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Do you like the level scaling?

  • TheShadowScout
    TheShadowScout
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    Yes.
    Yes, but.....
    ...
    ...I think there should be a widely varying power level among mobs. Moreso then the current "no pip - trash mob, easy to kill a bunch of them solo; one pip - strong mob, still easy to kill solo; two pips - champion mob, may want to bring a friend; three pips - boss mob, only try with a group" I want a difference between wolves and lions, a difference between bandits and veteran soldiers, a difference beteeen that orb thug 'round the corner and the troll in the woods, a difference between a bunch of lumbering skeletons and a handful of angry dragur... because you know, the draugr are training!
    8M1cj3Q.jpg
    :p;):D

    In fact, one of the most enjoyable things I always liked about the elder scrolls games was that they did not need to pile up hordes of trash mobs to make my characters feel threatened, all one had to do is wander in to the wrong dewelve, or come across the wrong enbemy overland, and BAM, respawn with a good incentive to do some training (levelling) yourself... I miss that a little in level-scaling land. And wish more overland content was buffed a bit to "public dungeon" levels... still doable, but more of an effort, just to remind people that -some- monsters are training ;)
  • Colecovision
    Colecovision
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    No.
    I really hate scaling. It takes away so much from gaming. Part of why people are still hung up on TESIII is that we remember getting killed by really basic creatures and working to beat the next challenge. You could go anywhere to preview the challenges ahead, you just needed to save because you were about to get lit up big time. It left you with an idea of how much you needed to develop your character to succeed later on.

    In ESO, I honestly didn't know which area was for which level until I looked it up 4 months into playing the game. I love crafting and in this game, for some reason, it takes more skill points than a fully complete fighter with all passives. So I went ahead and put my points in crafting and got by with 2 skills. No bar swapping. I didn't have any reason to think that was a problem. Then I went into a dungeon and wasn't remotely prepared. Not a chance at getting through nMA. I had to look up how to actually play this game, because nothing in the gameplay itself taught me. I didn't know I was terrible.

    So why is that high CP player in your normal pug so bad? Because everything they are doing was successful for them the entire game. Scaling is a huge part of that.
  • Motherball
    Motherball
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    Yes.
    There are still plenty of challenges to overcome in the game, its nice that finding things to do doesn’t have to be one of them. Level-scaling is overall much more inclusive, which is super important to a multiplayer game, in my opinion.

    It is one of the main reasons why I chose and continue to play this game over competitors, because it allows me the ability to play with friends or any other player in nearly any content and the ability to explore, quest, and farm in any zone at any level.
    Edited by Motherball on December 5, 2017 7:04PM
  • Wreuntzylla
    Wreuntzylla
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    Yes.
    The problem with having the difficulty level being by zone is that downstream zones end up having minor creatures with power that vastly exceeds the big bad thing from prior zones. You should have seen how many people ranted and even left the game when a group of skeevers at CP level were harder to kill than a daedric prince...

    Why should quest NPCs, like kings and queens, give two hoots about you if you are a weakling at the start?

    Elder Scrolls games are essentially a story about your player's ascent to godhood. At the very start of the game you are doing things that no average Tamerielite can even imagine doing.


  • Rainraven
    Rainraven
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    Yes.
    I remember what it was like before the level-scaling. This is a lot better. A lot.

    It has its flaws, and the level-scaling has weirdness that really should be smoothed out, but I wouldn't want it reverted under any circumstances.
  • EvilAutoTech
    EvilAutoTech
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    No.
    I can see the merits of many points made by the people who like the scaling.

    I appreciate being able to go back and finish the quests that I had to skip to stay within 5 levels of the mobs in a zone.

    I appreciate being able to use any toon to play with friends regardless of the level of the character they want to play.

    However, I like progression in my RPG. I should not be as powerful as I am ever going to be at level 15 when the level limit is 50.

    I am not a great player by any stretch of the imagination but scaling allows me to complete 90% of the content without even trying very hard.

    Some of the changes made by 1T were very good but when asked if I like scaling, I immediately think not really.
  • Rainraven
    Rainraven
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    Yes.
    Yes, but.....
    ...
    ...I think there should be a widely varying power level among mobs. Moreso then the current "no pip - trash mob, easy to kill a bunch of them solo; one pip - strong mob, still easy to kill solo; two pips - champion mob, may want to bring a friend; three pips - boss mob, only try with a group" I want a difference between wolves and lions, a difference between bandits and veteran soldiers, a difference beteeen that orb thug 'round the corner and the troll in the woods, a difference between a bunch of lumbering skeletons and a handful of angry dragur... because you know, the draugr are training!
    8M1cj3Q.jpg
    :p;):D

    In fact, one of the most enjoyable things I always liked about the elder scrolls games was that they did not need to pile up hordes of trash mobs to make my characters feel threatened, all one had to do is wander in to the wrong dewelve, or come across the wrong enbemy overland, and BAM, respawn with a good incentive to do some training (levelling) yourself... I miss that a little in level-scaling land. And wish more overland content was buffed a bit to "public dungeon" levels... still doable, but more of an effort, just to remind people that -some- monsters are training ;)

    Great comic. :)

    I'd be fine with buffing some overland stuff - some - if I could also walk around without running into a trash mob every few meters. It's annoying now to have to deal with them, it would suck mightily if that was actually a fight. Pass.
  • Bosco916
    Bosco916
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    No.
    Honestly, I don't mind the level-scaling as a whole. However, I sure wish they'd make certain overland events, such as Dolmens (Dark Anchors), more difficult to solo. Perhaps even that ZOS would exponentially increase the difficulty in proportion to the quantity of players attempting to destroy the Dark Anchor.
    "How DARE you betray me, Tharn!
    Your suffering shall be LEGENDRY!"
    --The King of Worms
  • idk
    idk
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    Yes.
    I can only assume all the players that don't like the scaling take forever to level up a character. It's really highly irrelevant for most since we level so fast (I do not grind) and at end game in good gear we are already OP and most of those zones were below our level anyhow so it's irrelevant for all at that point.
  • teiselaise
    teiselaise
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    No.
    The alliance pve freedom it made was amazing, but it also took all the feeling of progression out of the game, and a ton of fun, for an example, I was once questing in deshaan on my first character, I love black marsh so I decided to venture into the swamps before being powerful enough, the first enemy I encountered was a huge mosquito like creature, it felt like a delve boss but I managed to kill it, from there I depended on sneak to safely reach stormhold, once arriving there, it felt amazing, there where all these 5-10 lvls higher than me players, they wore the next lvl of crafted armor and stuff, after exploring the whole city and having some great conversations with "pros" that's what it felt like :blush: . I returned home, excited to level up so I could return and explore the rest!!

    BTW zos next expansion better be murkmire! Can't wait till q2
    Argonian masterrace
  • Wreuntzylla
    Wreuntzylla
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    Yes.
    I can see the merits of many points made by the people who like the scaling.

    I appreciate being able to go back and finish the quests that I had to skip to stay within 5 levels of the mobs in a zone.

    I appreciate being able to use any toon to play with friends regardless of the level of the character they want to play.

    However, I like progression in my RPG. I should not be as powerful as I am ever going to be at level 15 when the level limit is 50.

    I am not a great player by any stretch of the imagination but scaling allows me to complete 90% of the content without even trying very hard.

    Some of the changes made by 1T were very good but when asked if I like scaling, I immediately think not really.

    The level limit is not 50. It's CP 680 right now I think. You are not as powerful as you are ever going to be unless you stop at 50.

    There is a whole passive bonus system after 50 that makes such a huge difference it can't be overstated. Further, you can't unlock certain skills and powerful ultimates until near or after leveling the skill line to 50, which inherently scales with your level or slightly slower (unless you know game mechanic ins-and-outs). Finally, the later DLC dungeon content is much more challenging than the 1-50 content.

    I have gone through the CP grind on multiple accounts and think that CP should be locked out from 1-50. It is a huge disservice to players leveling for the first time. They either feel like they are being carried or that somehow their skill is an issue. Those that suffer through it will realize that 50 is not endgame. It's simply the end of one story.
  • Jpk0012
    Jpk0012
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    You're not killing a tier 1 boss at level 1 with newb gear. Just not happening. I am not concerned about trash mobs, or tier 1 bosses. Tier 2, tier 3 and vet content is what I concerns me.

    I don't get why just because you can kill a trash mob that is meant to be soloed by even the dimmest people means the game is not challenging. Its called trash for a reason.

    Get back to me when you are blowing your way through a normal dungeon and soloing the final boss. Then you can try to do that on vet. But saying you can kill a trash mob... well... yeah they are meant to be trivial
    Edited by Jpk0012 on December 5, 2017 11:51PM
  • Rex-Umbra
    Rex-Umbra
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    Yes.
    Yes but content needs to be harder certain areas
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • Jpk0012
    Jpk0012
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    Bosco916 wrote: »
    Honestly, I don't mind the level-scaling as a whole. However, I sure wish they'd make certain overland events, such as Dolmens (Dark Anchors), more difficult to solo. Perhaps even that ZOS would exponentially increase the difficulty in proportion to the quantity of players attempting to destroy the Dark Anchor.

    Sure, as long as the rewards are scaled, as well.
  • TheShadowScout
    TheShadowScout
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    Yes.
    Rainraven wrote: »
    I'd be fine with buffing some overland stuff - some - if I could also walk around without running into a trash mob every few meters. It's annoying now to have to deal with them, it would suck mightily if that was actually a fight. Pass.
    That would be a good thing IMO. Less overland mobs, but tougher ones! No wolf jumping at you teeth barred or bandit swinging a rusty sword every three steps that is more an annoyance then a threat, but a single encounter at one point along the way to your questing that makes you work for it instead...
    Bosco916 wrote: »
    Perhaps even that ZOS would exponentially increase the difficulty in proportion to the quantity of players attempting to destroy the Dark Anchor.
    ...isn't that already the case? I distinctly remember more mobs spawning if there are more then a couple of players going at the dolmen... though I suppose at some point it stops, and the fight still becomes a cakewalk with a dozend people there to make it a massacre... makes me wish sometimes the dolmen scaled further for larger groups, up to "orsinium-unfinished dolmen" levels...
  • Grimm13
    Grimm13
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    Yes.
    Vhozek wrote: »
    I find it incredible how many people said yes.
    I just think there should be SOME content that is harder for low level players. Killing large HP enemies at the beginning is kinda bland in my opinion. A mix of the current level scaling and the one before One Tamriel could be cool. Even Skyrim has this mix, no? Giants are difficult at the start, but everything else scales pretty okay.

    You may not like the way your poll is going, it is what it is. People like to be able to have freedom of choice on where to play, not run out of playablity in a zone but unable to move to the next (why I quit in beta). Being able to play with anyone without some strange mentoring system that penalizes one side or another of the level gap.

    Creatures do have a difficulty rating within them. We learn the tactics/ mechanics of a creature to overcome them. We roll a new character we know these so are able to overcome easier than a brand new player. That difficulty rating is the same percentage for a low level character and a high level character (Champion points aside).
    https://sparkforautism.org/

    Season of DraggingOn
    It's your choice on how you vote with your $

    PC-NA
  • eso_lags
    eso_lags
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    No.
    care bears.
  • ThePrinceOfBargains
    ThePrinceOfBargains
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    Yes.
    danno8 wrote: »
    Unfortunately landscape content will never be challenging again because of it. You can't balance a level 10, 0 CP, all green gear character with a CP 690, gold gear, all passives character.

    I understand some of the benefits with it, but the world feels like this now:

    http%3A%2F%2Fprod.static9.net.au%2F_%2Fmedia%2F2017%2F10%2F18%2F09%2F51%2Feveryones-a-winner-simpsons.gif
    Then I guess I was imagining all that [snip] about low levels in DLC dungeons before.
    Edited by ZOS_KatP on February 28, 2018 3:37PM
  • LuN4Rn0v4
    LuN4Rn0v4
    No.
    I feel the same way. But instead of removing the level scaling they should add an option that lets you play without the scaling if you want.
  • LordGavus
    LordGavus
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    Yes.
    Yes.
    I left the game for about 4 months prior to level scaling. I had out leveled everything except a few zones. Meaning the majority of the games was an instakill face roll.

    Now overworld content may be easy still, but at least I can go to all zones and do quests, dolmens, world bosses.

    To the people who say level scaling is easy mode and requires no skill, pre scaling my VR14 characters would sneeze in early zones and everything would die.
    There was nothing hard about pre scaling. Find something tricky? Instead of working on skills and tactics you just ignore it for 10 levels, come back and face roll it.

    Sure scaling has its issues, but it's a ton better than what we had.
  • Tannus15
    Tannus15
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    Yes.
    OmniDo wrote: »
    Definitely a fan of "Choose your own adventure", but not a fan of "gear means nothing coz participation trophy generation."
    I leveled an alt from 1-50 using level 4 crafted set gear.
    It was a joke.
    It wasnt even a funny joke.
    It was boring, swift, and meaningless, just like all the "Rewards" during the process.
    Nothing had any value and no decisions mattered.
    Its a race to 50, or CP160 for first-timers, so that they can actually "enjoy" the challenges of the game, if any remain by then.

    This is why I think they should get rid of gear levels. They haven't finished one Tamriel in my opinion. Everything is gear, it's all one level.

    Right now, especially for alts, the best thing to do is grind to level 50, and then do content so all the gear drops and mat pickups are cp160. You're literally wasting time and effort to play the game to level up getting mats and gear you will have to throw away.
  • Darethran
    Darethran
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    Yes.
    The whole problem with MMOs is that they have level gated content, and the vast majority of the content made redundant once the player reaches end game. Having the game scale is the best possible thing an MMO can do. Even better, it reduces the disparity between the old guard, and new players.

    Skill points and gear are already too damn overpowering for newer players. Stat systems should be left to the the computers that they were designed for, in land fills consisting of floppy disks and RAM sticks measured in kilobytes.

    I'm of the opinion that levels should be done away with entirely. And instead of having this horrendous pseudo difficulty, where the only difference between the difficulty of NPCs is their damage formula, give the game's NPCs actual AI. Give me For Honor's level of AI interaction, not this pathetic excuse of hit-wait for five seconds-repeat.
    In Scotland | @Darethran

    [EU] Ervona Saranith (EP) - Lvl 50 CP >560 - Dunmer Healer
  • Narvuntien
    Narvuntien
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    Yes.
    Wish you could change the difficult with a slider that would change how much level scaling you get. Keep in mind I do not put in any CP for my characters until they hit level 50 just so I can feeel something.

    Level scaling is required so that people can visit anywhere they want whenever they want. I don't want zones to have different difficult levels.

    The issue is that everything is just way too easy, particularly compared to dungeons, that no one needs to even think about optimising thier builds or putting skill points into defensive or healing abilities. People can run around and bow light attack mobs to death. Then they jump in a random queue without any idea of how to dps.
  • A_G_G_R_O
    A_G_G_R_O
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    No.
    Unless it’s in regards to pvp in which case yes.
    Delete kyne.
  • A_G_G_R_O
    A_G_G_R_O
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    No.
    DocFrost72 wrote: »
    Vhozek wrote: »
    danno8 wrote: »
    Unfortunately landscape content will never be challenging again because of it. You can't balance a level 10, 0 CP, all green gear character with a CP 690, gold gear, all passives character.

    I understand some of the benefits with it, but the world feels like this now:

    http%3A%2F%2Fprod.static9.net.au%2F_%2Fmedia%2F2017%2F10%2F18%2F09%2F51%2Feveryones-a-winner-simpsons.gif

    I guess we live in a new age now where being a winner in video games doesn't require much hard work.
    Seems more like people are looking to do anything in a game instead of earning their chance at beating anything.

    Flawless Conqueror wants a word.

    Yeah well he can step line with all of the umpteenth one of us who breezed through and got it. That’s the stair step achievement before you get to the big leagues such as dromathra destroyer.
  • BlazingDynamo
    BlazingDynamo
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    No.
    One of the things I enjoyed most before getting into end game was building my character up enough to be able to go to the next zone and take on the tougher enemies and world bosses.

    The game is a complete snooze fest now. Look at all the noobies crying for skyreach carries. Nobody wants to actually try any more.
  • idk
    idk
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    Yes.
    Jpk0012 wrote: »
    You're not killing a tier 1 boss at level 1 with newb gear. Just not happening. I am not concerned about trash mobs, or tier 1 bosses. Tier 2, tier 3 and vet content is what I concerns me.

    I don't get why just because you can kill a trash mob that is meant to be soloed by even the dimmest people means the game is not challenging. Its called trash for a reason.

    Get back to me when you are blowing your way through a normal dungeon and soloing the final boss. Then you can try to do that on vet. But saying you can kill a trash mob... well... yeah they are meant to be trivial

    Exactly. Trash mobs are not intended to be the challenge in any MMORPG. Vet dungeons and really vet trials and arenas are where the challenge is intended to be.

    Interested in challenges then it is vMA and HM of trials. Go for that, get all your HM clears and Flawless title and then talk about the challenge in the game.
  • Easily_Lost
    Easily_Lost
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    No.
    I like it as far as being able to go anywhere anytime.
    What I don't like about it is how easy the PVE content is. I wish they could take into account your CP points. To make the monster(s) hit a little harder, a few more HP.
    As far a groups go, it may be a little harder to figure out. Maybe take an average of all members ( including CP ) to determine the monster(s) stats.
    PC - NA - AD
    started April 2015
    PVE & Solo only

    Meet the LOST family: CP 1250+
    Easily Lost Crafter - lvl 50 - Sorcerer Orc ( knows all traits and most styles )
    Easily Lost-W - lvl 50 - Warden Imperial
    Forever Lost - lvl 50 Sorcerer


    CROWN CRATES: It doesn't affect gameplay, it's not mandatory, it's cosmetic only. If it helps to support the game and ZOS, I support it! Say YES to crown crates.
  • FloppyTouch
    FloppyTouch
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    No.
    Not a popular opinion but I liked working my way up to the next lvl in order to go to the next zone. I also liked being a lower lvl and taken on mobs stronger then me, use to miss attacks if ur lvl was too low.

  • MercyKilling
    MercyKilling
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    No.
    It's yet another bad choice in a long list of bad choices that drove me away from the game.

    Edited to add:

    And to all saying you'd outlevel content, I never had problems outleveling things and I tended to do every mission I needed to on a map to get the achievement.
    Edited by MercyKilling on December 6, 2017 6:49AM
    I am not spending a single penny on the game until changes are made to the game that I want to see.
    1) Remove having to be in a guild to sell items to other players at a kiosk.
    2) Cosmetic modding for armor and clothing.
    3) Difficulty slider.
    4) Fully customizable player housing that isn't tied to anything in the game other than having the correct resources and enough gold to build. Don't tie it to PvP, guild membership, or anything at all. Oh, make it instanced so as not to take up world map space, too. Zeni screwed this one up already.
    Any /one/ of these things implemented would get me spending again, maybe even subbing.
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