd have either died repeatedly or taken three hours to wear it down while I desperately tried to stay alive, but they're only a tiny part of the content. (Again, I'm not interested in getting the greatest gear -- for me the game stops once I've done the last sidequest.)3) Bosses are now scaled to challenge, Dolmens can be rewarding and fun for everyone. The challenge of the game is actually improved in some areas. I realize that the opportunity to overpower a zone has been done away with, just like the capacity to feel the challenge of getting Werewolf or Vampire at less than level 10. You can still challenge yourself though, you just have to be more creative about it.
See 2. Other players are other players, and unless they stand still long enough for you to get a bead on them the fact that they're in one faction or another isn't something you can easily spot, so this change has has zero impact on my life.4) Cross faction players can finally team. I would never have made alternate faction characters had this been a thing when I started. Nowadays you can play with friends who came to ESO and simply wanted to start out in a different alliance.
They do. It's called "create a new character"...P.S.: I'd like to see them add the capacity to replay old missions, at the very least the side missions (Though it would be fun to repeatedly kill Molag Bal over and over).
Let's see:Now it is much more in-line with how a traditional Elder Scrolls game works, and makes it more rewarding (xp and gear wise) to visit places you would have other wise been too high of a level to gain anything from.
This is great for me.
Arena - nope, no level scaling
Daggerfall - nope, no level scaling
Morrowind - nope, no level scaling
Oblivion - yes, lousy feature that a few modded out but the majority left alone
Skyrim - level scaling sort of, a few modded out but the majority left alone
Not sure how you define 'traditional' but none of the TES games I play, either by design or by choice, sadly ESO doesn't have the choice to mod out this abomination.
Of course, 'traditional' TES games use entirely different leveling mechanics so ESO is utterly unlike any 'traditional' TES game in its basic mechanics.
old_mufasa wrote: »Let's see:Now it is much more in-line with how a traditional Elder Scrolls game works, and makes it more rewarding (xp and gear wise) to visit places you would have other wise been too high of a level to gain anything from.
This is great for me.
Arena - nope, no level scaling
Daggerfall - nope, no level scaling
Morrowind - nope, no level scaling
Oblivion - yes, lousy feature that a few modded out but the majority left alone
Skyrim - level scaling sort of, a few modded out but the majority left alone
Not sure how you define 'traditional' but none of the TES games I play, either by design or by choice, sadly ESO doesn't have the choice to mod out this abomination.
Of course, 'traditional' TES games use entirely different leveling mechanics so ESO is utterly unlike any 'traditional' TES game in its basic mechanics.
There fixed it in bold....
MasterSpatula wrote: »Ten years ago, the Bethesda forums were full of torches and pitchforks.