
TheShadowScout wrote: »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!
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
EvilAutoTech wrote: »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.
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.
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...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.
...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...Perhaps even that ZOS would exponentially increase the difficulty in proportion to the quantity of players attempting to destroy the Dark Anchor.
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.
Then I guess I was imagining all that [snip] about low levels in DLC dungeons before.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:
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.
DocFrost72 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:
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.
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