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CWC pointlessly easy.

  • Adernath
    Adernath
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    Tandor wrote: »

    That sounds remarkably like Veteran Levels and pre-One Tamriel to me, and that would drive away all the players that stuck around because the former were removed and those that came because the latter was added.

    One-Tamriel what we have now, i.e. a shared world with the other factions, and new DLC for veteran players are not mutually excluding itself. In the past the zones were a little too tedious with the short respawn timer of the overland mobs and also it was not consistent that, for example, a wolf is suddenly way stronger than what it used to be. But what we have now is an increase in CP every DLC while the difficulty of the new DLC is still being kept beginer friendly. How should this end? In the end you would drive the vet players away.

  • DHale
    DHale
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    Appears that I need to take you with me to clear all the world bosses.
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • monktoasty
    monktoasty
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    What does it mean to be difficult? The overland mobs hitting harder and having more hitpoints? Or is it better ai..or bigger groups of mobs.?

    A difficulty slider would do what?

    I like the idea of a nightmare version with better rewards for advanced players but what would that entail?

    The only caveat of hard mode version is you HAVE TO start a new character.to access it..since you are all so God like at the game I'm sure that shouldn't be a problem
    Edited by monktoasty on November 14, 2017 7:57PM
  • Chilly-McFreeze
    Chilly-McFreeze
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    This thread is pure gold. OP says he finds CWC overland content - aka the content and quests that build the story, the element that drives a big part of this DLC - way too easy and people answer with "play vma", "you elitist snob" or something in the way of "this is not for you".

    And I really bump myself on the last one. As someone who plays this game now for a good while, I've done almost every single quest. On every zone. Many of them a couple of times because it makes absolutely no difference if you do it as an AD Sorcerer or an EP Dragonknight - but this is a topic on it's own.

    Since I'm no fan of running the same content over and over again for the sake of leaderboards, grinding or killing time - all I had left was to pick up the pieces on my alts and PvP. While the latter becomes more annoying each patch with endless loading screens, lags, sound issues, etc., I was really hyped about exploring the new zone, diving into the quests and completing the story - something new and challenging!

    But what did I get? Exactly what OP and some others here mentioned. A brain dead easy walk in the park. You can literally put down mobs walking by, as if they are non-existent. Even the boss NPC are laughable. *the trial aside*

    Is this DLC not for players who are already at the cap? Is it not for players that invest time, money and dedication? Not even for those halfway through? Only for the absolut newbies?

    I don't get it. If overland content is too hard because you "die" here and there (which has almost no consequences anyway), you can always ask someone around. That leads me to my other issue.

    From a MMO I expect to meet other players. To be able to form groups to share the experience and to make content easier. And what do I get? Not a single need to get or to lend a helping hand. This direclty contradicts mmo philosophy. Most of the times I just log off if there are "too many" others at the same quest because it's far too easy already. What good does it do when you can't even touch a boss because he died from the sneeze of some random stranger? "Mah immersion". Why put a "boss" in the quest anyway if it doesn't feel like it?

    Sound a bit harsh maybe but if you can't complete content at the first try - so be it. It's a game, especially a MMO - this shouldn't be a faceroll through every new content. Talking about handouts and participation trophies. Gather knowledge, gain experience by l2p or simply leveling and gearing up, or - what an inhumane advice in a RPG - bring someone with you.

    Funny thing is, gaining levels alone does more harm, at least until somewhere in the CPs - Players with low level get battle leved into the sky. It's such a strong crutch that some people even create troll toons for pvp. I guess this says it all.

    I really see less and less incentive in running PvE for mentioned reasons. My personal problem maybe. PvP is borderline atm.

    Enough complaining, on to the solutions. What did I read until here?

    Getting overland instances with difficulty selection - personally, I don't think this will happen. Although I find the it extremly intiguing, Zeni's approach since one tamriel is that you can do everything from the start with everyone else. Creating two overland zones would cut how many people are on them and directly counter there idea of 1T.

    Make your own difficulty by stripping yourself of gear and CP - this can't be serious. The whole incentive in this game at the moment is grinding - for CP - for sets - for upgrading materials. What should I use them for? For the same handfull trials despite I payed to play a story dlc?

    Only way I see it - although I deem it unrealistic myself - is that they completely let go of the CP system. Replace it with something else, but nothing that fires up the power creep. Threads like this show exactly why it's a bad decision to add a system to the game that let's you easily buff your skills by 35%+ through double dipping in certain CP (not even crit dmg modifier and penetration counted).


    tl;dr

    It's too easy for players that didn't started last week.

    It's unbelievable how they think they can balance content for their players when you can have 90%+ powerboost by battle leveling on one end - nothing, zero, nada somewhere in between and at the high end CP.

    So replace CP system, leave battle leveling if they must, but maybe turn it down a bit. Not everyone fresh from the egg must be a facerolling demigod.
  • The_Auror
    The_Auror
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    On second thought about all a difficulty slider could do is increase enemy health/damage which doesn't really translate to more fun.

    Difficulty could mean many things and I don't have a good answer as to what should be changed to make the quests harder. Maybe throw in some mechanics which have to be figured out and followed to succeed? Launch Doshia was a good example of this but was probably too hard for the starting area. I think something like her would be great for a DLC quest boss though.

    BTW when you say stuff like this:
    monktoasty wrote: »
    The only caveat of hard mode version is you HAVE TO start a new character.to access it..since you are all so God like at the game I'm sure that shouldn't be a problem

    Elitists don't deserve to play online games they are selfish and petty and if they got their way the game would be dead.

    You sound just as bad as the "leets" you seem to hate so much. This is a big game, there's room for everyone here.
  • monktoasty
    monktoasty
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    This thread is pure gold. OP says he finds CWC overland content - aka the content and quests that build the story, the element that drives a big part of this DLC - way too easy and people answer with "play vma", "you elitist snob" or something in the way of "this is not for you".

    And I really bump myself on the last one. As someone who plays this game now for a good while, I've done almost every single quest. On every zone. Many of them a couple of times because it makes absolutely no difference if you do it as an AD Sorcerer or an EP Dragonknight - but this is a topic on it's own.

    Since I'm no fan of running the same content over and over again for the sake of leaderboards, grinding or killing time - all I had left was to pick up the pieces on my alts and PvP. While the latter becomes more annoying each patch with endless loading screens, lags, sound issues, etc., I was really hyped about exploring the new zone, diving into the quests and completing the story - something new and challenging!

    But what did I get? Exactly what OP and some others here mentioned. A brain dead easy walk in the park. You can literally put down mobs walking by, as if they are non-existent. Even the boss NPC are laughable. *the trial aside*

    Is this DLC not for players who are already at the cap? Is it not for players that invest time, money and dedication? Not even for those halfway through? Only for the absolut newbies?

    I don't get it. If overland content is too hard because you "die" here and there (which has almost no consequences anyway), you can always ask someone around. That leads me to my other issue.

    From a MMO I expect to meet other players. To be able to form groups to share the experience and to make content easier. And what do I get? Not a single need to get or to lend a helping hand. This direclty contradicts mmo philosophy. Most of the times I just log off if there are "too many" others at the same quest because it's far too easy already. What good does it do when you can't even touch a boss because he died from the sneeze of some random stranger? "Mah immersion". Why put a "boss" in the quest anyway if it doesn't feel like it?

    Sound a bit harsh maybe but if you can't complete content at the first try - so be it. It's a game, especially a MMO - this shouldn't be a faceroll through every new content. Talking about handouts and participation trophies. Gather knowledge, gain experience by l2p or simply leveling and gearing up, or - what an inhumane advice in a RPG - bring someone with you.

    Funny thing is, gaining levels alone does more harm, at least until somewhere in the CPs - Players with low level get battle leved into the sky. It's such a strong crutch that some people even create troll toons for pvp. I guess this says it all.

    I really see less and less incentive in running PvE for mentioned reasons. My personal problem maybe. PvP is borderline atm.

    Enough complaining, on to the solutions. What did I read until here?

    Getting overland instances with difficulty selection - personally, I don't think this will happen. Although I find the it extremly intiguing, Zeni's approach since one tamriel is that you can do everything from the start with everyone else. Creating two overland zones would cut how many people are on them and directly counter there idea of 1T.

    Make your own difficulty by stripping yourself of gear and CP - this can't be serious. The whole incentive in this game at the moment is grinding - for CP - for sets - for upgrading materials. What should I use them for? For the same handfull trials despite I payed to play a story dlc?

    Only way I see it - although I deem it unrealistic myself - is that they completely let go of the CP system. Replace it with something else, but nothing that fires up the power creep. Threads like this show exactly why it's a bad decision to add a system to the game that let's you easily buff your skills by 35%+ through double dipping in certain CP (not even crit dmg modifier and penetration counted).


    tl;dr

    It's too easy for players that didn't started last week.

    It's unbelievable how they think they can balance content for their players when you can have 90%+ powerboost by battle leveling on one end - nothing, zero, nada somewhere in between and at the high end CP.

    So replace CP system, leave battle leveling if they must, but maybe turn it down a bit. Not everyone fresh from the egg must be a facerolling demigod.

    Just don't allocate the cp points.

    Again what you find easy isn't easy to everyone else.

  • monktoasty
    monktoasty
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    The_Auror wrote: »
    On second thought about all a difficulty slider could do is increase enemy health/damage which doesn't really translate to more fun.

    Difficulty could mean many things and I don't have a good answer as to what should be changed to make the quests harder. Maybe throw in some mechanics which have to be figured out and followed to succeed? Launch Doshia was a good example of this but was probably too hard for the starting area. I think something like her would be great for a DLC quest boss though.

    BTW when you say stuff like this:
    monktoasty wrote: »
    The only caveat of hard mode version is you HAVE TO start a new character.to access it..since you are all so God like at the game I'm sure that shouldn't be a problem

    Elitists don't deserve to play online games they are selfish and petty and if they got their way the game would be dead.

    You sound just as bad as the "leets" you seem to hate so much. This is a big game, there's room for everyone here.

    Getting called a care bear cause I'm not as hardcore as these whiney vets pretty much means they are being elitist.

    The thing is..the game is hard..just not hard to them so they cry it's too easy.

    I under stand this..and fine that they want challenge and difficulty sliders just don't Comme t on other players abilities

  • Jade1986
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    CP sure made the general content in the game watered down quite a bit. And there is no option for "no cp" PvE. But have you tried being naked as you say without the CP passives?

    Yes and posted a video.
  • Jade1986
    Jade1986
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    This thread is pure gold. OP says he finds CWC overland content - aka the content and quests that build the story, the element that drives a big part of this DLC - way too easy and people answer with "play vma", "you elitist snob" or something in the way of "this is not for you".

    And I really bump myself on the last one. As someone who plays this game now for a good while, I've done almost every single quest. On every zone. Many of them a couple of times because it makes absolutely no difference if you do it as an AD Sorcerer or an EP Dragonknight - but this is a topic on it's own.

    Since I'm no fan of running the same content over and over again for the sake of leaderboards, grinding or killing time - all I had left was to pick up the pieces on my alts and PvP. While the latter becomes more annoying each patch with endless loading screens, lags, sound issues, etc., I was really hyped about exploring the new zone, diving into the quests and completing the story - something new and challenging!

    But what did I get? Exactly what OP and some others here mentioned. A brain dead easy walk in the park. You can literally put down mobs walking by, as if they are non-existent. Even the boss NPC are laughable. *the trial aside*

    Is this DLC not for players who are already at the cap? Is it not for players that invest time, money and dedication? Not even for those halfway through? Only for the absolut newbies?

    I don't get it. If overland content is too hard because you "die" here and there (which has almost no consequences anyway), you can always ask someone around. That leads me to my other issue.

    From a MMO I expect to meet other players. To be able to form groups to share the experience and to make content easier. And what do I get? Not a single need to get or to lend a helping hand. This direclty contradicts mmo philosophy. Most of the times I just log off if there are "too many" others at the same quest because it's far too easy already. What good does it do when you can't even touch a boss because he died from the sneeze of some random stranger? "Mah immersion". Why put a "boss" in the quest anyway if it doesn't feel like it?

    Sound a bit harsh maybe but if you can't complete content at the first try - so be it. It's a game, especially a MMO - this shouldn't be a faceroll through every new content. Talking about handouts and participation trophies. Gather knowledge, gain experience by l2p or simply leveling and gearing up, or - what an inhumane advice in a RPG - bring someone with you.

    Funny thing is, gaining levels alone does more harm, at least until somewhere in the CPs - Players with low level get battle leved into the sky. It's such a strong crutch that some people even create troll toons for pvp. I guess this says it all.

    I really see less and less incentive in running PvE for mentioned reasons. My personal problem maybe. PvP is borderline atm.

    Enough complaining, on to the solutions. What did I read until here?

    Getting overland instances with difficulty selection - personally, I don't think this will happen. Although I find the it extremly intiguing, Zeni's approach since one tamriel is that you can do everything from the start with everyone else. Creating two overland zones would cut how many people are on them and directly counter there idea of 1T.

    Make your own difficulty by stripping yourself of gear and CP - this can't be serious. The whole incentive in this game at the moment is grinding - for CP - for sets - for upgrading materials. What should I use them for? For the same handfull trials despite I payed to play a story dlc?

    Only way I see it - although I deem it unrealistic myself - is that they completely let go of the CP system. Replace it with something else, but nothing that fires up the power creep. Threads like this show exactly why it's a bad decision to add a system to the game that let's you easily buff your skills by 35%+ through double dipping in certain CP (not even crit dmg modifier and penetration counted).


    tl;dr

    It's too easy for players that didn't started last week.

    It's unbelievable how they think they can balance content for their players when you can have 90%+ powerboost by battle leveling on one end - nothing, zero, nada somewhere in between and at the high end CP.

    So replace CP system, leave battle leveling if they must, but maybe turn it down a bit. Not everyone fresh from the egg must be a facerolling demigod.

    giphy.gif
  • monktoasty
    monktoasty
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    Cwc came with vet dungeon..they are catering to both.
  • Chilly-McFreeze
    Chilly-McFreeze
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    monktoasty wrote: »
    This thread is pure gold. OP says he finds CWC overland content - aka the content and quests that build the story, the element that drives a big part of this DLC - way too easy and people answer with "play vma", "you elitist snob" or something in the way of "this is not for you".

    And I really bump myself on the last one. As someone who plays this game now for a good while, I've done almost every single quest. On every zone. Many of them a couple of times because it makes absolutely no difference if you do it as an AD Sorcerer or an EP Dragonknight - but this is a topic on it's own.

    Since I'm no fan of running the same content over and over again for the sake of leaderboards, grinding or killing time - all I had left was to pick up the pieces on my alts and PvP. While the latter becomes more annoying each patch with endless loading screens, lags, sound issues, etc., I was really hyped about exploring the new zone, diving into the quests and completing the story - something new and challenging!

    But what did I get? Exactly what OP and some others here mentioned. A brain dead easy walk in the park. You can literally put down mobs walking by, as if they are non-existent. Even the boss NPC are laughable. *the trial aside*

    Is this DLC not for players who are already at the cap? Is it not for players that invest time, money and dedication? Not even for those halfway through? Only for the absolut newbies?

    I don't get it. If overland content is too hard because you "die" here and there (which has almost no consequences anyway), you can always ask someone around. That leads me to my other issue.

    From a MMO I expect to meet other players. To be able to form groups to share the experience and to make content easier. And what do I get? Not a single need to get or to lend a helping hand. This direclty contradicts mmo philosophy. Most of the times I just log off if there are "too many" others at the same quest because it's far too easy already. What good does it do when you can't even touch a boss because he died from the sneeze of some random stranger? "Mah immersion". Why put a "boss" in the quest anyway if it doesn't feel like it?

    Sound a bit harsh maybe but if you can't complete content at the first try - so be it. It's a game, especially a MMO - this shouldn't be a faceroll through every new content. Talking about handouts and participation trophies. Gather knowledge, gain experience by l2p or simply leveling and gearing up, or - what an inhumane advice in a RPG - bring someone with you.

    Funny thing is, gaining levels alone does more harm, at least until somewhere in the CPs - Players with low level get battle leved into the sky. It's such a strong crutch that some people even create troll toons for pvp. I guess this says it all.

    I really see less and less incentive in running PvE for mentioned reasons. My personal problem maybe. PvP is borderline atm.

    Enough complaining, on to the solutions. What did I read until here?

    Getting overland instances with difficulty selection - personally, I don't think this will happen. Although I find the it extremly intiguing, Zeni's approach since one tamriel is that you can do everything from the start with everyone else. Creating two overland zones would cut how many people are on them and directly counter there idea of 1T.

    Make your own difficulty by stripping yourself of gear and CP - this can't be serious. The whole incentive in this game at the moment is grinding - for CP - for sets - for upgrading materials. What should I use them for? For the same handfull trials despite I payed to play a story dlc?

    Only way I see it - although I deem it unrealistic myself - is that they completely let go of the CP system. Replace it with something else, but nothing that fires up the power creep. Threads like this show exactly why it's a bad decision to add a system to the game that let's you easily buff your skills by 35%+ through double dipping in certain CP (not even crit dmg modifier and penetration counted).


    tl;dr

    It's too easy for players that didn't started last week.

    It's unbelievable how they think they can balance content for their players when you can have 90%+ powerboost by battle leveling on one end - nothing, zero, nada somewhere in between and at the high end CP.

    So replace CP system, leave battle leveling if they must, but maybe turn it down a bit. Not everyone fresh from the egg must be a facerolling demigod.

    Just don't allocate the cp points.

    Again what you find easy isn't easy to everyone else.

    But I want to pick flowers faster :(
  • Linaleah
    Linaleah
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    I love it that the game is easy, especially with cp. it feels like all that leveling I've been doing - is paying off. I love that the longer i play, the easier the content becomes for me. I want it to STAY that easy. yes, that includes DLC which ARE in fact meant for new players as much as original zones are.

    no, i have no problem with an OPTION to toggle higher difficulty. add better rewards for it, separate achievements, whatever, I don't care. I may try it. i may not. but overland content difficulty right now? is perfect.
    Edited by Linaleah on November 14, 2017 9:33PM
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Chilly-McFreeze
    Chilly-McFreeze
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    Linaleah wrote: »
    I love it that the game is easy, especially with cp. it feels like all that leveling I've been doing - is paying off. I love that the longer i play, the easier the content becomes for me. I want it to STAY that easy. yes, that includes DLC which ARE in fact meant for new players as much as original zones are.

    no, i have no problem with an OPTION to toggle higher difficulty. add better rewards for it, separate achievements, whatever, I don't care. I may try it. i may not. but overland content difficulty right now? is perfect.

    This is what really sets me off. Why should a complete DLC be meant for new players only? Why shouldn't someone that stayed with eso for more than a few weeks have fun doing the quests on seperate DLC he payed for again?

    As much as some people like to play the elitist card, this idea that stories and quests are not for me is a tad egoistical. Why pushing higher level players out of it, shoehorning them to the same few trials and dungeons? And to add another line of salt, even these bits of content have difficulty selection and battle leveling.

    Nothing personal and I see you put it in perspective, it's just the conception in general.
    Edited by Chilly-McFreeze on November 14, 2017 9:41PM
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    monktoasty wrote: »
    Cwc came with vet dungeon..they are catering to both.

    It came with a normal one as well... why is it only trials/dungeons that cater to both?
    monktoasty wrote: »
    This thread is pure gold. OP says he finds CWC overland content - aka the content and quests that build the story, the element that drives a big part of this DLC - way too easy and people answer with "play vma", "you elitist snob" or something in the way of "this is not for you".

    And I really bump myself on the last one. As someone who plays this game now for a good while, I've done almost every single quest. On every zone. Many of them a couple of times because it makes absolutely no difference if you do it as an AD Sorcerer or an EP Dragonknight - but this is a topic on it's own.

    Since I'm no fan of running the same content over and over again for the sake of leaderboards, grinding or killing time - all I had left was to pick up the pieces on my alts and PvP. While the latter becomes more annoying each patch with endless loading screens, lags, sound issues, etc., I was really hyped about exploring the new zone, diving into the quests and completing the story - something new and challenging!

    But what did I get? Exactly what OP and some others here mentioned. A brain dead easy walk in the park. You can literally put down mobs walking by, as if they are non-existent. Even the boss NPC are laughable. *the trial aside*

    Is this DLC not for players who are already at the cap? Is it not for players that invest time, money and dedication? Not even for those halfway through? Only for the absolut newbies?

    I don't get it. If overland content is too hard because you "die" here and there (which has almost no consequences anyway), you can always ask someone around. That leads me to my other issue.

    From a MMO I expect to meet other players. To be able to form groups to share the experience and to make content easier. And what do I get? Not a single need to get or to lend a helping hand. This direclty contradicts mmo philosophy. Most of the times I just log off if there are "too many" others at the same quest because it's far too easy already. What good does it do when you can't even touch a boss because he died from the sneeze of some random stranger? "Mah immersion". Why put a "boss" in the quest anyway if it doesn't feel like it?

    Sound a bit harsh maybe but if you can't complete content at the first try - so be it. It's a game, especially a MMO - this shouldn't be a faceroll through every new content. Talking about handouts and participation trophies. Gather knowledge, gain experience by l2p or simply leveling and gearing up, or - what an inhumane advice in a RPG - bring someone with you.

    Funny thing is, gaining levels alone does more harm, at least until somewhere in the CPs - Players with low level get battle leved into the sky. It's such a strong crutch that some people even create troll toons for pvp. I guess this says it all.

    I really see less and less incentive in running PvE for mentioned reasons. My personal problem maybe. PvP is borderline atm.

    Enough complaining, on to the solutions. What did I read until here?

    Getting overland instances with difficulty selection - personally, I don't think this will happen. Although I find the it extremly intiguing, Zeni's approach since one tamriel is that you can do everything from the start with everyone else. Creating two overland zones would cut how many people are on them and directly counter there idea of 1T.

    Make your own difficulty by stripping yourself of gear and CP - this can't be serious. The whole incentive in this game at the moment is grinding - for CP - for sets - for upgrading materials. What should I use them for? For the same handfull trials despite I payed to play a story dlc?

    Only way I see it - although I deem it unrealistic myself - is that they completely let go of the CP system. Replace it with something else, but nothing that fires up the power creep. Threads like this show exactly why it's a bad decision to add a system to the game that let's you easily buff your skills by 35%+ through double dipping in certain CP (not even crit dmg modifier and penetration counted).


    tl;dr

    It's too easy for players that didn't started last week.

    It's unbelievable how they think they can balance content for their players when you can have 90%+ powerboost by battle leveling on one end - nothing, zero, nada somewhere in between and at the high end CP.

    So replace CP system, leave battle leveling if they must, but maybe turn it down a bit. Not everyone fresh from the egg must be a facerolling demigod.

    Just don't allocate the cp points.

    Again what you find easy isn't easy to everyone else.

    But see it isn’t just more health and damage. Of course that is part of it, but let me give you an example. There was a time in the past when mobs gained the ability to break free. As a result cc was less valuable in a fight and I had to adjust the way I approached groups of mobs.

    Do mobs still break free? How the heck would I know. What possible reason would I have for stunning a mob in a group? 2 aoes and a light attack or 2 and they are all dead.

    So it is a combo of things. First they have to live long enough for me to plan something other then a burst attack. They have to do enough damage that I have to worry about them killing me. And they have to have access to skills and abilities that make me plan accordingly.
  • Dojohoda
    Dojohoda
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    My totally Captain Obvious statement...

    CWC, like any other overworld content will seem easy to maxed out toons. It will not seem easy to our new players. That's how it is. (The world bosses seem to pack a punch. Kind of like in Wrothgar.. "I see dead people")

    It's an interesting area .. visually and all of those machines that dream. But I have to add that I dislike the snares and stuns.
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • Linaleah
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    Linaleah wrote: »
    I love it that the game is easy, especially with cp. it feels like all that leveling I've been doing - is paying off. I love that the longer i play, the easier the content becomes for me. I want it to STAY that easy. yes, that includes DLC which ARE in fact meant for new players as much as original zones are.

    no, i have no problem with an OPTION to toggle higher difficulty. add better rewards for it, separate achievements, whatever, I don't care. I may try it. i may not. but overland content difficulty right now? is perfect.

    This is what really sets me off. Why should a complete DLC be meant for new players only? Why shouldn't someone that stayed with eso for more than a few weeks have fun doing the quests on seperate DLC he payed for again?

    As much as some people like to play the elitist card, this idea that stories and quests are not for me is a tad egoistical. Why pushing higher level players out of it, shoehorning them to the same few trials and dungeons? And to add another line of salt, even these bits of content have difficulty selection and battle leveling.

    Nothing personal and I see you put it in perspective, it's just the conception in general.

    but they ARE for you. they are merely not ONLY for you, they are for EVERYONE. which is the point. again, i have ZERO problem with OPTIONAL difficulty slider, but what you all are asking is to make DLC's near unaccesible to new players, especially new players who specifically paid to acess them whether via subscription or direct purchase.

    and btw, while I'm not max CP just yet, I'm at 633 and been playing long enough to have made genuine progress. I'm nowhere near being able to finish VMA yet, due to number of factors, not the least of which being crappy reflexes and standard ping of 150-200+ but I have gotten to a point where i CAN solo at least some of the normal dungeons, and all the public dungeons and most of the group delves in craglorn even on my stamblade (pet sorc is easier for me, but stamblade is my first, so I'm too attached to give her up) and given all that? I LOVE that as an older, in more ways than one, player - I can just relax into the content and enjoy it instead of beating my head against it.

    yes I am that person who plays single player games on easy mode and I'm far too old and too tired to be ashamed of it. it. exists. for. a. reason.
    Edited by Linaleah on November 14, 2017 9:54PM
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Tandor
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    Adernath wrote: »
    code65536 wrote: »
    Jade1986 wrote: »
    but it shouldnt be so easy that you can run around naked with no cp allocated and punch mobs to death.
    Um. Have you actually tried that?

    Because I guarantee you that for someone starting out with zero CP (you have mid-300's, we're talking zero) and a mishmash of dropped gear (because no newbie has the crafting to make set gear nor the gold to afford to pay someone for set gear), the overland is not braindead easy. I know, because I experienced it first-hand when I started on a new server.

    Again, why the hell do people want harder overland? The overland is story mode. It's supposed to be easy. You want a challenge? There is plenty of that to be had in this game. I like challenging content. It's why I spend pretty much all my time in vet trials and the vet DLC dungeons. But I don't go around advocating for making overland easier. That would be like an experienced swimmer going to a public pool and demanding that they eliminate the shallow end of the pool. There is a wide spectrum of PvE difficulty--take advantage of that instead of trying to make everything conform to you.

    I have a completely different experience. When I play the content in its current form on a non-cp character, it is still overwhelmingly easy for me. It just takes a little longer, block here and there, dodge a little more often rather than destroying each and everything within a few seconds on my main...

    I also challenge the statement that overland content is supposed to be easy. In its current form certainly, but that is: completely boring and that's why at least some of us people want a change :smile: Its not that we want a chore, but just a little more challenge like it was in the past.

    I for myself do not want that the entire continent of Tamriel is just the same boring mess whenever I go. I'd like to see zones which only veteran players can master.

    It will never be the same for you as it was in the past, even on a non-cp character, because you have the knowledge of the game that comes with experience. Even if you don't enable cps on an alt, you probably pass him crafted or set gear, and if not you still play him with the benefit of full knowledge of weaving and animation canceling etc, as well as the more mundane things like simply knowing what to do, where and how - everything that comes from having done it before. Genuinely new players don't have that, nor do experienced but casual players who don't play competitively and who aren't remotely geared, skilled, or educated in the finer points of the game.

  • monktoasty
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    Isn't imperial city an entire zone for vets..thought I heard it was hard?
  • coop500
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    monktoasty wrote: »
    Isn't imperial city an entire zone for vets..thought I heard it was hard?

    It is hard PVP and PVE content yes, vets have stuff to do, the OP is just whining.
    Hoping for more playable races
  • Jade1986
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    coop500 wrote: »
    monktoasty wrote: »
    Isn't imperial city an entire zone for vets..thought I heard it was hard?

    It is hard PVP and PVE content yes, vets have stuff to do, the OP is just whining.

    Yes, everything that doesnt fit your opinion is whining. Constructive criticism is not whining. And before you say " well i like it super easy ", great, that is you, and I am sure a lot of people do like it like that, but that doesnt change the fact that the majority of the entire game, vanilla and dlc is insanely easy, and no one would be left out in the cold if they died once or twice ( heaven forbid now a days ) and had to learn from their mistakes if ZoS decided to up the difficulty 10 %.
  • ADarklore
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    It's interesting that so many players don't see ZOS' financial logic here... in most cases, veteran players do not make them anywhere near the money that new players do. New players still have to buy everything: costumes, mount upgrades, etc, etc... but most veteran players typically already have all that, they have their characters set and don't really need anything more. So, what do vet players bring to ESO financially? If they're not constantly making Crown Store purchases, then they're not making ZOS any money. Sad, but true. So why make more content for them if ZOS isn't really getting much in return? It takes development costs to create 'level toggles' and separate instances, etc... and for what return? We saw how Craglorn was a dismal failure that only a very small amount of people enjoyed, they don't want to make a repeat of spending tons of money on content that only a small few will enjoy but in the end bring them little in financial return. Furthermore, creating 'separate servers' would be costly and separate the population even further, which is the last thing an MMO wants to do.

    So while veterans complain about difficulty and lack of content for them, realize that this game does not and will never cater to you because by the time you reach veteran level, you're no longer the financial shoulders this game is resting on. As much as people love to think that because they bought a game it should revolve around and cater to them, an MMO game will cater to the majority of players whom are the most financially contributing group. If you don't believe me, just look at the content and changes that have been occurring over the past 12-18 months... you'll see that they're not going out of their way to cater to veteran players and there is a reason for it. While you may not want to see it, and ZOS will never admit it, there are financial reasons why. Not saying all veteran players aren't spending money, but for most players, as their time spent playing the game increases over months, their financial contributions decreases because they gradually acquire everything they want or need.

    Also, to
    From a MMO I expect to meet other players. To be able to form groups to share the experience and to make content easier. And what do I get? Not a single need to get or to lend a helping hand. This direclty contradicts mmo philosophy.
    you are living in the past, because 'MMO philosophy' has changed and even ZOS has stated on several occasions that they are 'not like a traditional MMO'. Today's MMO is geared heavily towards casual and solo players, because they are the majority of new MMO players and thus follows the money.

    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • Linaleah
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    I mean.. I still see plenty of helping each other in all of my guilds, its just born of desire to help and be social rather then need and requirement to do so. which honestly? I find to be MUCH MUCH more fun personaly.
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • zyk
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    Sooo... this again? OK. Well, then, this again.

    Yeah, because it's an ongoing issue for people who actually enjoy games.

    It's a dead horse, though. ZOS turned ESO into a Skyrim milking machine. It's as easy as a single player game without the interesting features that make ezmode sometimes bearable in single player games.

    I really want to quest in CWC. I did for one night, but I can't go back. The monotony is just too painful. I really mean that.

    Edited by zyk on November 15, 2017 4:34AM
  • O_LYKOS
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    So you're killing ads with your fists, wearing no armour, in two hits? :D ok chuck norris
    PC NA - GreggsSausageRoll
  • datgladiatah
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    If ZoS feels comfortable with the state of Craglorn, I don't see why they aren't releasing more zones like it. Challenging solo PvE is necessary even for casual audiences because they're mostly not interested in group play. Dependency on a group isn't even a good way to challenge any kind of player, let alone casuals.

    They teased Mirkmire a long time ago as being just like Craglorn. Just release the area like Craglorn is now, decrease the amount of group world bosses compared to that zone and it'd be fine. I think it's up to the game developer to come up with ways to make it interested in players who are coming in trying to make it a TES experience, and there is at least some challenge in that game that make people come back, but not one that involves organizing a 12 man thing. It's counter-intuitive to constantly release solo questing zones that no hardcore player has any interest in grinding through when the rewards are weak and the challenge is weaker. To me, and to anyone else that I've helped get into the game, is the issue that will keep me from playing because it's an overall frustrating and unfun experience to be handfed 1000 hours of *** quest content with weak rewards, then realize the best way I can make my character stronger is through vet trials and that none of my time mattered and the effort wasn't even fun.

    It's not necessary for casual audiences. People can just not like difficult content, you do understand the concept of not forcing people to do it like some sort of hardcore SS right?

    And Craglorn is friggin -barren-, no one does the content on the regular anymore outside of small, contained groups.

    People aren't going to do content if there isn't some kind of risk for reward. That's how any video game works outside of some kind of real life simulator game. If the game provides braindead risk for minimalistic reward, and offers thousands of hours of content of this exact same process, you don't see an issue with that? I'm not looking for Dark Souls difficulty. I don't find the idea of naked runs fun. I think RPGs are fun and I think Elder Scrolls games are fun. And I don't think the only fun, challenge-balanced content in this game should be multiplayer. I think anyone that got this game with a love for the original series was disappointed, even if they began to love it for whatever else it gave (because I do like dungeons, trading guilds, pvp when I'm not getting trashed at least), but I also see One Tamriel as an attempt at one size fits all that made it so easy, my level 3 characters can solo dolmens. That's trivial and unimmersive. I've never felt what I did in any other MMO was braindead.

    Also Craglorn is far more active than many, many other zones because of other content, I'm sure. But if there's a reason no one plays it, it's because all the sets there are embarrassingly terrible. Again, if the rewards are a joke, why is the risk worth it?
  • Ragnarock41
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    Majeure wrote: »
    Overland content is and has been a joke for quite some time, nothing new here.

    I really can't blame ZOS.
    People were so dumb that they were literally leaving the game because they couldnt beat a world boss with light attack spam.
  • MLGProPlayer
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    Mobs aren't getting weaker, power creep is just getting bigger.

    With 690 CP and absurdly powerful gear, you're 2-shotting any mob you encounter. You're also not taking any damage. Most overland mobs only deal 2-5% of your total health in damage (I'm wearing 5 light, 1 heavy, 1 medium in this example). This is thanks to all the damage mitigation from CP passives.
    Edited by MLGProPlayer on November 15, 2017 5:13AM
  • MLGProPlayer
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    ArchMikem wrote: »
    If you make it harder for those with CP, you make it 10x harder for those without.

    Think about everyone, not just the Endgame.

    But this is how you lose endgame players.

    All overland zones are the same difficulty. They are all designed so you can sleep walk through them.

    This forces endgame players into repetitive content like dungeons and trials, which get boring after even repetitions.
  • MLGProPlayer
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    monktoasty wrote: »
    What does it mean to be difficult? The overland mobs hitting harder and having more hitpoints? Or is it better ai..or bigger groups of mobs.?

    A difficulty slider would do what?

    I like the idea of a nightmare version with better rewards for advanced players but what would that entail?

    The only caveat of hard mode version is you HAVE TO start a new character.to access it..since you are all so God like at the game I'm sure that shouldn't be a problem

    All they would need a hard mode slider to do is disable your CP and downscale your gear. It wouldn't affect anyone else, while making the game more enjoyable for the player who wants to enable it.
    Edited by MLGProPlayer on November 15, 2017 5:15AM
  • MLGProPlayer
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    coop500 wrote: »
    monktoasty wrote: »
    Isn't imperial city an entire zone for vets..thought I heard it was hard?

    It is hard PVP and PVE content yes, vets have stuff to do, the OP is just whining.

    Not everyone wants to PVP. There are no endgame PVE zones.
    Edited by MLGProPlayer on November 15, 2017 5:17AM
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