Carbonised wrote: »You used destro ult and like 4 other skills on a delve boss. What exactly did you expect? And let me guess, youre in gold equipment and maxed out cp too.
Maybe just maybe you can leave some stuff for the non cp non optimised new players. This stuff wont be a walkover to them. Its not as if delve bosses were ever meant to be a challenge to a maxed out player.
Go do a vet dlc dung if youre that bored.
Anotherone773 wrote: »An alternative, if you want more of a challenge is to get you some random green dropped gear and use it instead. Dont use ultimates. If you really want to make it challenging go with random dropped gear and unallocate all your cp.
A boss that dies in three seconds and does no mechanics what so ever isn't fun and sadly this is the case with pretty much all overland content. I really like questing, however with every enemy dying in two hits it simply isn't fun. In my opinion the level scaling needs some serious tweaking, so that endgame players don't outscale overland enemies so much.
The bosses in overland delves could be scaled to a player level, cp and gears. That could partially solve the issue I think.
So for max cp player the boss has no longer 150k hp but e.g. 1,5 milion instead and hits 2x harder.
I think when Summerset comes out I'll do the quests naked with no CP assigned and white level 1 weapons, to hopefully make the quest encounters more interesting. I love the storytelling, no doubt. That's the main reason I love questing and look forward to every new addition, but I do agree that when a big antagonist in a quest is all built up to be powerful and threatening and the stakes are high, and then they die mid-speech during their first battle taunt at the start of the fight it gets a bit anticlimactic.
Hmm, maybe no food or attribute points either.
Questing isn't challenging if you know what your doing. The buff I'd like to see is red aoes and attacks you are supposed to block/bash become deadlier so we can teach new players to stay outta the red. So many pugs blame the tank or healer for being unable to help with a instant kill red telegraph
As someone who recently started over on NA to play with some friends, I can say with confidence that Overland is already challenging enough for non-CP characters.
And I don't see how ZOS could fix this without shafting new players.
Carbonised wrote: »You used destro ult and like 4 other skills on a delve boss. What exactly did you expect? And let me guess, youre in gold equipment and maxed out cp too.
Maybe just maybe you can leave some stuff for the non cp non optimised new players. This stuff wont be a walkover to them. Its not as if delve bosses were ever meant to be a challenge to a maxed out player.
Go do a vet dlc dung if youre that bored.
The build is just quickly slapped together as I usually don't play sorc, but that doesn't really matter here. Yes I used my ult, but that should be expected as you maybe meet a boss every 15-20 minutes and between those encounters there is really nothing else to use it on.
The point about my post that you seem to miss is that I don't want overland content to be generally harder and I know there are newer players that struggle with it. That's why I want the scaling to be changed to better fit the players strength and make it a fun experience for everyone.
That's why I want the scaling to be changed to better fit the players strength and make it a fun experience for everyone.
A boss that dies in three seconds and does no mechanics what so ever isn't fun and sadly this is the case with pretty much all overland content. I really like questing, however with every enemy dying in two hits it simply isn't fun. In my opinion the level scaling needs some serious tweaking, so that endgame players don't outscale overland enemies so much.
In short, yes and no. Regular questing isnt supposed to provide a satisfying dark souls like challenge, or even close to it. It's supposed to be fairly easy.
But scaling does need to take into account CP better. NO ONE should have ridiculous enough dps to kill a world boss solo in seconds.
As someone who recently started over on NA to play with some friends, I can say with confidence that Overland is already challenging enough for non-CP characters.
And I don't see how ZOS could fix this without shafting new players.
No it really really isn’t. I did the same and started a new char on NA. I have 208 CP there now and completed vMA with 198 CP. Overland is really really easy regardless of gear and CP.
Valkyn_Eltrys wrote: »They should reincarnate Doshia as she was when she was op abd have bosses like that.
Not to forget being veteran rank 8 in a gold zone... Damn was good days... And so were the *** craglorn wasps lul.
As someone who recently started over on NA to play with some friends, I can say with confidence that Overland is already challenging enough for non-CP characters.
And I don't see how ZOS could fix this without shafting new players.
No it really really isn’t. I did the same and started a new char on NA. I have 208 CP there now and completed vMA with 198 CP. Overland is really really easy regardless of gear and CP.
But u an experieced player not a new one?
The bosses in overland delves could be scaled to a player level, cp and gears. That could partially solve the issue I think.
So for max cp player the boss has no longer 150k hp but e.g. 1,5 milion instead and hits 2x harder.
As someone who recently started over on NA to play with some friends, I can say with confidence that Overland is already challenging enough for non-CP characters.
And I don't see how ZOS could fix this without shafting new players.
No it really really isn’t. I did the same and started a new char on NA. I have 208 CP there now and completed vMA with 198 CP. Overland is really really easy regardless of gear and CP.
But u an experieced player not a new one?
Of course I’m not a new player. Played since launch in March 2014. The claim was though that overland is hard for an experienced player if you have no gear and noCP. And that’s simply not true.
I do understand though that for a new player even overland can be very challenging (it certainly was for me when I started). Hence the solution shouldn’t be to increase difficulty for everyone but just to have the option to do so.
I always thought that at least quests should be more of a challenge. Everyone who has experienced Doshia and Molag Bal before they were nerfed to the ground knows how satisfying it was when you finally did beat them. I needed something like 4 days to finally best Molag Bal back in 2014. And I know how great the feeling was. That’s now totally gone.
Even the main quest bosses (DLC ones too) offer no challenge at all. It’s very anti-climactic in regard to the told story.
A boss that dies in three seconds and does no mechanics what so ever isn't fun and sadly this is the case with pretty much all overland content. I really like questing, however with every enemy dying in two hits it simply isn't fun. In my opinion the level scaling needs some serious tweaking, so that endgame players don't outscale overland enemies so much.
It's delve boss... hardly reflective of overland content at its toughest. They have like 130k HP....
Go do that to an actual world boss and then come back and complain...
You seem to forget also not everybody is an endgame player, lower levels struggle with these bosses alone.
Please read through my suggestion more carefully. I never suggested anything that would affect low level players negatively. I'm aware that world-bosses are harder, however they are a exception and my point isn't on world-bosses.