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.
Doctordarkspawn wrote: »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.
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.
Strider_Roshin wrote: »
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.
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?
Doctordarkspawn wrote: »@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.
Oreyn_Bearclaw wrote: »Doctordarkspawn wrote: »@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 wrote: »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.
Doctordarkspawn wrote: »Oreyn_Bearclaw wrote: »Doctordarkspawn wrote: »@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 wrote: »Doctordarkspawn 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.
Strider_Roshin wrote: »OldGamerESO wrote: »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.
Oreyn_Bearclaw wrote: »Doctordarkspawn wrote: »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.
trbrelinskib14_ESO wrote: »Oreyn_Bearclaw wrote: »Doctordarkspawn wrote: »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 wrote: »Oreyn_Bearclaw wrote: »Doctordarkspawn wrote: »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 wrote: »trbrelinskib14_ESO wrote: »Oreyn_Bearclaw wrote: »Doctordarkspawn wrote: »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]
Oreyn_Bearclaw wrote: »trbrelinskib14_ESO wrote: »Oreyn_Bearclaw wrote: »Doctordarkspawn wrote: »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.
Darth_Savage wrote: »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.
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)!
Oreyn_Bearclaw wrote: »trbrelinskib14_ESO wrote: »Oreyn_Bearclaw wrote: »Doctordarkspawn wrote: »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.
Strider_Roshin wrote: »Darth_Savage wrote: »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
I'll PM you the next one I plan on tackling.