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How do you REALLY feel about One Tamriel's difficulty?

  • SandraOwen
    One Tamriel made the game too hard/complicated.
    Its the moster boss difficulty that is the hardest to cope with you dont always have a team or group and I bet with your voting if you gave that question as a pre requisite you would find all the voters for have team affiliations as most people single player are struggling to cope with the moster bosses as you cant achieve them I doubt you would get the same answers from select which do you play most single or groupthen ask the question
  • Asardes
    Asardes
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    I enjoy One Tamriel's new difficulty. Good job ZoS.
    Lysette wrote: »
    Asardes wrote: »
    You can't have difficulty sliders in multiplayer games for overland content. You can have instanced content with different difficulty settings, and we already have that in ESO - it's called normal/veteran/hard mode dungeon/trial/arena. Overland, delve and public dungeon mobs and bosses are easy, and even dolmen bosses are pretty easy too. The only ones which are challenging are world bosses, but those aren't meant to be soloed. They have not only been buffed in terms of health and damage, but most have adds now; specifically to require more players to take down. Veteran dungeons have been buffed a lot, and normal ones have also been buffed slightly. The slider is basically the content you choose to play. One can argue the slider is not smooth enough, but not that it isn't there at all.

    Of course you can have difficulty sliders - it is very simple - a factor, which is used on the end stats between for example 0.8 and 1.2 - this would alter the character between 20% lower and 20% higher stats. It is that simple.

    This would lead to that an easy mode player would have 50% better stats than a hard mode player - and just 20% difference to the average one. If content is too hard, one could just move the slider towards 1.2 and if it is too easy, towards 0.8.

    This would work only in a single player game. When playing together or against other players nobody would want to gimp himself. For example if any player in a dungeon group will gimp, the others will suffer:
    - gimped tank -> gets one shotted by the boss -> the group wipes
    - gimped healer -> can't heal enough -> the group wipes
    - gimped DD -> can't kill fast enough -> group gets overwhelmed by adds and/or boss enrages and they all wipe

    Non-instanced content designed for single players like delves and open quest areas is already very easy. Non instanced group content designed for 4+ players like world bosses is easier than instanced group content (dungeons). Instanced group content is tiered to some degree: normal dungeon I, normal dungeon II, normal DLC dungeon/normal trial/MA, veteran dungeon, veteran DLC dungeon, veteran trial/VMA though at the higher tiers there is a significant gap. People should play content they can handle at the moment, then move on when and if they are prepared to the next
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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  • boldfacedtype
    boldfacedtype
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    One Tamriel made the game too hard/complicated.
    IDK man, I hate it when I hit something I can't solo and have to back out. Now I can't out-level a boss, which probably means there are things I just won't do. That said, they're trying to appease the Actual MMO crowd and the Solo-ers at the same time, which I guess is working out alright.
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  • azoriangaming
    azoriangaming
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    I am indifferent about it.
    see I don't know because with max cp everything is ok and fast but when i tried with 0 cp to test it out i found the ttk is quite boring to level.

    so for me it's fine as it is because i'm at max cp but my concerns are for new players coming to the game.
  • zzerogg
    zzerogg
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    Theres difficulty? every mob is everyones *** it's a joke, they added *** loads of halth to bosses and failed to come up with anything new, it's kinda pathetic.
  • zzerogg
    zzerogg
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    Hope a good MMO comes out soon, these guys are outa ideas...
  • Ojustaboo
    Ojustaboo
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    Not an option for what I want.

    It's made it a bit harder but not hard enough :)
  • Enslaved
    Enslaved
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    All of the Above.
    Voted all of above, since I agree with several different points.

    Overworld bosses seem to be very hard for new players, and even very high CP players would have trouble with some of them if not in a large group. For example, that Golden Saint in Stonefalls is hard as hell. I would love to see some daily quests related to these bosses as we have in Wrothgar, that would make grouping to do these easy even for new players. If reward would be random set piece from that zone, that would make it even better.

    Group dungeon difficulty seems bugged to me. If you go normal dungeon, you have to skip many "trash" mob encounters, and bosses are ok. In veteran dungeons, you can kill trash mobs much easier (!) than in normal dungeons, but bosses have large HP pools and many of them can't be taken down by newer players who don't have great dps. I don't mind veteran dungeons being harder, but would love to see normal ones be normal once more.

    Public dungeons and delves are ok, even new players can do them as they learn their skills and lvl.

    Also, I like being able to get XP in every zone now, for me that is the best thing that came with 1T.
  • Valerien
    Valerien
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    All of the Above.
    Sadly its a horrible mess.

    I know its early days but every boss appears to be camped and ganked. Has this made the game more challenging, only if you mean getting my melee dps to the target before it gets killed for dolmens and hoping to hell the world boss doesn't have an instant kill mechanic or lag will cause me to linger in a red circle.

    None of this has added to any challenge, though I imagine in a few months time (before dolmen and world bosses drop furniture) anyone new to the experience will wonder what the hell just happened when they are jumped by a crab that has 1.7 million health and 3 shots them. Though at least by then hopefully their experience of a delve wont be watching others run through causing mobs to chase, ignore them till the run back leading to a little farcical experience, but made all that much better by having to wait on a spawn of the delve boss and hope to hell you can land a couple of blows before its ganked.

    Other than the rise of the gank squad in PvE I'm not sure what this will achieve in the long run when people are no longer camping spawns to get item sets.
  • Kolpo
    Kolpo
    Soul Shriven
    The class you play as low level player has a huge influence on the difficulty, the game is far harder solo with my templar then with my sorc. When fighting multiply enemies as templar do you need to both DPS and keep yourself alive, while as sorc you pet is the one that get's beaten and you just DPS. Add to this that a low levl sorc out DPSes a low level templar and the sorc is by far the easiest option. I even haven't unlocked my second pet yet.
  • ArcVelarian
    ArcVelarian
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    1871v6.jpg
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  • Tabbycat
    Tabbycat
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    I enjoy One Tamriel's new difficulty. Good job ZoS.
    There will always be players at opposite ends of the spectrum - those who think it is too hard and those who think it is too easy. But I think ZOS did a good job overall with balancing the difficulty.
    Founder and Co-GM of The Psijic Order Guild (NA)
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  • magnusthorek
    magnusthorek
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    I enjoy One Tamriel's new difficulty. Good job ZoS.
    I liked it, but it could be better.

    Now we have at least 3 times more players per area, which is most likely to have approximately the same amount doing the same thing as you are at same time.

    Specially during events like the one ongoing with like 6 players with at least 400 CPs camping a delve boss with puny 120k of health.

    In my opinion everything should scale a bit further, like bosses having as much health as players inside the delve (or near the area, if an overland boss)

    Of course, this would require some refinement in the way delves instances work to not pull a boss with 480k HP for 3 high CP players and one just questing his progression being still level 20.

    But that's up to you with code in hands ^_^
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  • Phica_Lovic
    Phica_Lovic
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    Too many people to quote and reply to:

    The event and the amount of people farming delve bosses has nothing to do with One Tamriel's difficulty. Plundered skulls drop on the bosses currently and increasing the bosses' difficulties would do nothing but make them impossible/too hard to complete after the event is over.

    PC/Mac did this update for nearly 10 days before the event came, so swallow the pill and give it time. Even in PC/Mac are these bosses going down so fast that I can hardy see the name. It's not a One Tamriel thing, it's a "10-15 people of all shapes and lvls want this skull" thing.

    They've already tested the model on the PTS and on us, consoles.
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