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Can we have masocore difficulty with vvardenfell?

  • MythicEmperor
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    Katahdin wrote: »
    I am starting to get into vet dungeons finally.

    Seems like most people are afraid to do certain dungeons on vet these days. I asked a couple of my guilds to do vWGT or vCOS this weekend and the response I got was vCOS too hard and no interest in VWGT.

    I did vWGT the first time 2 weeks ago and it took us 5 hours but it was awesome and the most fun I'd had in a while. I couldn't wait to go back. I finally got to jump in and help a group finish it on Sunday. Planar inhibitor and Kena were much easier to get through because I now know the mechanics. It was still awesome though and I want to do more.

    vCoS isn't that bad. I did it in a pug a while back and we made it to the last boss. Only one of us had done it before, and we quickly learned the mechanics. Then the healer had to leave on Velidreth and we queued for a new one, but it glitched and reset the whole dungeon.
    With cold regards,
    Mythic

    Favorite Characters:
    Kilith Telvayn, Dunmer Telvanni Sorcerer (main)
    Kilith, Dunmer Magblade (old main)
    Vadusa Venim, Dunmer crafter (older main)
    Hir Hlaalu, Dunmer Warden
    Søren Icehelm, N'wah Warden
    Fargoth of Morrowind, Bosmer commoner
  • Artis
    Artis
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    No.

    You have Maelstrom Arena, VMOL, Shadows of the hist, and all repeatable content for the past year geared toward the hardcore player. And all but VMOL, geared toward raiders has been forgotten or universally reviled. Do I want all the content to be *** easy? No, but I'm tired of geting virtually ignored by a dev team only lisening to people who want the game to be difficult, despite whether or not the difficult content is designed -well-. (And whether or not you think the Shadows dungeons were, Play COS's dunmer assassin boss as a tank and see how much you like his slip and slide glitch.)

    Lets be honest, if you loved 2014 Craglorn you'd have played it when it was difficult.

    Stop the imperialism and greed. If this does have dungeons, let them be casual dungeons. Your not cool by demanding difficulty. And quite frankly, I'll take interesting, memorable, and fun over difficult any day. This game has suffered too long by lisening to these players who are willing to sacrifice -fun-, even other players fun, for the sake of success and having that success mean something.

    Excuse me? And you have EVERYTHING ELSE. Last few updates are for casuals. There was no new difficult content since the Thieves guild. And that DLC brought way more easy content than difficult too. I just hope we won't have another useless zone with just quests and and oneshottable bosses (which you can either oneshot yourself or zerg with a huge group). That's not fun. At least, let each DLC have something difficult. It will be like 1% of the DLC, so baddies have nothing to complain about.

    Yeah it would be sweet to have the whole zone difficult. As in, to have one DLC catering just to players who like difficult stuff. But ok, zos wants to sell their DLCs, so let's have a compromise - let DLCs have something for everyone. Isn't that awesome and fair?

    Also, whoever said that people want to relax in game. You know, that's how some of us relax. Simply grinding/killing things that can't even hit back is not relaxing or fun. Overcoming something - that's fun and relaxing. For some of us. Sure, others would rather kill children and critters. But can we respect each others way of having fun and have new content for everyone?
  • Strider_Roshin
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    dday3six wrote: »
    iirc, it was a Nioh dev that coined the term "masocore" when talking about the difficulty of that game. It's certainly a selling point for games of a particular persuasion, and while I might enjoy that. I highly doubt the majority of ESO's playerbase would.

    The bulk of ESO's content has been thoroughly diluted, and that seems to be the path ZOS has choosen for the future. I doubt they'd pivot on that without a better revenue stream to push them in that direction.

    Not sure if they're the ones that coined the term, but it's what inspired me to use that term. Should I expect to run into you in there? :wink:
  • Strider_Roshin
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    Kodrac wrote: »
    You want a challenge? Go outside. Talk to the opposite sex. Talk, not send a text.

    I'm married so challenge completed.
  • FLuFFyxMuFFiN
    FLuFFyxMuFFiN
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    Kodrac wrote: »
    You want a challenge? Go outside. Talk to the opposite sex. Talk, not send a text.

    I'm married so challenge completed.

    Now for the real challenge. Do it without your spouse finding out.
  • Imryll
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    DocFrost72 wrote: »
    Easiest way to turn on hardcore mode- empty your CPS and wear level 50 cp10 gear. Go ahead and try it, fighting a troll becomes as hard as it was before cap removal.

    Actually,if the mechanism exists for a no CP PvP campaign it should be possible to strip CP in dungeons or other settings for those anxious not to one- shot their enemies.
  • Doctordarkspawn
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    Artis wrote: »
    Excuse me? And you have EVERYTHING ELSE. Last few updates are for casuals. There was no new difficult content since the Thieves guild. And that DLC brought way more easy content than difficult too. I just hope we won't have another useless zone with just quests and and oneshottable bosses (which you can either oneshot yourself or zerg with a huge group). That's not fun. At least, let each DLC have something difficult. It will be like 1% of the DLC, so baddies have nothing to complain about.

    Yeah it would be sweet to have the whole zone difficult. As in, to have one DLC catering just to players who like difficult stuff. But ok, zos wants to sell their DLCs, so let's have a compromise - let DLCs have something for everyone. Isn't that awesome and fair?

    Also, whoever said that people want to relax in game. You know, that's how some of us relax. Simply grinding/killing things that can't even hit back is not relaxing or fun. Overcoming something - that's fun and relaxing. For some of us. Sure, others would rather kill children and critters. But can we respect each others way of having fun and have new content for everyone?

    No new difficult content since the thieves guild? [snip]
    Shadows of the hist isn't a thing, rite guys.

    [snip]

    Because the majority of the game does not cater to you, the majority of this DLC must is imperialism at it's finest. You wanna solve the entire problem and not just demand the game pander to you? Argue for a better difficulty system then we have. That I can get behind, might genuinely fix some of the issues on both sides, and give depth to a system so designers dont -have- to choose.

    [edited for baiting/insult]
    Edited by ZOS_CoriJ on January 30, 2017 10:08PM
  • MasterSpatula
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    Every MMO seems inundated with players who confuse "challenging" with "hard."

    What you're asking for, to me and many others, isn't a fun and interesting challenge. It's just hard. I find a little of that kind of fun, but a lot of it actually pretty dull, and a whole zone of it is just awful.

    I may get a warm, fuzzy feeling of pride from soloing a Craglorn Group Delve, but I don't actually enjoy it. It's just a bit too much of a PITA to be fun. (Which doesn't mean I want to do them with three players, either. Not wanting things to be boringly hard doesn't mean I want them to be boringly easy.)
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Oreyn_Bearclaw
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    @Oreyn_Bearclaw (Because I dun fugged up the quote function)

    Craglorn was nerfed because as much as you cry for it, nobody played it. Too little incentive, too difficult to go through, and required a group. It was -clunkily made-, not to mention far too difficult for the effort. And I guarentee you. If you increased the difficulty to what it was in 2014, people would stop running the content again. Because it's too much hassle for a chance at a drop that they can sell.

    ICP and WGT are still -annoying-, and that's all they ever were. If you tell me your going through those with no death every run then I call bull. But even then, they arrent annoying because difficult mechanics. Their difficult because they keep adding more moving parts to dungeon mechanics, again, how well you can spin plates determin your success.

    Nobody liked the grind Gold and Silver was. Nobody. Nobody liked geting two shot by mobs harder than Molag Bal and quite frankly those had to get axed so that questing wasn't as railroady.

    As for SOTH. Two statements.

    One. "Why did the healer get hit with hallucination after the totem spawned and Chudan spawned?"

    Two. "Why does the Dunmer boss from COS one shot me when he's slid across the room?"

    This game needs refined alot more before it'll be worth being difficult, and even then, what you attribute to a casual conspiracy isn't. Good grief, man. (PS. Consider that maybe, just maybe, it was nerfed because it wasn't being played, because they werrent happy with -why- it was difficult, ect, ect.)

    Again, I have no problem with difficult when the system you make difficult in, is balanced well. This is one of the few games where I've thought "So I didn't pack my spanner and now I'm screwed, thanks." I think this game needs refined and focused to where -build- isn't an issue. I think if your going to make difficult content, you should need to rely on your skill with your tools, not what tools you bring.

    Make -fun- content first, find ways to tweak it to make it difficult -later-. Or dont do it at all. Just because you enjoy poorly made stuff, because it's difficult, does not mean we must all like it.

    You are mixing so many issues that it really is hard to know how to debate at this point. I will stand by my original premise that the devs do a lot of stuff, but catering to the elite players in this game is not one of them.
  • Doctordarkspawn
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    @Oreyn_Bearclaw (Because I dun fugged up the quote function)

    Craglorn was nerfed because as much as you cry for it, nobody played it. Too little incentive, too difficult to go through, and required a group. It was -clunkily made-, not to mention far too difficult for the effort. And I guarentee you. If you increased the difficulty to what it was in 2014, people would stop running the content again. Because it's too much hassle for a chance at a drop that they can sell.

    ICP and WGT are still -annoying-, and that's all they ever were. If you tell me your going through those with no death every run then I call bull. But even then, they arrent annoying because difficult mechanics. Their difficult because they keep adding more moving parts to dungeon mechanics, again, how well you can spin plates determin your success.

    Nobody liked the grind Gold and Silver was. Nobody. Nobody liked geting two shot by mobs harder than Molag Bal and quite frankly those had to get axed so that questing wasn't as railroady.

    As for SOTH. Two statements.

    One. "Why did the healer get hit with hallucination after the totem spawned and Chudan spawned?"

    Two. "Why does the Dunmer boss from COS one shot me when he's slid across the room?"

    This game needs refined alot more before it'll be worth being difficult, and even then, what you attribute to a casual conspiracy isn't. Good grief, man. (PS. Consider that maybe, just maybe, it was nerfed because it wasn't being played, because they werrent happy with -why- it was difficult, ect, ect.)

    Again, I have no problem with difficult when the system you make difficult in, is balanced well. This is one of the few games where I've thought "So I didn't pack my spanner and now I'm screwed, thanks." I think this game needs refined and focused to where -build- isn't an issue. I think if your going to make difficult content, you should need to rely on your skill with your tools, not what tools you bring.

    Make -fun- content first, find ways to tweak it to make it difficult -later-. Or dont do it at all. Just because you enjoy poorly made stuff, because it's difficult, does not mean we must all like it.

    You are mixing so many issues that it really is hard to know how to debate at this point. I will stand by my original premise that the devs do a lot of stuff, but catering to the elite players in this game is not one of them.

    Maybe because the issues with difficulty are as intertangled as much as they are with many.

    Eitherway. I stand by my statements, if you liked Craglorn back in 2014, if everyone who says they did actually did, it wouldn't have needed a rework. It'd be popular enough to where it'd still be played, and Murkmire wouldn't have been scrapped -because- Craglorn was so unpopular.

    Edited by Doctordarkspawn on January 30, 2017 7:55PM
  • Franieck
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    I agree, Solo content becomes ridiculously easy after you hit CP 160+ and have decent gear... I run around with Julianos + Willpower + Seducer sets and it's literally impossible to die during quests :(
    It would be nice to go through the story and feel challenged by each battle (specially bosses)!
  • Artis
    Artis
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    No new difficult content since the thieves guild?
    Shadows of the hist isn't a thing, rite guys.

    Because the majority of the game does not cater to you, the majority of this DLC must is imperialism at it's finest. You wanna solve the entire problem and not just demand the game pander to you? Argue for a better difficulty system then we have. That I can get behind, might genuinely fix some of the issues on both sides, and give depth to a system so designers dont -have- to choose.

    Are you realy saying that Shadows dungeons are difficult? [snip] That content is Medium difficulty at best.

    Also, did you even read what I said? Never did I say that this DLC must cater to us. Even though, yes, because 99% of the game is not for us, it would be logical to give us a whole difficult DLC. What I said is that every DLC should have content ranging in difficult from easy to hard so that everyone gets something. How is that wrong?

    [edited for baiting]
    Edited by ZOS_CoriJ on January 30, 2017 10:15PM
  • Oreyn_Bearclaw
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    @Oreyn_Bearclaw (Because I dun fugged up the quote function)

    Craglorn was nerfed because as much as you cry for it, nobody played it. Too little incentive, too difficult to go through, and required a group. It was -clunkily made-, not to mention far too difficult for the effort. And I guarentee you. If you increased the difficulty to what it was in 2014, people would stop running the content again. Because it's too much hassle for a chance at a drop that they can sell.

    ICP and WGT are still -annoying-, and that's all they ever were. If you tell me your going through those with no death every run then I call bull. But even then, they arrent annoying because difficult mechanics. Their difficult because they keep adding more moving parts to dungeon mechanics, again, how well you can spin plates determin your success.

    Nobody liked the grind Gold and Silver was. Nobody. Nobody liked geting two shot by mobs harder than Molag Bal and quite frankly those had to get axed so that questing wasn't as railroady.

    As for SOTH. Two statements.

    One. "Why did the healer get hit with hallucination after the totem spawned and Chudan spawned?"

    Two. "Why does the Dunmer boss from COS one shot me when he's slid across the room?"

    This game needs refined alot more before it'll be worth being difficult, and even then, what you attribute to a casual conspiracy isn't. Good grief, man. (PS. Consider that maybe, just maybe, it was nerfed because it wasn't being played, because they werrent happy with -why- it was difficult, ect, ect.)

    Again, I have no problem with difficult when the system you make difficult in, is balanced well. This is one of the few games where I've thought "So I didn't pack my spanner and now I'm screwed, thanks." I think this game needs refined and focused to where -build- isn't an issue. I think if your going to make difficult content, you should need to rely on your skill with your tools, not what tools you bring.

    Make -fun- content first, find ways to tweak it to make it difficult -later-. Or dont do it at all. Just because you enjoy poorly made stuff, because it's difficult, does not mean we must all like it.

    You are mixing so many issues that it really is hard to know how to debate at this point. I will stand by my original premise that the devs do a lot of stuff, but catering to the elite players in this game is not one of them.

    Maybe because the issues with difficulty are as intertangled as much as they are with many.

    Eitherway. I stand by my statements, if you liked Craglorn back in 2014, if everyone who says they did actually did, it wouldn't have needed a rework. It'd be popular enough to where it'd still be played, and Murkmire wouldn't have been scrapped -because- Craglorn was so unpopular.

    @Doctordarkspawn
    Actually I did like Craglorn back in the day. I first went there at vet rank 5 or 6 after finishing up gold and silver. I remember spending a lot of time on some of the delve bosses, and it was the first place that made me constructively analyze my build and begin to work with others (it's an MMO afterall). Mostly, because I realized I wasn't doing the DPS (a new term to me at the time) that i thought I was. The dungeons required a semi proper group to complete, and they were challenging and interesting. They were also a decent stepping stone to some of the harder 4 man dungeons at that time, something the game is severely lacking right now. (We agree on the need for 3 tiers of difficulty).

    I ran craglorn the other day for the first time in a while, mostly to get the skyshards, and it was a complete joke. I killed the dwarven spider boss in like 10 seconds by myself, the same boss that took a few hours to kill the first time. Craglorn is beyond unplayable for me right now. It's a faceroll. Considering I spent prob 5-6 months mostly playing there after it was released, yeah, I would say it was a bad change. In terms of replayabitly, well how many times do you really replay PVE quests. For me, 2-3 toons is plenty.

    As for the new content, I hope they dont make it a faceroll. I know the overland is never going to be that tough so RPers can ride around and look at the scenery, but I hope that the vet levels of the dungons and trials will be frankly harder than what we saw with SOTH. ICP and WGT were MUCH harder on release than either of the SOTH dungeons. Most good players had to play them 3-4 times before they got a clear. I remember spending like 5-6 hours straight on WGT HM the first time. Now, they are complete jokes (after nerfs from forum tears). SOTH dungeons did not take more than a couple hours to clear vet HM the first time. The only piece of content that I have seen where maybe they overreached just a bit was VMOL HM. The vast majority of players are never going to clear that place as it stands, but I am also not too concerned about as there is more than enough content for the casual.
  • Wifeaggro13
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    miteba wrote: »
    If you liked it that much, you'd have kept playing

    We are talking about a new (future) zone! If it is new, i hope it will bring a different level of difficulty! I am not saying i want it to be extremly hard... just want it to bring a little more challenge.

    I can give you a example: The new DLC zones! I have done all the content and i liked it... but when i think about it, the Craglorn Zone is the one i have better memories, because at least in the begining was hard to solo it (it was originally a group zone as you know it) and forced me to try new skills (or new morphs) to surpass it. I was very linear in my build and had to evolve...
    The new DLCs brought new content but not new challenge to your capacities...

    Anyway, when i said Overland PVE is fairly easy... i am talking about solo content! Obviously the new group dungeons were added to overland zones because not everybody has DLC´s (and to avoid what happened to the Imperial City group dungeons).
    And even when i say fairly easy, i am not criticizing anything, just stating it... I agree that there should be easier content so everybody can enjoy it in a relaxed way because the main focus of the game should be that and not frustrate players...

    The problem I have with people going "Make the overland difficulty harder!" Is it's just gonna be Craglorn again. Nobody's gonna do it because it's not worth it. We've seen it with every piece of content this game has put out, and I really do state, that if you liked Craglorn, you would have kept playing it.

    It'll please you for a grand total of two days, then you'll eat your way through and it'll be hard...for what? New players wont get into it, not everyone enjoys 'evolving' as you do, rather being familiar with a set toolset and gitting gud with it until they overcome the challenge.

    Making the new content difficult only serves to service the current player, and isolate the new player. It is thinking for today. I think for tomorrow.

    The problem with pre v12 craglorn was there was no rewards for doing the content. None of the delves had any good rewards just standard decon. Shadas tear one of the best dungeons in game literally dropped nothing but decons.it was fun and harder then he'll to kill her.

    Itemization and the inflation of vr killed craglorn. Not that people just wanted to solo, if you give people good rewards people will do the content. No matter if it's group or solo. The problem is its harder to make content designed for groups then to design content for a single player dps meta. The game now has no permanent community. guildschange hands fall apart and new ones pop up so frequently it's just sad out of 25 guilds I've been in only one stillexists and it was a guild that formed in 2015 and has changed leadership and core trials group so much you cannot form any relationship with anyone you play with. If the incentive to do the content is there people do the content. If it's rudimentary de con no one does it. When lich , martial knowledge, and resource gear was huge due to soft caps. People trials, and craglorn chests. It died because the need was not there.
  • trbrelinskib14_ESO
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    Do you mean you want content hard for everyone so that when you excel at it you are relatively better than they are? Or do you just want a personal challenge? Do you want to feel like you might not survive that encounter with 3 dire wolves? Do you want every fight to be an edge of your seat experience like it was when you were a new player? You can do that by changing your CP and gear. Try inefficient hybrid builds with green gear and no CP. ESO has given you something better than challenging content, it has made the choice entirely yours.

    There needs to be incentives. It's about giving everything you got, and coming out on top. Now if deactivating your CP improved your odds at getting certain loot, materials, or gold I'd be all for it.

    Incentives? I like the game. I have enough incentive to log in and play. Awesome world, good story and content that does challenge. No, I haven't spent hours figuring out how to make a broken build and exploit the system. I have no desire to be beat up when I'm trying to relax and get immersed in the world. Sounds like you need constant external validation that you are some badass... Me, I'm pretty OK with myself... I don't need to dominate something to feel good about myself.
  • trbrelinskib14_ESO
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    No.

    You have Maelstrom Arena, VMOL, Shadows of the hist, and all repeatable content for the past year geared toward the hardcore player. And all but VMOL, geared toward raiders has been forgotten or universally reviled. Do I want all the content to be *** easy? No, but I'm tired of geting virtually ignored by a dev team only lisening to people who want the game to be difficult, despite whether or not the difficult content is designed -well-.

    Lets be honest, if you loved 2014 Craglorn you'd have played it when it was difficult.

    Stop the imperialism and greed. If this does have dungeons, let them be casual dungeons. Your not cool by demanding difficulty. And quite frankly, I'll take interesting, memorable, and fun over difficult any day. This game has suffered too long by lisening to these players who are willing to sacrifice -fun-, even other players fun, for the sake of success and having that success mean something.

    What game are you playing? If the dev team listed to the people that wanted this game to be difficult, then we would not have had blanket nerfs to virtually every piece of content over the last 2 years. Craglorn? Nefed. ICP and WGT? Nerfed so hard its laughable. Every gold and silver Zone? Dont get me started. There are two difficult pieces of content left in this game, VMOL-HM and VMA. By difficult, I mean it takes progression. SOTH dungeons are tricky, but most people that are properly built will clear on their first or second run.

    By "properly built" you mean broken build, exploiting an imbalance in the game. I keep hearing people complaining about nerfs... when really what's happening is the build they found exploited an imbalance in the game that wasn't intended and was fixed... not nerfed. So now you end up being balanced and you call it a nerf because you don't feel all powerful... They nerf stuff that is out of spec with the rest of the abilities...as in not balanced and over performing compared to the other abilities.
  • Strider_Roshin
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    Anyways, back to the topic at hand.

    I'm not suggesting the typical more health approach when it comes to difficulty. I would like to see adds that work together, and combo off of one another. I would like to see adds that CC you, that interrupt and block your attacks. I would like to see attacks that are irresistible (goes through damage shields), as well abilities that are un-dodgeable, and un-blockable. Make us pay attention, and react. Make it so you don't need BiS gear to kill these enemies, but make it so they can still hurt, and kill people with max CP.

    [edited to remove bait and quote]
    Edited by ZOS_CoriJ on January 30, 2017 10:19PM
  • Bouldercleave
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    I get what you are saying. At this point I can chuck 3-4 shrouded daggers at a group of mobs and kill anything up to and including delve bosses before even taking a hit. World bosses and group content of course requires more.

    A difficulty selection for delves, dungeons, and such would help greatly, but I think most overland, random mobs should still be relatively easy based on less experienced players.

    If you make overland too hard, people simply will not go there. Craglorn proved that.
  • Strider_Roshin
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    No.

    You have Maelstrom Arena, VMOL, Shadows of the hist, and all repeatable content for the past year geared toward the hardcore player. And all but VMOL, geared toward raiders has been forgotten or universally reviled. Do I want all the content to be *** easy? No, but I'm tired of geting virtually ignored by a dev team only lisening to people who want the game to be difficult, despite whether or not the difficult content is designed -well-.

    Lets be honest, if you loved 2014 Craglorn you'd have played it when it was difficult.

    Stop the imperialism and greed. If this does have dungeons, let them be casual dungeons. Your not cool by demanding difficulty. And quite frankly, I'll take interesting, memorable, and fun over difficult any day. This game has suffered too long by lisening to these players who are willing to sacrifice -fun-, even other players fun, for the sake of success and having that success mean something.

    What game are you playing? If the dev team listed to the people that wanted this game to be difficult, then we would not have had blanket nerfs to virtually every piece of content over the last 2 years. Craglorn? Nefed. ICP and WGT? Nerfed so hard its laughable. Every gold and silver Zone? Dont get me started. There are two difficult pieces of content left in this game, VMOL-HM and VMA. By difficult, I mean it takes progression. SOTH dungeons are tricky, but most people that are properly built will clear on their first or second run.

    By "properly built" you mean broken build, exploiting an imbalance in the game. I keep hearing people complaining about nerfs... when really what's happening is the build they found exploited an imbalance in the game that wasn't intended and was fixed... not nerfed. So now you end up being balanced and you call it a nerf because you don't feel all powerful... They nerf stuff that is out of spec with the rest of the abilities...as in not balanced and over performing compared to the other abilities.

    You know, just because someone is wearing decent great doesn't mean they're wearing some "broken" OP 360 no-scope headshot kind of gear. They're simply saying wear item sets that make sense, and use the food and abilities that suit your play style. Saying we want more difficult content in order to boost our self esteem, and we only succeed because we're cheating (people that use basic game mechanics such as animation cancelling are cheaters apparently), is a pretty weak argument. [snip]

    [edited for insult]
    Edited by ZOS_CoriJ on January 30, 2017 10:26PM
  • ZOS_CoriJ
    ZOS_CoriJ
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  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    No.

    You have Maelstrom Arena, VMOL, Shadows of the hist, and all repeatable content for the past year geared toward the hardcore player. And all but VMOL, geared toward raiders has been forgotten or universally reviled. Do I want all the content to be *** easy? No, but I'm tired of geting virtually ignored by a dev team only lisening to people who want the game to be difficult, despite whether or not the difficult content is designed -well-.

    Lets be honest, if you loved 2014 Craglorn you'd have played it when it was difficult.

    Stop the imperialism and greed. If this does have dungeons, let them be casual dungeons. Your not cool by demanding difficulty. And quite frankly, I'll take interesting, memorable, and fun over difficult any day. This game has suffered too long by lisening to these players who are willing to sacrifice -fun-, even other players fun, for the sake of success and having that success mean something.

    What game are you playing? If the dev team listed to the people that wanted this game to be difficult, then we would not have had blanket nerfs to virtually every piece of content over the last 2 years. Craglorn? Nefed. ICP and WGT? Nerfed so hard its laughable. Every gold and silver Zone? Dont get me started. There are two difficult pieces of content left in this game, VMOL-HM and VMA. By difficult, I mean it takes progression. SOTH dungeons are tricky, but most people that are properly built will clear on their first or second run.

    By "properly built" you mean broken build, exploiting an imbalance in the game. I keep hearing people complaining about nerfs... when really what's happening is the build they found exploited an imbalance in the game that wasn't intended and was fixed... not nerfed. So now you end up being balanced and you call it a nerf because you don't feel all powerful... They nerf stuff that is out of spec with the rest of the abilities...as in not balanced and over performing compared to the other abilities.

    @trbrelinskib14_ESO

    By "properly built" I mean using a gear setup and skills that actually compliment one another and are suited to the role you chose. I don't know where you are getting all this stuff about builds exploiting a game imbalance. This has nothing to do with the actual nerfs to the content, things having less health and/or doing less damage, thus making them easier to complete. This is exactly what happened to VWGT and VICP. Right or wrong, these dungeons have had their difficulty changed by the developers. If you run them with the exact same build now as you did a year ago, they are much easier to clear now. Almost nothing in these dungeons can one-shot you anymore. A lot of people I know, myself included, wishes they wouldnt have done that, but rather, added a middle ground for difficulty.

    @Doctordarkspawn

    I really dont think much productive will ever come from our discussions, but we obviously disagree about where we would like things from a difficulty standpoint. I don't know if I am a massochist, (looking at the title), but I prefer content that can't be cleared the first time your run it. VMA probably took me 15-20 hours to clear the first time. VMOL, 1-2 months, VMOL HM about 4 months. Some people enjoy the progression, others do not. Neither group is correct, which is why I think ZOS should do a better job of having both more difficulty levels and preparing players to step up in difficulty. One of the biggest problems we have in ESO in my opinion is that there is too much of a power gap between normal and vet mode.

    In any event, however, there are two points I would like to make. First, I don't see how players like myself hoping that the vet content be challenging affects you in the slightest. There is a face roll mode, its called normal. Second, I am the second person that you declared "unfit" whatever that means to comment on a topic because we didnt agree with you. Not the way to win an argument, but apparently a decent way to have your posts removed on the forums.

    Edit: Also, I know lots of RPers that like to ride around and look at the scenery. This game is beautiful, and you will never hear me suggest this is a bad thing, but I also dont necessarily think that all overland content should be trivial to clear.
  • trbrelinskib14_ESO
    trbrelinskib14_ESO
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    No.

    You have Maelstrom Arena, VMOL, Shadows of the hist, and all repeatable content for the past year geared toward the hardcore player. And all but VMOL, geared toward raiders has been forgotten or universally reviled. Do I want all the content to be *** easy? No, but I'm tired of geting virtually ignored by a dev team only lisening to people who want the game to be difficult, despite whether or not the difficult content is designed -well-.

    Lets be honest, if you loved 2014 Craglorn you'd have played it when it was difficult.

    Stop the imperialism and greed. If this does have dungeons, let them be casual dungeons. Your not cool by demanding difficulty. And quite frankly, I'll take interesting, memorable, and fun over difficult any day. This game has suffered too long by lisening to these players who are willing to sacrifice -fun-, even other players fun, for the sake of success and having that success mean something.

    What game are you playing? If the dev team listed to the people that wanted this game to be difficult, then we would not have had blanket nerfs to virtually every piece of content over the last 2 years. Craglorn? Nefed. ICP and WGT? Nerfed so hard its laughable. Every gold and silver Zone? Dont get me started. There are two difficult pieces of content left in this game, VMOL-HM and VMA. By difficult, I mean it takes progression. SOTH dungeons are tricky, but most people that are properly built will clear on their first or second run.

    By "properly built" you mean broken build, exploiting an imbalance in the game. I keep hearing people complaining about nerfs... when really what's happening is the build they found exploited an imbalance in the game that wasn't intended and was fixed... not nerfed. So now you end up being balanced and you call it a nerf because you don't feel all powerful... They nerf stuff that is out of spec with the rest of the abilities...as in not balanced and over performing compared to the other abilities.

    You know, just because someone is wearing decent great doesn't mean they're wearing some "broken" OP 360 no-scope headshot kind of gear. They're simply saying wear item sets that make sense, and use the food and abilities that suit your play style. Saying we want more difficult content in order to boost our self esteem, and we only succeed because we're cheating (people that use basic game mechanics such as animation cancelling are cheaters apparently), is a pretty weak argument. [snip]

    [edited for insult]

    What I am saying is, if you are complaining the content of this game is so easy across the board, then you most likely are exploiting some mechanic that is not balanced. The dev's approach to the game is to keep things as balanced as possible (across all the content of the game) and they nerf outliers that are over performing and not functioning as intended. The content of the game is balanced for this. So, either you are exploiting an imbalance in the mechanics, or you simply want a completely hard game to play. There is plenty of content in ESO that can challenge you and is designed to be a challenge (with the above design philosophy in mind). And yes, animation cancelling (didn't know what it was until I heard it on the boards here and looked into it) is exploiting a game mechanic, that most people would call cheating. If you want a completely hard and in my opinion annoying game across the board, that will not be popular for the majority of people. You already have options for hard content.

    I didn't say you only succeed because of cheating. You can overcome the current content without exploiting (and it will be difficult)... I said the exploiting is causing the game to seem too easy... because it wasn't designed around the outlier build you have created most likely. I never said anything about OP gear.. I was mainly thinking about ability combinations. yes, some gear is a bit OP and that's why they get nerfed.. again with the above design philosophy.

    As far as "Saying we want more difficult content in order to boost our self esteem..." Not going to go into that since the moderation... "Wouldn't be prudent at this juncture... Bad...bad..." We'll see if you get the reference ;)
    Edited by trbrelinskib14_ESO on January 30, 2017 11:07PM
  • Darth_Savage
    OP, if you are looking for masochismore take a break from ESO and go check out the Dark Souls series. I have never felt such a sense of accomplishment from finishing a game before like I did when I completed those games.
  • trbrelinskib14_ESO
    trbrelinskib14_ESO
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    No.

    You have Maelstrom Arena, VMOL, Shadows of the hist, and all repeatable content for the past year geared toward the hardcore player. And all but VMOL, geared toward raiders has been forgotten or universally reviled. Do I want all the content to be *** easy? No, but I'm tired of geting virtually ignored by a dev team only lisening to people who want the game to be difficult, despite whether or not the difficult content is designed -well-.

    Lets be honest, if you loved 2014 Craglorn you'd have played it when it was difficult.

    Stop the imperialism and greed. If this does have dungeons, let them be casual dungeons. Your not cool by demanding difficulty. And quite frankly, I'll take interesting, memorable, and fun over difficult any day. This game has suffered too long by lisening to these players who are willing to sacrifice -fun-, even other players fun, for the sake of success and having that success mean something.

    What game are you playing? If the dev team listed to the people that wanted this game to be difficult, then we would not have had blanket nerfs to virtually every piece of content over the last 2 years. Craglorn? Nefed. ICP and WGT? Nerfed so hard its laughable. Every gold and silver Zone? Dont get me started. There are two difficult pieces of content left in this game, VMOL-HM and VMA. By difficult, I mean it takes progression. SOTH dungeons are tricky, but most people that are properly built will clear on their first or second run.

    By "properly built" you mean broken build, exploiting an imbalance in the game. I keep hearing people complaining about nerfs... when really what's happening is the build they found exploited an imbalance in the game that wasn't intended and was fixed... not nerfed. So now you end up being balanced and you call it a nerf because you don't feel all powerful... They nerf stuff that is out of spec with the rest of the abilities...as in not balanced and over performing compared to the other abilities.

    @trbrelinskib14_ESO

    By "properly built" I mean using a gear setup and skills that actually compliment one another and are suited to the role you chose. I don't know where you are getting all this stuff about builds exploiting a game imbalance. This has nothing to do with the actual nerfs to the content, things having less health and/or doing less damage, thus making them easier to complete. This is exactly what happened to VWGT and VICP. Right or wrong, these dungeons have had their difficulty changed by the developers. If you run them with the exact same build now as you did a year ago, they are much easier to clear now. Almost nothing in these dungeons can one-shot you anymore. A lot of people I know, myself included, wishes they wouldnt have done that, but rather, added a middle ground for difficulty.

    @Doctordarkspawn

    I really dont think much productive will ever come from our discussions, but we obviously disagree about where we would like things from a difficulty standpoint. I don't know if I am a massochist, (looking at the title), but I prefer content that can't be cleared the first time your run it. VMA probably took me 15-20 hours to clear the first time. VMOL, 1-2 months, VMOL HM about 4 months. Some people enjoy the progression, others do not. Neither group is correct, which is why I think ZOS should do a better job of having both more difficulty levels and preparing players to step up in difficulty. One of the biggest problems we have in ESO in my opinion is that there is too much of a power gap between normal and vet mode.

    In any event, however, there are two points I would like to make. First, I don't see how players like myself hoping that the vet content be challenging affects you in the slightest. There is a face roll mode, its called normal. Second, I am the second person that you declared "unfit" whatever that means to comment on a topic because we didnt agree with you. Not the way to win an argument, but apparently a decent way to have your posts removed on the forums.

    Edit: Also, I know lots of RPers that like to ride around and look at the scenery. This game is beautiful, and you will never hear me suggest this is a bad thing, but I also dont necessarily think that all overland content should be trivial to clear.

    Designing things to one shot you is ridiculous design period. Sure, they made it so they can't one shot you now... that's a good thing. Again they design the game across the board to be a challenge using the same balance criteria. I don't know about you, but I can't solo some world bosses. Some I can but it takes a very very long time. If they lower the power across the board, then this is in the equation for balance. These devs are not stupid.

    We know why they redid Craglorn, they said why... no one was playing it. I understand you think everything is easy... I'm really not sure why, it isn't to me, but I think I am more in line with who the game is designed for. People that want to jump in and have fun running around the world. You know... enjoying the RPG game that is called ESO... It sounds like you want an over the top combat arena game... not a RPG...

    But on a different note, frankly if they put damage and resistance caps back in the game, it'd reduce the amount of complaining that stuff is too easy. It would be much easier to balance and would be pretty much impossible to exploit. Then it would be easier to design challenging content at a much granular level then it is currently. It would also open up for much more diverse build options since there would then not be "the killer combo" of skills and there would be many ways to get to the cap... much better across the board...

    And no the Imperial City is not easy nor are the sewers. You have the huge mega bosses running around (that I know I can't even think about soloing) and other players... There is plenty of challenge there.
    Edited by trbrelinskib14_ESO on January 30, 2017 11:33PM
  • Strider_Roshin
    Strider_Roshin
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    OP, if you are looking for masochismore take a break from ESO and go check out the Dark Souls series. I have never felt such a sense of accomplishment from finishing a game before like I did when I completed those games.

    Great suggestion Ashen One/Hunter, but I'm afraid that I've already conquered those games :wink:

    I'll PM you the next one I plan on tackling.
  • Metafae
    Metafae
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    Maybe have a hardmode instance of the zone that provides a different loot table.
  • trbrelinskib14_ESO
    trbrelinskib14_ESO
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    Franieck wrote: »
    I agree, Solo content becomes ridiculously easy after you hit CP 160+ and have decent gear... I run around with Julianos + Willpower + Seducer sets and it's literally impossible to die during quests :(
    It would be nice to go through the story and feel challenged by each battle (specially bosses)!

    I have no desire to die while doing a basic quest. It's the story I'm more interested in. Sure, make the bosses in quests maybe a bit tougher, but this is a RPG not some Rogue game. If I want that experience then I'll play a different game... And I never play those.

    Ultimately, it's a numbers game... If the majority of players want the game to be exploration/story/social, then that is what the devs will develop for. The hardcore "I must die if I miss one millisecond in activating that ability" crowd is a pretty small size compared to the overall population of who plays the game.
  • Wanderinlost
    Wanderinlost
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    I usually like getting ground into the dust in games then dialing it back just enough to actually suceed. Games that do not offer a constant threat of death/failure become boring fast. I have not played enough to know for sure but the difficulty seems to be getting easier as I have gone from 50 to CP80. I will be sorely disappointed to get leveled higher only to make top end gear to just faceroll everything.

    The way to do it in a game like this is to offer variable handicap where the individual(s) are scaled down relative to the rest of the world. That way there is still purpose for pursuing better gear, better builds and grouping up as well. Perhaps a small incentive to playing with a handicap, like a small % gold increase. Just enough to encourage people to push themselves but not make it feel mandatory to brutalize themselves.

    I am a strong believer in having variable difficulty. Over time and years individual skill and ability change, sometimes for the better, sometimes for the worse. You can easily be on top of your game then end up losing that after a year of inactivity or RL problems. As you get older into your 30's you can start to feel the slow decay of age take root. Then you know it will only be a matter of time before you are reduced to a no skill button masher. ^_-
  • Doctordarkspawn
    Doctordarkspawn
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    No.

    You have Maelstrom Arena, VMOL, Shadows of the hist, and all repeatable content for the past year geared toward the hardcore player. And all but VMOL, geared toward raiders has been forgotten or universally reviled. Do I want all the content to be *** easy? No, but I'm tired of geting virtually ignored by a dev team only lisening to people who want the game to be difficult, despite whether or not the difficult content is designed -well-.

    Lets be honest, if you loved 2014 Craglorn you'd have played it when it was difficult.

    Stop the imperialism and greed. If this does have dungeons, let them be casual dungeons. Your not cool by demanding difficulty. And quite frankly, I'll take interesting, memorable, and fun over difficult any day. This game has suffered too long by lisening to these players who are willing to sacrifice -fun-, even other players fun, for the sake of success and having that success mean something.

    What game are you playing? If the dev team listed to the people that wanted this game to be difficult, then we would not have had blanket nerfs to virtually every piece of content over the last 2 years. Craglorn? Nefed. ICP and WGT? Nerfed so hard its laughable. Every gold and silver Zone? Dont get me started. There are two difficult pieces of content left in this game, VMOL-HM and VMA. By difficult, I mean it takes progression. SOTH dungeons are tricky, but most people that are properly built will clear on their first or second run.

    By "properly built" you mean broken build, exploiting an imbalance in the game. I keep hearing people complaining about nerfs... when really what's happening is the build they found exploited an imbalance in the game that wasn't intended and was fixed... not nerfed. So now you end up being balanced and you call it a nerf because you don't feel all powerful... They nerf stuff that is out of spec with the rest of the abilities...as in not balanced and over performing compared to the other abilities.

    @trbrelinskib14_ESO

    By "properly built" I mean using a gear setup and skills that actually compliment one another and are suited to the role you chose. I don't know where you are getting all this stuff about builds exploiting a game imbalance. This has nothing to do with the actual nerfs to the content, things having less health and/or doing less damage, thus making them easier to complete. This is exactly what happened to VWGT and VICP. Right or wrong, these dungeons have had their difficulty changed by the developers. If you run them with the exact same build now as you did a year ago, they are much easier to clear now. Almost nothing in these dungeons can one-shot you anymore. A lot of people I know, myself included, wishes they wouldnt have done that, but rather, added a middle ground for difficulty.

    @Doctordarkspawn

    I really dont think much productive will ever come from our discussions, but we obviously disagree about where we would like things from a difficulty standpoint. I don't know if I am a massochist, (looking at the title), but I prefer content that can't be cleared the first time your run it. VMA probably took me 15-20 hours to clear the first time. VMOL, 1-2 months, VMOL HM about 4 months. Some people enjoy the progression, others do not. Neither group is correct, which is why I think ZOS should do a better job of having both more difficulty levels and preparing players to step up in difficulty. One of the biggest problems we have in ESO in my opinion is that there is too much of a power gap between normal and vet mode.

    In any event, however, there are two points I would like to make. First, I don't see how players like myself hoping that the vet content be challenging affects you in the slightest. There is a face roll mode, its called normal. Second, I am the second person that you declared "unfit" whatever that means to comment on a topic because we didnt agree with you. Not the way to win an argument, but apparently a decent way to have your posts removed on the forums.

    Edit: Also, I know lots of RPers that like to ride around and look at the scenery. This game is beautiful, and you will never hear me suggest this is a bad thing, but I also dont necessarily think that all overland content should be trivial to clear.

    I declared you unfit for a very simple reason. I've seen the philosophy you displayed before, and no, nothing -was- going to come of it.

    A competative mind will allways reguard things like a competition. That's fine. However, when this is put in the context of design, it's a bad thing. It means that you become less able to please all parties. The content, the repeatable content, in the last year has been from that mindset. And it shows. And considering the needs of the competative are different from the needs of the casual, vastly different, leaning one way and not trying to please both is detrimental.

    I dont know many who do Shadows of the Hist anymore. I know plenty of raiders who do VMOL, and even Maelstrom. But not SOTH. The dungeon audience is not the same, and I have allways took issue with the competative player attempting to shove it everywhere, smothering the enjoyment of everyone else in the process.

    That's my problem with your view, your method, your want. It comes at the cost of everyone elses. And I'm not willing to pay that, quietly. If they make the content hard, it'll be forgotten by the people it was ment for in a months time, because they have practiced for hours and achieved the goal. And everyone else, either does not play, sacrifices their enjoyment to play, or leaves.

    PS. Dunno where your geting the 'Normal' stuff from, this was a thread about overland content as far as I was aware.

    TLDR: It affects me because when content is made for you, it is abandoned in a month after you have beaten it. Without sufficient incentive to keep playing, (IE, gear, raid profit, ect) it falls by the wayside. If a difficulty is made for you, all parties are satisfied for years to come. Believe it or not, some people are not satisfied by *** easy to balls hard, some want a middleground. Which you did state, but that begs to question why you arrent advocating for that.
    Edited by Doctordarkspawn on January 31, 2017 3:13AM
  • Doctordarkspawn
    Doctordarkspawn
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    OP, if you are looking for masochismore take a break from ESO and go check out the Dark Souls series. I have never felt such a sense of accomplishment from finishing a game before like I did when I completed those games.

    Great suggestion Ashen One/Hunter, but I'm afraid that I've already conquered those games :wink:

    I'll PM you the next one I plan on tackling.

    Perfect example of the point I attempt to make. Once you beat those games, you dont wanna play them anymore.

    Should a entire zone be designed for you, which you wont play around a month after release? A dungeon? Or would it be much easier, simpler, better, to create a third difficulty mode made -just- for you, with an entire backlog of content to try it out on? And fairer to other audiences that are -not- hardcore players?

    That's my suggestion. Instead of lobbying for masocore content, lobby for a masocore difficulty.
    Edited by Doctordarkspawn on January 31, 2017 2:51AM
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