ESO's overland content is too hard

  • Nova Sky
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    OP, Craglorn was once an "adventure zone," where mobs were larger — six to eight per mob — and each member of said mob hit three to six times harder than mobs in other zones. Same held true for Craglorn's world bosses.

    Craglorn was also mostly abandoned by the player base during this time. Why? Because it had a reputation, and the majority of the game's players avoided it, rather than plunge into the "adventure zone" to face a long slog to completing quest lines there (many of which required *multiple* players to complete).

    In those days, the only people you found in Craglorn were the nirncrux hunters and gluttons for punishment. Sometimes they were one and the same (me!).
    "Wheresoever you go, go with all of your heart."
  • Nova Sky
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    OP, Craglorn was once an "adventure zone," where mobs were larger — six to eight per mob — and each member of said mob hit three to six times harder than mobs in other zones. Same held true for Craglorn's world bosses.

    Craglorn was also mostly abandoned by the player base during this time. Why? Because it had a reputation, and the majority of the game's players avoided it, rather than plunge into the "adventure zone" to face a long slog to completing quest lines there (many of which required *multiple* players to complete).

    In those days, the only people you found in Craglorn were the nirncrux hunters and gluttons for punishment. Sometimes they were one and the same (me!).
    "Wheresoever you go, go with all of your heart."
  • idk
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    Just kidding. I see a lot of folks saying the game's overland content difficulty is "just right".

    LOL. Yea, there is good HM content in the game for those of us that are interested in a challenge. Overland is not the place for it.
  • MLGProPlayer
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    Nova Sky wrote: »
    OP, Craglorn was once an "adventure zone," where mobs were larger — six to eight per mob — and each member of said mob hit three to six times harder than mobs in other zones. Same held true for Craglorn's world bosses.

    Craglorn was also mostly abandoned by the player base during this time. Why? Because it had a reputation, and the majority of the game's players avoided it, rather than plunge into the "adventure zone" to face a long slog to completing quest lines there (many of which required *multiple* players to complete).

    In those days, the only people you found in Craglorn were the nirncrux hunters and gluttons for punishment. Sometimes they were one and the same (me!).

    Old Craglorn required grouping.

    New Craglorn is perfect. Half of the zone is a starter zone. The other half is a vet zone (with none of the puzzles requiring 4 players anymore).
    Edited by MLGProPlayer on December 25, 2017 2:35AM
  • MehrunesFlagon
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    JamilaRaj wrote: »
    ArchMikem wrote: »
    Dude, youre an end game build, your opinion on the matter is biased, no matter what skills or buffs you dont use.

    We need non champ players in here giving their 2 cents.

    That's my point. Why shouldn't endgame players be able to enjoy overland content too?

    Because they are relatively few and therefore sit on relatively small bag of money. At the same time, while ZOS tries hard to turn game into a treadmill where players would have to work not to have more power, but the same power at the next level, powercreep is still there, levelled up chracters still have more power and therefore it is impossible to adjust difficulty of the same, shared overland content for players with different amount of power (let alone skill). They would have to add layer of bonuses/penalties, that would cause endgame players to do less damage to and receive more damage from the same, shared monster.
    So, when they have to decide the difficulty level of a new DLC, they set it to autoplaying level to please players who sit on the largest bag of money instead.

    EDIT: besides, generally, content has to sell, not necessarily amuse. It it contains some new OP items...or classes...endgame players will buy it anyway.

    You can downscale players to simulate difficulty.

    ...Okay hangon. "Simulate" difficulty.

    "Simulate" difficulty. So basicly all you want is a additional time to kill? That's not freakin' difficulty, that's -tedium-. If that's what you want, you definately need to find another game.

    all you have to do to get that experience is use group finder
  • MLGProPlayer
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    idk wrote: »
    Just kidding. I see a lot of folks saying the game's overland content difficulty is "just right".

    LOL. Yea, there is good HM content in the game for those of us that are interested in a challenge. Overland is not the place for it.

    Yet overland is 95% of the game.

    Running the same dungeons over and over again is boring. Vet players should be able to experience story content every now and then too.
    Edited by MLGProPlayer on December 25, 2017 2:38AM
  • MehrunesFlagon
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    Blanco wrote: »
    He's spot on about this.

    It's far too easy. Find it truly concerning that anyone thinks it's "just right".

    Well, brace yourself because a lot of us are pretty content. :)

    Not all of us are young, quick and into adrenaline rushes. Some of us enjoy a more moderate experience.

    I think there should be an option, though, for those who crave the challenge but I do NOT think it (increased difficulty) should be "across the board". Too many would leave and we don't want that.

    I'm notyoung,and am stoned all the time.Still prefer elevated difficulty.

    Good for you!

    Therefore, I hope that, if this is considered (and I highly doubt it will be) that it is optional so that you can have a good old stoned time and I can enjoy myself as well.

    Presto! Both satisfied. ;)

    If read some of my other posts you would realize that I am in favor keeping more difficult ares separate.so my idea could actually have some merit.with elite world bosses they could even rarely drop gold jewels for that zone.
  • code65536
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    Overland difficulty is fine. It needs to be accessible to the greatest number of people.

    And if you make the mobs so difficult that a newbie with *** outleveled gear and no CP will barely scrape by, that what about the bosses and elites that they will encounter?

    Yes, overland is easy for me. I don't see that as a problem. I'm trying to get a quest skill point, get to a writ survey, grab a skyshard, farm mats, etc. Mobs are nuisances that get in my way, and I don't like the prospect of spending more time than needed. I already dread getting skyshards on my trials tank that has zero damage.

    There are tons of challenging content in this game, and I don't see the appeal of wasting my time with slightly sturdier enemies when I am on my "time off" from the endgame.

    And I suspect that most others in the endgame will agree.
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  • kypranb14_ESO
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    Just kidding. I see a lot of folks saying the game's overland content difficulty is "just right". So I made a quick video.

    I see many people on either side of this conversation, and my personal opinion agrees. Content should be much more difficult. However, I was just in a discord with a bunch of my friends, and something someone said fits perfectly here.

    "Just because content is easy for you, doesn't mean it's easy for everyone."

    What we need is the option to increase the difficulty of content. Not a slider, but perhaps when you hit champion rank you can toggle the entire over world into a "veteran" version of itself. Veteran instances would be separate instances to cater to players who do enjoy more difficult content.

    If this proposal was implemented, everyone can be happy. The casual players can play in a relaxed manner and the hardcore players can challenge themselves wherever they go.
  • TheShadowScout
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    Overland content is dead easy. Even the questing minibosses are dead easy these days. That weas inevitable of course, as everything gets balances as "easy" because people can no longer just outlevel content thanks to battle levelling... so they balance it so noobies who just start the game and barely know the basics do not get frustrated.

    Back in the olde days... anyone remember pre-nerf Doshia or Mannimarco? Now, that were fights more like...
    HEyuAiO.jpg
    ...but those days are gone now.

    And yes, I too wish they would make overland mobs tougher. Less quantity perhaps, so you don't stumble over a trash mob every three steps, but more quality, so you actually have a chance of losing.. (and wouldn't the grinders hate this, if they had to start -working- for their expees? :p;) ).
  • ArchMikem
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    ArchMikem wrote: »
    Dude, youre an end game build, your opinion on the matter is biased, no matter what skills or buffs you dont use.

    We need non champ players in here giving their 2 cents.

    That's my point. Why shouldn't endgame players be able to enjoy overland content too?

    Look at Morrowind. It released with 30 hours of content for new players and just one piece of content for veterans (and that being only for veterans who do 12-man content, while solo/small group vets were completely ignored). The game overwhelmingly caters to new players.

    Because overland is meant for new players, and we all got our fill of its difficulty when we were new and still learning. Now that we did learn and have hundreds of CP, we earned our place to steamroll it now. Its not our place to demand it be rehashed and hardened so we can get our kicks again. Where does that leave new players? For us easy becomes hard and for them hard becomes impossible?
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  • dsalter
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    i say keep the enemy health the way it is, but bump op their damage output by say 5-10% so it at least feels like enemies are actually trying to kill you, still to easy? bump it up alittle more, till you hit the good spot for all
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

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  • Lynnessa
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    I also think that the open world is too easy. I can scarcely imagine anyone who has ever played a different Elder Scrolls game having trouble with it.

    But, this is an MMO, and there are a lot of people that don't play this video game to play a video game, but to be social.

    I do think one aspect of ESO is quite challenging: trying to find a group that won't disperse immediately if something goes wrong. I must qualify that by adding the condition of not having friends/acquaintances/allies available and not being part of a group that forms regularly... i.e., PuGing is very unforgiving in ESO.

    Part of me supposes that you could make the argument that if overland was more difficult, PuGers wouldn't quail when they see that group content requires the player to be much more proactive, and the quality of PuGs in general would be higher.
    Edited by Lynnessa on December 25, 2017 3:49AM
  • gepe87
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    Some say overland content is too hard, others say it's too easy. I'm confused.
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  • MLGProPlayer
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    ArchMikem wrote: »
    ArchMikem wrote: »
    Dude, youre an end game build, your opinion on the matter is biased, no matter what skills or buffs you dont use.

    We need non champ players in here giving their 2 cents.

    That's my point. Why shouldn't endgame players be able to enjoy overland content too?

    Look at Morrowind. It released with 30 hours of content for new players and just one piece of content for veterans (and that being only for veterans who do 12-man content, while solo/small group vets were completely ignored). The game overwhelmingly caters to new players.

    Because overland is meant for new players, and we all got our fill of its difficulty when we were new and still learning. Now that we did learn and have hundreds of CP, we earned our place to steamroll it now. Its not our place to demand it be rehashed and hardened so we can get our kicks again. Where does that leave new players? For us easy becomes hard and for them hard becomes impossible?

    Most people will be endgame-level by the time they reach the DLC content. The base game can be for new players. But at least make the DLC a higher difficulty as you're asking veteran players to buy it.
    Edited by MLGProPlayer on December 25, 2017 4:22AM
  • MLGProPlayer
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    dsalter wrote: »
    i say keep the enemy health the way it is, but bump op their damage output by say 5-10% so it at least feels like enemies are actually trying to kill you, still to easy? bump it up alittle more, till you hit the good spot for all

    Right now, health regenerates faster than a single enemy can deal damage to you, and that's at base regen level.
  • Ankael07
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    There has to be a way to make it more enjoyable for end game characters without making it impossibly hard for newbies. Come on people its 21st century.

    Removing the cost of disabling/enabling CP would be a good start. Or make it an optional nerf that gives increased drop rate or something.
    If you want me to reply to your comment type @Ankael07 in it.
  • MLGProPlayer
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    Ankael07 wrote: »
    There has to be a way to make it more enjoyable for end game characters without making it impossibly hard for newbies. Come on people its 21st century.

    Removing the cost of disabling/enabling CP would be a good start. Or make it an optional nerf that gives increased drop rate or something.

    I've suggested a toggle before that removes CP and downscales your gear to level 50.
  • Korah_Eaglecry
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    People defending the overworld content clearly aren't seeing the big picture.

    What does the overland content do to prepare you for dungeons? It does not punish you for having a bad build, not knowing what a rotation is and just spamming one skill, not weaving and animation cancelling, using bad skills, not using food, or even not understanding the game's basic combat functions. I could hand the controller to my brother, who has literally never touched an ES game in his life, and he could complete any non-craglorn non-world-boss overland content he could find. That is NOT GOOD DESIGN.

    The overland needs a BIG change to difficulty, or at the very least Zenimax needs to commit at least one DLC to an overworld with proper difficulty. I don't mean making every trash add as strong as a vet trial add, but at least make all of the quest objectives not only appropriately difficult to complete, but more rewarding for doing so.

    Where does it state that overland content is there to "prepare players for dungeons"? I have never seen this posted by a developer or a game company anywhere ever. Its always an argument that eventually comes out of discussions over turning the games general difficulty up. It is always a poorly thought out argument by a player who tries to describe overland content the way they personally view it should be. And the only way it would absolutely work the way they imagine it, is if everyone is forced into it.

    First it was that Players wanted overland content to be more difficult so they could enjoy it. Which is a fine, its okay to say youre looking for something different than what you are currently getting. Its also fine for those who dont think its needed to speak up and say they dont want that here. Then those arguing for it moved to the next logical step in the discussion and said itll be optional, so you dont have to do it if you dont want to! Which people replied that it would likely impact drops, exp and other things you can gain from overland content. At some point someone always makes it a "newbs need to learn!" thing. Now its morphed into "We're trying to help the newbs and inexperienced players...Look how noble we are". Well, that doesnt make a lick of sense. If its absolutely optional, what is going to drive these newbs and experienced players to "prepare for dungeons" by using this difficulty slider? Nothing. So youre either going to have to force them into this, or this argument about new players and using overland content to prepare for endgame content is just a terrible lie.

    At most some will try it only to get absolutely smashed by the HP Sponges and OSK mechanics. The majority that will give it a go will get frustrated and return to the normal mode. A few, with a similiar mindset as yours, or simply want to get better at the game will stick with it. But it will be a very small fraction of the playerbase. And so the content that requires more than one player like World Bosses and even Delves, especially with the new slider changing how content is approached. Will be difficult to accomplish not because of the difficulty slider but because of the lack of presence by players in this new mode. So in no time, youll be back on here complaining that you cant find anyone to group with and that the Hardmode Overland Content is a wasteland with no one to play with. ZOS you done &^%%ed it up! ZOS you cant get anything right! If its not you, itll definitely be someone else.

    So what would become of Hardmode Overland? Well likely ZOS will have moved on to other projects and Hardmode Overland will become the new Craglorn. Barren and unused by the playerbase outside of some players farming it. Maybe in about 2-3 years when ZOS is looking for something to fill their docket with, theyll decide they need to retouch Hardmode. But that doesnt guarantee it will be a successful change or that itll entice those newbs to "git gud".



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  • SoLooney
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    geez, ppl still complaining and bringing up overland content and buffing it.

    careful what you wish for, i could see zos increasing difficulty and then the forums getting flooded by angry casuals saying overland is too hard without a group

    world bosses get smashed in seconds anyways with a lot of ppl on them

    this game is way too catered to newer playerd and casuals ill agree. there are only 5 trials, 1 mini trial, vdsa and vma then the rest newer and more casual friendly content.

    also, end game players have every right to overland content as well. sometimes we just wanna relax farming dolmens, delves, and world bosses. not every moment has to be a vet trial difficult content
  • WhiteMage
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    The problem lies in the difference of strength between overland mobs and vet players. That difference is pretty obvious; even someone well-geared for PvP (which is to say, more focus on survivability and utility than exclusively damage) can 1-2 shot mobs. While the fun solution for us would be to make them stronger, far stronger, consider the case of a total, day-one newb, or a vet player who wiped their CP, attributes, morphs, passives, and removed gear. I've done that once for testing purposes (to find that the available information about general stats is correct) and challenged some of the mobs early in glenumbra, coincidentally the first quest I ever came across when I started playing years ago. A group of 2 was nightmarishly difficult to defeat and I found myself kiting away a lot because, while I could keep up when jabbing, I ran out of magicka after a handful of them and the crappy regen needed like 5 ticks to recover one additional use.

    Now, certainly, I was doing it wrong (and I believe I died a few times to them...) but that is how well I fared even with two years of experience: knowing kiting (running tf away w/o triggering despawn) tactics, knowing to avoid those tripwires on the ground, and knowing what skill I needed to wait for when regen came through. A newb, or potato? Nah. Give him perfect gear and toss him in a vet dungeon and he'll fare no better.

    The problem is power creep.

    Ah, I should mention that I don't subscribe to the idea that overland is "for casuals" and dungeons and "for vets." If you're doing the game right, all content is for everyone who wants to do it, and accessible to them. What's more, each tier of mob grouping to fight should prepare you for the next one, so someone who has killed overland mobs should be prepare to take on a quest, which should prepare them for something bigger not too far removed from a dungeon. Not to say you'll be immediately successful and anyone can quit anywhere, but it is within reach. As it stands, the transition is too large and the problem is power creep.
    Edited by WhiteMage on December 25, 2017 5:52AM
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  • Bryanonymous
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    Take...

    Off...

    Your...

    Armor.

    Serious. There is not difference between a difficulty slider and your armor. None. Both are optional. Both make enemies hit harder.

    Oh, except one is available now without much reward, and the other will not happen and is a pointless whine for some who’s egos need attention.
    Edited by Bryanonymous on December 25, 2017 5:45AM
  • Kram8ion
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    im glad it's relatively easy, there's harder stuff too which I do and also enjoy but you can always make things harder for yourself easily without changing the whole experience for everyone. It's nigh impossible to make stuff easier for others who aren't at your level
    Maybe you could start a naked run leaderboard or other events with specialist guilds
    And if it was harder there'd be fewer alts
    Edited by Kram8ion on December 25, 2017 6:11AM
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  • The Uninvited
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    The only thing hard when starting a new character is getting your mount up to speed.
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  • Faulgor
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    Craglorn and old vet zones were not simply deserted because they were hard, but also because there was no appropriate reward for the difficulty. Difficulty and reward go hand in hand, so the obvious question is:
    What's the reward for overland content that it should be more difficult?

    Because as it is right now, it's just story fluff. There's nothing special to be gained from any of it, the zone-dependant item sets can be gotten by even easier means, such as treaure chests. Even the rather difficult world bosses don't have a substantial reward to them. So making unrewarding fluff and trash fights more difficult is not exactly fun.

    Nevertheless, I'd welcome more rewarding, difficult overland-style content, mainly because you can do it with any number of people and aren't locked into groups of 4 or 12, like for dungeons and trials. Currently there is nothing like this for endgame PvE.
    My hopes in this regard are either

    1) Add new public dungeons similar in difficulty to old IC sewers / veteran DLC dungeons. Possibly with a system similar to Tel Vars (and free-roaming bosses!).
    2) Rework current public dungeons to veteran difficulty, like world bosses were reworked with One Tamriel. It's supposed to be group content anyway. Somehow integrate them into the Undaunted reward structure, they are dungeons too after all.

    Alternatively, as has been suggested many times, there could be an optional difficulty slider, as long as it also provided better rewards - otherwise, nobody will use that feature.
    The best solution would be something like a debuff akin to Battle Spirit in Cyrodiil, possibly granted by a Daedric Prince (or even a variety of debuffs from different deities, nicely expanding this to a system for religious factions/reputation). While in this debuffed state you get a new currency that you can trade in for rewards. Could also be a source for new achievements.
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  • MercyKilling
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    *points to signature*

    All this would be solved if we could set our own personal difficulty for the game, no? All it would take is instancing missions and such. Too bad such a basic MMO concept is lost with this game and it's white knights.
    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.
  • Bryanonymous
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    *points to signature*

    All this would be solved if we could set our own personal difficulty for the game, no? All it would take is instancing missions and such. Too bad such a basic MMO concept is lost with this game and it's white knights.

    It already exists. Tell me why you need your armor.
  • Seri
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    All this would be solved if we could set our own personal difficulty for the game, no? All it would take is instancing missions and such. Too bad such a basic MMO concept is lost with this game and it's white knights.

    It already exists. Tell me why you need your armor.

    I'll assume you won't accept 'to improve damage' as valid so I'll offer 'to improve regen sufficiently to actually be able to use all the skills that ZoS allow us to slot' rather than heavy attacking all day long.
    Edited by Seri on December 25, 2017 7:06AM
    EP CP160+ Templar, Sorc, NB
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  • Bryanonymous
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    Seri wrote: »
    *points to signature*

    All this would be solved if we could set our own personal difficulty for the game, no? All it would take is instancing missions and such. Too bad such a basic MMO concept is lost with this game and it's white knights.

    It already exists. Tell me why you need your armor.

    I'll assume you won't accept 'to improve damage' as valid so I'll offer 'to improve regen sufficiently to actually be able to use all the skills that ZoS allow us to slot' rather than heavy attacking all day long.

    Sounds like easy mode. There’s no way to achieve this in weaker gear? Maybe level 1? You want a harder game, but you want sufficient regen. Perhaps the difficulty slider would not be so tailored to your own personal expectations. What if it just cut every stat you had in half? Couldn’t you just do that yourself?
  • Seri
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    Seri wrote: »
    *points to signature*

    All this would be solved if we could set our own personal difficulty for the game, no? All it would take is instancing missions and such. Too bad such a basic MMO concept is lost with this game and it's white knights.

    It already exists. Tell me why you need your armor.

    I'll assume you won't accept 'to improve damage' as valid so I'll offer 'to improve regen sufficiently to actually be able to use all the skills that ZoS allow us to slot' rather than heavy attacking all day long.

    Sounds like easy mode. There’s no way to achieve this in weaker gear? Maybe level 1? You want a harder game, but you want sufficient regen. Perhaps the difficulty slider would not be so tailored to your own personal expectations. What if it just cut every stat you had in half? Couldn’t you just do that yourself?

    You asked why someone would need armor, implying going naked was the other choice. I gave a reason. But to answer your question, yes, L1 armor would permit you to gain the regen and cost reduction passives by wearing your preferred armor type (albeit would also give you a number of dmg passives as well, whether it be crit or penetration).
    EP CP160+ Templar, Sorc, NB
    DC CP160+ Templar, Sorc, DK
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