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Seriously...

  • Asardes
    Asardes
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    Sorry, delves are brain dead easy even for people just getting their first characters and knowing no better than spam light and heavy attacks. I remember going through them on my hybrid, heavy armor DK, while completing the EP zones and still not feeling it was a challenge. You don't even have to eat food (for low levels found/stolen bread suffices), use 1-2 more skills instead of just LA/HA spam, and you can even stand in the red circles and still beat them without breaking a sweat. Even before the zones were fully scaled, the enemies in them were pretty much at the same level, or in a narrow range of 3-4 levels and while going through the game just casually questing you pretty well matched their level. I do agree that delves, public dungeons and especially dolmens need an up tick in difficulty, as to teach the players at least the basic stuff.
    Edited by Asardes on March 28, 2018 10:13AM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
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    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
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    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
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    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
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    PC-NA CP 1800+
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    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Sparr0w
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    I'm all for level scaling, means that lowbies can still participate in all content. Personally think DLC areas shouldn't be scaled tho, if the DLC dungeons are hard make the overland content hard as well.

    Side note solo some wrothgar bosses... harder than any normal dungeon :lol:
    @Sparr0w so I get the notification
    Xbox (EU) - l Sparrow x | CP 810+
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    PC (EU) - Sparrxw | CP 810+
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    Tank: DK | NB
    Completions: All HM's + TTT + IR + GH + GS
  • Enslaved
    Enslaved
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    Vhozek wrote: »
    Everyone here is trying to talk about the level scaling in this game as if it's a good thing. Holy *** this is the most pathetic community I've ever been a part of. I can't believe you people are actually okay with level scaling like this. This is garbage.

    To be honest, if you feel like this, you should leave. We are simply not 3 edgy 5 you.
  • MLGProPlayer
    MLGProPlayer
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    Turelus wrote: »
    Whilst there is room for some balance they also need to keep some of the content at a place where someone who has no idea how to play can clear some content.

    I've met players who were brand new and yet to learn the game systems who couldn't beat some bosses. Yes the game should teach them mechanics better but at the same time if every boss in the game is Dosha then it'll upset a lot.

    The problem right now is that almost all the content in the game is designed for these players.
  • klowdy1
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    I think you've confused delve with public dungeon.
  • Everstorm
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    Enemoriana wrote: »
    Vhozek wrote: »
    Everyone here is trying to talk about the level scaling in this game as if it's a good thing. Holy *** this is the most pathetic community I've ever been a part of. I can't believe you people are actually okay with level scaling like this. This is garbage.

    But it is good thing.

    Yes, it is a good thing. But it's not perfect if it automaticly alienates players over time. Another look at the balance wouldn't hurt.
    I really enjoyed the + delves in Craglorn. After they rebalanced the delves I was sorely disappointed that the bosses now felt even weaker than the regular delve bosses from the alliance zones. If you can't even finish one rotation on a mob then how are new people ever gonna learn those rotations?
    I very much remember struggling on some delve and quest mobs when I was new. I certainly don't support making the game harder across the board but keeping the quest content, which is the main reason I play this game, interesting for players with high CP and gear will only be good for the game. The more ppl want to play ESO the better.
  • Aurielle
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    Vhozek wrote: »
    BRCOURTN wrote: »
    Vhozek wrote: »
    Everyone here is trying to talk about the level scaling in this game as if it's a good thing. Holy *** this is the most pathetic community I've ever been a part of. I can't believe you people are actually okay with level scaling like this. This is garbage.

    A gentleman comes in at a low level complaining about the game. Community comes in and tries to explain reasoning for said system in the game. Gentleman calls community pathetic for trying to explain the reasoning. Sounds about right... The game hasn’t always been like this, but this whole delve/WB/Dungeon system works really well for the game.

    Understanding level scaling doesn't require you to be a veteran at a game. Level scaling is BAD. It caters to ultra casual audiences. It's a good low skill floor but it doesn't sustain the game in the long run. Level scaling like this is meant to be mixed with more intense scaling in certain areas to compensate for the stale gameplay it provides. This is why I ask how the *** can you possibly defend this? I understand this game has more intense leveled content in other areas, but the problem is how there's no gradient from the casual level scaling up to it. There's only casual and hardcore. There is no in between and games with level scaling like this need it.

    LOL, what are you talking about? There is absolutely an appropriate difficulty gradient in this game. It goes something like this:

    1. Open world
    2. Delves
    3. Public dungeons
    4. Normal dungeons / normal trials
    5. Normal Maelstrom / world bosses (solo)
    6. Vet base game dungeons
    7. Vet Maelstrom
    8. Vet DLC dungeons
    9. Vet DLC trials

    And some people would rank 7 after
    9.
    If soloing a delve is too easy, solo a public dungeon. If that's too easy, solo a normal dungeon. Et cetera. You will find that content gets progressively more difficult to solo. It's not as black and white as you think.
    Edited by Aurielle on March 28, 2018 11:09AM
  • srfrogg23
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    I’m happy with the level scaling. I like not being stuck with just a handful of relevant zones now that I’m max level.

    And, yes, the open-world content can be a bit easy for me because I’ve been playing for a long time and I have good gear, a lot of CPs, and a strong understanding of the game’s mechanics. But, that’s not all there is to the game. Depending on my mood, I can tackle much more challenging things - which are available in abundance.

    If Zos turned every aspect of the game into a bootcamp for Vet Trials, they would lose a hell of a lot more players, I guarantee it. There NEEDS to be a wide range of difficulty levels in an MMO because players have an extremely wide variety of interests and skill levels, and I think Zos pulled that off pretty well.

    Don’t act like the open-world content and delves are the end-all-be-all content of ESO and then complain that the “ease of the game” is causing you to lose interest. You’re refusing to branch out into the more challenging content, and claiming the game is “too easy” to hold your interest. That is your decision, and there’s no good reason that others should be affected by it.
  • knaveofengland
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    what is clear you dont have any understanding on how the game works , others have pointed out , perhaps if you actually listen to what others are telling you .

    you bubble will be burst soon enough , the way i would view this is omg another drama student .

  • VaranisArano
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    Vhozek wrote: »
    Everyone here is trying to talk about the level scaling in this game as if it's a good thing. Holy *** this is the most pathetic community I've ever been a part of. I can't believe you people are actually okay with level scaling like this. This is garbage.

    Because it was better than what we had before.

    Sure some people don't share that opinion. They miss the amazing sense of progession we had before One Tamriel, where a quest boss could wipe the floor with me at level 9 and I'd come back at level 11 and wipe the floor with them. I could go back to the starter zones and one-shot everything with a light attack for zero exp. Of course, if I fought anything above my level, I had to deal with the artificial miss chance which took all the fun out of it.

    I far prefer being able to go anywhere and fight anything, that I'll never outlevel content and I can also has something to fight whereever I go. It may not be the wide variance of difficulty we have from before One Tamriel where outleveled zones were jokes and higher level zones were practically impossible thanks to the miss chance, but honestly, I don't miss the railroad.
  • VaranisArano
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    Vhozek wrote: »
    Vhozek wrote: »
    Vhozek wrote: »
    Vhozek wrote: »
    Vhozek wrote: »
    Everyone here is trying to talk about the level scaling in this game as if it's a good thing. Holy *** this is the most pathetic community I've ever been a part of. I can't believe you people are actually okay with level scaling like this. This is garbage.

    What would you prefer then?

    That some content, depending on how accessible it is, should be more difficult than others. If a delve is far away from a popular area in a zone (Wayrest for example since it's popular for many things) then the enemies inside that delve should be harder than anywhere else near said area. If a player went out of their way to travel all the way there then that player is in search of a challenge already.

    That's an interesting idea (distance). Then again, there's folk like me who are wanderers by nature. I'll have to think about this...

    Have you messed much with Delve+ ?
    Vhozek wrote: »
    Vhozek wrote: »
    Everyone here is trying to talk about the level scaling in this game as if it's a good thing. Holy *** this is the most pathetic community I've ever been a part of. I can't believe you people are actually okay with level scaling like this. This is garbage.

    What would you prefer then?

    That some content, depending on how accessible it is, should be more difficult than others. If a delve is far away from a popular area in a zone (Wayrest for example since it's popular for many things) then the enemies inside that delve should be harder than anywhere else near said area. If a player went out of their way to travel all the way there then that player is in search of a challenge already.

    That's an interesting idea (distance). Then again, there's folk like me who are wanderers by nature. I'll have to think about this...

    Have you messed much with Delve+ ?

    What's Delve+?

    Group Delves, designated by the group-delve-eso-dungeon symbol. These are instanced and group bound, and are designed for as few as two players.

    To be honest though, I'm not sure you can enter it without being grouped. Hopefully someone reading here can clarify that.

    Okay I think I know what you're talking about now. I've done them only a few times because I don't enjoy group content unless it's dynamic (like PVP) and requires me to be constantly tanking/healing.

    These are only group content in name. They are about as difficult as normal dungeons and can be soloed quite easily (Skyreach Catacombs, Shada's Tear, etc.). Some of the bosses are a fun challenge when solo.

    Right, I know which ones. I've been in them before. I just didn't know they were called Delve+. Those are honestly not enough though. There needs to be either way way more of those or a difficulty setting for the already regular delves.

    The entirety of Craglorn used to be a group zone for vet 11 players. Place was practically dead before One Tamriel, though, I say as someone who spent hours farming for Nirncrux as a vet 4-7 player. So ZOS converted most of the zone to a single-player zone, Craglorn actually feels alive again, and even there, your luck for getting groups for quests really just depends on how zone is feeling at the time.

    Murkmire, the other adventure zone, largely got scrapped/pushed way back in development by the relative failure of Craglorn.
  • Enslaved
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    Aurielle wrote: »
    Vhozek wrote: »
    BRCOURTN wrote: »
    Vhozek wrote: »
    Everyone here is trying to talk about the level scaling in this game as if it's a good thing. Holy *** this is the most pathetic community I've ever been a part of. I can't believe you people are actually okay with level scaling like this. This is garbage.

    A gentleman comes in at a low level complaining about the game. Community comes in and tries to explain reasoning for said system in the game. Gentleman calls community pathetic for trying to explain the reasoning. Sounds about right... The game hasn’t always been like this, but this whole delve/WB/Dungeon system works really well for the game.

    Understanding level scaling doesn't require you to be a veteran at a game. Level scaling is BAD. It caters to ultra casual audiences. It's a good low skill floor but it doesn't sustain the game in the long run. Level scaling like this is meant to be mixed with more intense scaling in certain areas to compensate for the stale gameplay it provides. This is why I ask how the *** can you possibly defend this? I understand this game has more intense leveled content in other areas, but the problem is how there's no gradient from the casual level scaling up to it. There's only casual and hardcore. There is no in between and games with level scaling like this need it.

    LOL, what are you talking about? There is absolutely an appropriate difficulty gradient in this game. It goes something like this:

    1. Open world
    2. Delves
    3. Public dungeons
    4. Normal dungeons / normal trials
    5. Normal Maelstrom / world bosses (solo)
    6. Vet base game dungeons
    7. Vet Maelstrom
    8. Vet DLC dungeons
    9. Vet DLC trials

    And some people would rank 7 after
    9.
    If soloing a delve is too easy, solo a public dungeon. If that's too easy, solo a normal dungeon. Et cetera. You will find that content gets progressively more difficult to solo. It's not as black and white as you think.

    and last but not least
    10. Green alliance. After you successfully soloed vet DLC trial, you can come to most populated campaign as EP player and try soloing about 300 ad and dc zerglings combined when they come Arrius lumber for 27th time in a row.
  • Kuramas9tails
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    Level 9 with CP behind you, experience, a full set bonus, food/drink, low level buff? :o

    If you want it to be hard then take all that off and fist fight it. Record it so I can watch it too.
    Edited by Kuramas9tails on March 28, 2018 12:40PM
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    • VaranisArano
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      To be entirely fair, once you hit around 15k+ DPS, everything short of a Vet dungeon starts to feel about the same level of "dies before I feel remotely endangered" easy. If you keep playing below your level of competent play, of course it won't feel challenging.

      If I want a challenge in overland content, I don't bring my characters who solo normal dungeons. I save those for when I want to tear through overland quests like tissue paper so I can enjoy the story without sweating the fights.
    • Violynne
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      Vhozek wrote: »
      I AM LEVEL NINE!
      HAHAHAHAHAHA.

      ZoS, this is why the new leveling system is broken when people come in and brag about how good they are having no clue their skills are seriously OP until they hit CP.

      Also, no to the solo delve idea.


    • kargen27
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      Azurya wrote: »
      Vhozek wrote: »
      Vhozek wrote: »
      Delves are meant to be soloed. The question is why are you tag teaming one?

      I'm not. Some random dude was standing there and we just killed it so quick. He was like level 17.

      Ok? What's the problem? Delve bosses are pretty easy, good for beginners. Higher levels just farm them for something once they get a shard out. A level 17 can be misleading. I was soloing delve bosses at level 12...but i had 150 CP you didnt see which makes a slight(big) difference and already knew the boss mechanics. He likely also had a decent amount of CP.

      >what's the problem
      People like you are the problem. They are delves. They're basically mini dungeons and they made them so that multiple people can be in them. That means that the bosses in them should at least be somewhere near as difficult as a world boss. I'm not saying necessarily as difficult, but somewhere near.

      But then they wouldnt be solo, they would be group and we already have group dungeons. We have public dungeons and instanced dungeons both are group. Why do we need a third?

      99% of all world bosses can be soloed without knowing anything, for the other 1% you should know some mechanics.
      Dolmen are soloable. Almost anything is soloable. And you can watch numereous vids where gamers do some real hard trial/pledge bosses alone.
      And that is just while ppl nowadays want to get it down quick, nobody wants to work days to get something down.

      No 99% of the world bosses can not be soloed knowing nothing. Go hit a world boss, any world boss without doing a bar swap, blocking or moving. Jut stand right in front of em and start swinging. You are going to die. The average player can solo some of the world bosses but nowhere near 90% nor probably even 50% of them. That said I would like to see some more difficult world bosses. Not an increase in difficulty to the bosses we have now but new harder bosses introduced.

      The percentage of players that can solo a trial boss is extremely low, enough so to be considered an anomaly. I know one player personally that has that kind of skill but he spent hour upon hour tweaking his builds both on paper and in front of a training dummy. He had another friend with him while he was on the training dummy using a metronome and an addon to tell him if skills were being cast early or late. For him most of the content is easy. For the majority of us though there is some good content that still provides several levels of difficulty. You can't claim (or shouldn't) certain content is easy because one or two percent of the player base finds it to be easy.
      and then the parrot said, "must be the water mines green too."
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