seedubsrun wrote: »"We don't have enough hard content!" -Hasn't done any of the hard content.
Try trials, dlc dungeons, and the arenas. Overland content is supposed to be easy & story based so noobs and RPers who don't build their characters for fighting have content that they can complete.
Content difficulty goes like this from easiest to hardest:
-Overland
-Delves
-Public Dungeons
-Normal Dungeons
-Vet Dungeons (non DLC)
-Normal Trials
-DLC Vet Dungeons
-Vet Craglorn Trials
-vDSA
-vMA
-Vet MoL
-Vet HoF
If your're just doing overland content most of the time, and haven't done anything harder than vet dungeons, you haven't even touched the game's hard content.
You clearly haven't read any of the conversation going on here. No worries Whoslappedthepie hasn't either so you're not alone
Yeah, you'd need a "vet" overland zone, like the old VR overland zones.
Bump all trash mobs to the level of vet dungeons.
No simple chests.
Small chance of gold jewellery from world bosses.
To me this isn't a bad idea as it would give players the choice of their preferred difficulty. With increased difficulty should come greater rewards.
You know I like exploring and farming and I spend quite a bit of time in the overland portion of the game, especially when I'm on my non healer and waiting for group finder for vet dungeons to pop. It can take a long time...During my time in the mass amount of land area available, which is a huge portion of the game, I'd love to get more out of it. More challenge, better chance at better loot, etc. sounds pretty nice.
Yeah, you'd need a "vet" overland zone, like the old VR overland zones.
Bump all trash mobs to the level of vet dungeons.
No simple chests.
Small chance of gold jewellery from world bosses.
To me this isn't a bad idea as it would give players the choice of their preferred difficulty. With increased difficulty should come greater rewards.
You know I like exploring and farming and I spend quite a bit of time in the overland portion of the game, especially when I'm on my non healer and waiting for group finder for vet dungeons to pop. It can take a long time...During my time in the mass amount of land area available, which is a huge portion of the game, I'd love to get more out of it. More challenge, better chance at better loot, etc. sounds pretty nice.
How do you see this balanced with other existing "difficult" content or otherwise and make sure it would not be abused?
Example grouping. Other content and rewards are scaled to either a group or solo and everyone has their own instance. Now this "world boss" that all over sudden drops gold jewellery, would it be camped, camped in rotation with other bosses - by a large "raid" basically?
I feel this is the kind of power creep we don't need.
If you want harder content because you are bored with the combat - fine. But the rewards will stay the same.
If you actually have an issue with the dropped rewards in general then I feel that would be a different thread.
So, you have reached then end (the one that is fun for you).
You may try a new game.
victoriana-blue wrote: »I think people (in general) are underestimating just how *much* new players have to learn.
I've been playing over a year, so when I started a new character on a new account I was rarely challenged overland. But that's because I understand/know:
- when to use aoe vs single target attacks and to unlock at last one of each asap
- passives and secondary skill effects
- status effects and resource management
- stamina vs magicka abilities and what increases their damage
- block vs interrupt signals, how long I have to get out of a red cone
- when to roll-dodge or break free
- positioning (and moving!) my character during fights and how to group mobs efficiently
- different mob mechanics (imps move to stay at range, spriggans summon nature adds)
- kill priority
- sources of healing, burst vs hot, when to use them
- adjusting my settings to give me more information
- *understanding* all that information at a glance
- putting all that together and deciding how to approach a situation in, like, a second
And lots more, I'm sure. (Not counting gear sets, procs and how to manipulate them, CP, predicting what players around you will do, etc.) And the game is.. *lacking* when it comes to teaching new players how to do things beyond the absolute basics.
That's a huge amount of information for people to learn. You can certainly transfer some of that from other games, but for those of us who came to ESO from single-player TES games we have the extra challenge of learning how to MMO.
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All that together, I don't know how to balance new people's needs/fun with those of experienced players who want more of a challenge. Alternate instances are definitely an option, but I remember how empty my gold zones were before One Tamriel and I don't want to go back to that; maybe the 1T removal of alliance restrictions will make the difference here.
MLGProPlayer wrote: »Doctordarkspawn wrote: »MLGProPlayer wrote: »Doctordarkspawn wrote: »MLGProPlayer wrote: »Overland is way too easy I agree. It was better before the One Tamriel update, then it had the standard difficulty climb of a typical MMO. Pushing ahead to higher level zones let you flex your muscles but it was still fun.
It was a mistake to get rid of that system, the "port anywhere" is fine but level scaling should have stayed. Craglorn is the only semi-difficult overland PvE content we have now, and that's only if you solo everything.
I do recommend getting into a trials guild, if for no other reason than to experience something new.
Totally wrong. The enemies scale at your level now and for everyone. It's just that if you have mastered the combat, it will still feel somewhat easy. Before you had the entire zones and quests totally useless if you have, for example, overleveled the content by playing cyrodiil. You were fighting level 5 or 15 enemies like a veteran. It drove me mad, as I'm a quester, as well as pvper. One Tamriel is one of the best updates this game had. It finally feels like a true ES game.
But I agree with a suggestion for a random enemy that would have tougher hits, hp and be more challenging.
It's not about combat mastery. Someone at max CP with good gear can kill any overland monster in 2-3 hits. That monster can only hit for naybe 3-5% of the player's health (due to insane damage mitigation from CP passives).
When I look at a monster and it dies, that's not due to my mastery of the combat system. That's due to ridiculous power creep.
Citation. Needed.
You keep claiming this, so why dont you give me this glorious build, current patch, list gear. Give us something aside from your repeated claim the system is so easily exploitable.
Then we can actually see how much power creep there is.
Just about any set can achieve those results. Pick whichever one you want from this list if you're completely clueless (for magicka).
For CP, obviously put points into logical spots. This is a typical setup for magicka: thaumaturge, master at arms, elfbron, elemental expert, elemental defender, thick skinned, hardy, ironclad.
There is no chance you won't kill overland mobs in 2-3 hits with this setup. And there is no chance you can die to any overland mob (unless you step away from the computer). The amount of protection all those defensive CP points give you is insane.
Onus isn't on me to provide proof. Onus is on you. I'm not gonna do your research for you.
Present some video evidence or knock it off, the same 'IT'S SO EASY YOU CAN TWO SHOT THEM' thing isn't a talking point.
If I have time this weekend, I'll upload a 10 second video. I'm guessing you're using some nonsense hybrid build (like magicka set on stamina toon or something). If you're even remotely optimized, you're gettimg the results I mentioned.
seedubsrun wrote: »Yeah agreed. I brought up this issue too in a couple threads. People either agree or say it's a waste of time/will hurt new players by changing it or will just say "there's raids and vet dungeons if you want a challenge". I suggested a more thorough tutorial or a proving grounds type area to teach players how to use their skills as well as how to perform in their chosen role (DD, healer, or Tank) would allow Zos to increase the difficulty without hurting anyone. I also suggested a vet difficulty toggle for overland and normal quest gameplay. My worry is as the game goes on, the CP cap raises, and new areas are added to the game, that overland/quest content wont even be worth doing aside from just enjoying the story aspects. Really if enemies just scaled to maybe 100 points below your CP rank starting at CP 300 that would help instead of getting to CP 160 and just staying there. I'm with ya. Give us something tougher!
If you want harder/more exciting then they should open all areas to PVP. You can PK your own alliance! They did this in ultima online when it first started and it made for exciting times! You never knew if people were going to kill you or help you. It could be frustrating at times but it was fun. This would also solve the PVP/PVE gear balancing problem! Just my two cents.
I believe that the game needs more overland group content. Some starter zones and perhaps the first large zone can be kept like it was, but I'd like to see more zones as Craglorn. I find that area almost right in regards of difficulty.
Doctordarkspawn wrote: »I believe that the game needs more overland group content. Some starter zones and perhaps the first large zone can be kept like it was, but I'd like to see more zones as Craglorn. I find that area almost right in regards of difficulty.
You are the minority in that reguard. Craglorn was a -massive- failure.
Sevalaricgirl wrote: »seedubsrun wrote: »Yeah agreed. I brought up this issue too in a couple threads. People either agree or say it's a waste of time/will hurt new players by changing it or will just say "there's raids and vet dungeons if you want a challenge". I suggested a more thorough tutorial or a proving grounds type area to teach players how to use their skills as well as how to perform in their chosen role (DD, healer, or Tank) would allow Zos to increase the difficulty without hurting anyone. I also suggested a vet difficulty toggle for overland and normal quest gameplay. My worry is as the game goes on, the CP cap raises, and new areas are added to the game, that overland/quest content wont even be worth doing aside from just enjoying the story aspects. Really if enemies just scaled to maybe 100 points below your CP rank starting at CP 300 that would help instead of getting to CP 160 and just staying there. I'm with ya. Give us something tougher!
Honestly, I don't agree that there should be places to "teach" people to play. They should play the way they want. I do agree that there should be a veteran toggle but I don't think it should be put into place until ZOS balances the game. It's ridiculous the way it is now. I went into a public dungeon with a DK and a sorc, with my stamblade, and I'll just say the game is not balanced and hasn't been since they started it.
Got to love when the thread is over with one reply.Giles.floydub17_ESO wrote: »No idea what was said in that unorganized single paragraph so your message will not be getting through.
I assume you are saying vMA is to easy and it does become easy once someone has it down and does it regularly.
I am assuming you are saying vMoL HM and vHoF HM is fairly easy and considering the top raid groups getting good scores do demonstrate they have done much to figure it out and can do it reliably due to running it enough and their high scores demonstrate that. A new trial is to be added before the end of the year. iirc.
If this is about open world, it is rare to find a game were that is challenging for a player who has been in the game for 3 years and it is a poor idea to ignore new players coming into the game at this point.
Hardly, that's why we're 3 pages in and still going.
If you want harder/more exciting then they should open all areas to PVP. You can PK your own alliance! They did this in ultima online when it first started and it made for exciting times! You never knew if people were going to kill you or help you. It could be frustrating at times but it was fun. This would also solve the PVP/PVE gear balancing problem! Just my two cents.
Sorry @Giles.floydub17_ESO I'm at work and had to throw something together at break.
My main gripe is the overland and delve pve. It's just too easy. As I said in my monster paragraph I've made new characters and made sure I didnt allocate any CP and it was still too easy. About a month ago I tried to recruit my nephew into the game as he used to play Ultima online with me back in the day and he last a few days and quit logging in. When I finally got around to calling him and asking what the issue was he said man it's just too easy. So even a new player (only one I've asked) felt the same way.
During the leveling of one of my last characters I actually did a ton of my leveling in Cyrodiil just to add some fear and excitement. It gave me that old excitement of leveling on pvp servers back in the day.
Unfortunately I've never been one for timed trials. Honestly I haven't even tried one as it's not bag. Some of the vet dungeons are tough and I really enjoy that aspect but I can only run the same thing so many times before I feel like a hamster on a wheel.
As Khenarthi said, I'm sure if they made it too hard it would hurt the new player experience or for casual folks. I just wish there was some happy medium there.
Lord Xanhorn wrote: »The problem with the difficulty in this game is the choice that many people love of no vertical gear progression. If 1 pc of gear is roughly the same as another save the stat allocations and set bonuses, then all the content is roughly the same as well.
Take Craglorn for example. That would have been much more popular if the gear you got in there was significantly better than what you could craft for instance. The problem was that it wasn't. So the reward was not worth the effort.
So because the rewards are roughly equivalent (within a small percentage) then all the difficulty must also be roughly equivalent or no one will do the tough stuff (Craglorn).
When you look at a game heavy into gear vertical progression like WoW, then something like they instituted with 4 raid difficulties and 20+ different 5 man dungeon difficulties makes more sense cause if you do mythic level raiding, the gear is heads and shoulders better than the base level.
This can't be done in ESO with the current end game mentality.
After 3+ years of playing ESO I find myself slowly losing interest in the game. I found myself after 2 years beginning to take short breaks and then return temporarily refrshed only to fall back into the slump again. At almost 20 years of playing MMOs I thought maybe I was facing MMO burnout. I read a lot on the forums at MMORPG.com and a lot of the old MMO gamers seem to go through it along with the feeling the MMOs nowadays just aren't cutting it. Truth is, ESO has some very good qualities, from the amount of area to explore, the soundtrack, RVR style PVP, etc. Of course it also has it's negative issues as well, at least for me, but none that I can't adapt and still enjoy playing. So I kept asking myself, why am I feeling this way. I'm an MMO player for all of these years, hell it's what I do. My conclusion to what's causing this feeling is the simplicity of the PVE in this game. Overland mobs are really a joke. There is no fear of death. This includes delves.I know this topic has come up in the past as I'm a professional lurker of these forums since day 1 but damn something needs to be done. I thought maybe it was CP putting it over the tip but if you create a new character and don't allocate CP it's still faceroll easy. I know some of the vet dungeons are tough (thank god) but I can only run those so long until I'm blue in the face and swearing because that last piece I need hasn't dropped..We spend a lot of time in Overland and delve pve, I just wish there was some challenge, some fear, a feeling I can easily get over my head just farming mats in the wrong areas. Add some random champion mobs, increase the health of the ones we have, make them hit harder, anything at this point. Give me a reason to drag a friend around fighting mobs. Sorry I just had to rant. I'm getting tired of this easy mode a lot of these games are pushing nowadays and even though I'm a vet MMO gamer, I'm not the best player there is, not by a long shot, and I'm crying for some difficulty. Anyone else?
After 3+ years of playing ESO I find myself slowly losing interest in the game. I found myself after 2 years beginning to take short breaks and then return temporarily refrshed only to fall back into the slump again. At almost 20 years of playing MMOs I thought maybe I was facing MMO burnout. I read a lot on the forums at MMORPG.com and a lot of the old MMO gamers seem to go through it along with the feeling the MMOs nowadays just aren't cutting it. Truth is, ESO has some very good qualities, from the amount of area to explore, the soundtrack, RVR style PVP, etc. Of course it also has it's negative issues as well, at least for me, but none that I can't adapt and still enjoy playing. So I kept asking myself, why am I feeling this way. I'm an MMO player for all of these years, hell it's what I do. My conclusion to what's causing this feeling is the simplicity of the PVE in this game. Overland mobs are really a joke. There is no fear of death. This includes delves.I know this topic has come up in the past as I'm a professional lurker of these forums since day 1 but damn something needs to be done. I thought maybe it was CP putting it over the tip but if you create a new character and don't allocate CP it's still faceroll easy. I know some of the vet dungeons are tough (thank god) but I can only run those so long until I'm blue in the face and swearing because that last piece I need hasn't dropped..We spend a lot of time in Overland and delve pve, I just wish there was some challenge, some fear, a feeling I can easily get over my head just farming mats in the wrong areas. Add some random champion mobs, increase the health of the ones we have, make them hit harder, anything at this point. Give me a reason to drag a friend around fighting mobs. Sorry I just had to rant. I'm getting tired of this easy mode a lot of these games are pushing nowadays and even though I'm a vet MMO gamer, I'm not the best player there is, not by a long shot, and I'm crying for some difficulty. Anyone else?
I would agree with you as it pertains to the landscape and public delves.... which if I am reading your-paragraph-correctly you are.
The over world is far too easy on this game. Outside of world bosses - a couple of seconds is all that it takes to kill most enemies. There is really no incentive to group up at all. There is no sense of danger. There is no need to tread carefully or to even stay aware. And this certainly cuts back on my fun and enjoyment while questing. There is no doubt about that. Despite the multitudes of demons and blood-thirsty wildlife out to get you - the wilds of Tamriel are a complete joke.
That being said, people complained endlessly about Craglorn until it was eventually nerfed. So this is an example of damned if you do and damned if you don't.
This game does have plenty of challenge however if you go looking for it. The DLC dungeons for example on veteran mode are challenging to the point of frustration. And Veteran Maelstrom Arena is masochistic. But I'm in complete agreement with you nonetheless. It would be nice if the landscape and delve monsters got a significant buff.
After 3+ years of playing ESO I find myself slowly losing interest in the game. I found myself after 2 years beginning to take short breaks and then return temporarily refrshed only to fall back into the slump again. At almost 20 years of playing MMOs I thought maybe I was facing MMO burnout. I read a lot on the forums at MMORPG.com and a lot of the old MMO gamers seem to go through it along with the feeling the MMOs nowadays just aren't cutting it. Truth is, ESO has some very good qualities, from the amount of area to explore, the soundtrack, RVR style PVP, etc. Of course it also has it's negative issues as well, at least for me, but none that I can't adapt and still enjoy playing. So I kept asking myself, why am I feeling this way. I'm an MMO player for all of these years, hell it's what I do. My conclusion to what's causing this feeling is the simplicity of the PVE in this game. Overland mobs are really a joke. There is no fear of death. This includes delves.I know this topic has come up in the past as I'm a professional lurker of these forums since day 1 but damn something needs to be done. I thought maybe it was CP putting it over the tip but if you create a new character and don't allocate CP it's still faceroll easy. I know some of the vet dungeons are tough (thank god) but I can only run those so long until I'm blue in the face and swearing because that last piece I need hasn't dropped..We spend a lot of time in Overland and delve pve, I just wish there was some challenge, some fear, a feeling I can easily get over my head just farming mats in the wrong areas. Add some random champion mobs, increase the health of the ones we have, make them hit harder, anything at this point. Give me a reason to drag a friend around fighting mobs. Sorry I just had to rant. I'm getting tired of this easy mode a lot of these games are pushing nowadays and even though I'm a vet MMO gamer, I'm not the best player there is, not by a long shot, and I'm crying for some difficulty. Anyone else?
I would agree with you as it pertains to the landscape and public delves.... which if I am reading your-paragraph-correctly you are.
The over world is far too easy on this game. Outside of world bosses - a couple of seconds is all that it takes to kill most enemies. There is really no incentive to group up at all. There is no sense of danger. There is no need to tread carefully or to even stay aware. And this certainly cuts back on my fun and enjoyment while questing. There is no doubt about that. Despite the multitudes of demons and blood-thirsty wildlife out to get you - the wilds of Tamriel are a complete joke.
That being said, people complained endlessly about Craglorn until it was eventually nerfed. So this is an example of damned if you do and damned if you don't.
This game does have plenty of challenge however if you go looking for it. The DLC dungeons for example on veteran mode are challenging to the point of frustration. And Veteran Maelstrom Arena is masochistic. But I'm in complete agreement with you nonetheless. It would be nice if the landscape and delve monsters got a significant buff.
But what about the rest of us then that don't want or need that kind of difficulty? Should ESO turn in to a game exclusively for ultra-competitive gaming professionals while the rest of us that are, frankly, not that good and never will be get left in the dust and forgotten?
That's fine if that's what happens, but we have subscriptions too and we spent our money on the game as well. Why are we not allowed to have fun too?
Yeah, you'd need a "vet" overland zone, like the old VR overland zones.
Bump all trash mobs to the level of vet dungeons.
No simple chests.
Small chance of gold jewellery from world bosses.