TheNuminous1 wrote: »i just dont like that the content thats easy and stuff for new players is like the whole map. while stuff for us long time end game players is restriced to vet dungeons and trials
This is becuase hardcore endgame players are a tiny fraction of the playerbase and are in pretty much every MMO.
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.
Please, please do this Robo_Hobo. And if you can, could you record it and upload it to YouTube?
I'm a new player (and a very, very bad one). So if an experienced player could make a video series showing newbies how to properly play, it would be invaluable!
I hope you'll consider it
The boss attacks are SO predictable, their IQs are very low and they attack very slowly
They all need a buff and by buff I mean work not just make their light attacks do 10k damage. That's all ZOS ever do, just increase the damage they do and their max health.
BORING.
aetherial_heavenn wrote: »SUGGESTION
Make one area like Craglorn have elite WBs tuned to end game dps with complex mechanics. Add a zone warning that these wb's are elites or nemesis. But make the mechanics soloable.
aetherial_heavenn wrote: »SUGGESTION
Make one area like Craglorn have elite WBs tuned to end game dps with complex mechanics. Add a zone warning that these wb's are elites or nemesis. But make the mechanics soloable.
Techincally this exists already, they are simply called Group Delves, Group Area's and therefore Group Bosses.
starkerealm wrote: »aetherial_heavenn wrote: »SUGGESTION
Make one area like Craglorn have elite WBs tuned to end game dps with complex mechanics. Add a zone warning that these wb's are elites or nemesis. But make the mechanics soloable.
Techincally this exists already, they are simply called Group Delves, Group Area's and therefore Group Bosses.
Coincidentally, those are in Craglorn, are they not? :P
You insulted majority of player base and without that player base you won't be even be here.Ragnarock41 wrote: »%90 of the playerbase are potatoes so as a result overland is designed for potatoes.
Princess_Ciri wrote: »To be fair, when I play my healer if I am too lazy to switch into DPS gear, killing overland bosses in CwC or even questing normally means that things take a bit of time to die. I don't love questing, I do it for the achievements and stuff that comes with that, so I'd rather than overland PvE didn't become harder since otherwise I'd have to find people to help me and then it becomes as tedious as when you need to farm gear from a dungeon -_-
Plus new players/people who don't optimise find it challenging, so i don't really mind if it stays as it is. It's not really fair to them if the difficulty is increased so much they can't complete simple quests.
Hence why I suggest changing the scaling system to better reflect a individual players strength.
You insulted majority of player base and without that player base you won't be even be here.Ragnarock41 wrote: »%90 of the playerbase are potatoes so as a result overland is designed for potatoes.
Septimus_Magna wrote: »I would still vote for a veteran overland mode, just like dungeons.
For new players world bosses might be hard enough, experienced players can kill them solo without breaking a sweat.
Increase XP gain and gold drops while in veteran mode so new players are actually motivated to get to the vet level.
Ragnarock41 wrote: »%90 of the playerbase are potatoes so as a result overland is designed for potatoes.
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.
Princess_Ciri wrote: »That's going to be difficult to implement surely though. How would you judge an individual player's strength? Their CP? You have max cp players who struggle with overland mobs now. You could base it on gear but someone could have max level gold gear and still not have a good build and struggle in overland. The issue with ESO is that there aren't really any easy ways for the game to know who is 'good' and who isn't.
And then there's people like me who can clear overland mobs easily with no challenge but I don't really feel like I want that to change because quests are zzz and making them more difficult just means I have to spend more time doing content I am trying to clear as fast as possible.
Like, what exactly are you suggesting ZOS do?
I'm confronted with the problem as a player, not as a developer. So I guess ZOS can come up with better solutions then me, however carrying level-scaling over into CP would for sure be a solution. I would imagine this resulting in a steady increase of difficulty up to CP-cap. I don't want it to be vet dungeons level of difficult as it should still be doable without DPS builds, however a slight increase in general difficulty shouldn't hurt anyone. Additionally Bosses should be tweaked to actually require tactics, their mechanics should pose a threat but be avoidable for everyone by dodging or interrupting. Adding "veteran overland" would be a interesting solution as well, that has been brought up many times already.
Ragnarock41 wrote: »%90 of the playerbase are potatoes so as a result overland is designed for potatoes.
I like potatoes ...Ragnarock41 wrote: »%90 of the playerbase are potatoes so as a result overland is designed for potatoes.
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.
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.