Dungeons are mindlessly easy now- they already were- but now even the latest dungeons, scale and fang , hard modes- well designed bosses, can be burned ,skipping the actually well designed mechanics.
I want stats on Dungeonz are EZ LUL.
I would bet vast amounts of people haven't completed HM Vet content. I know im in a guild that easily 90% hasn't done HM DLC dungeons. Just ran a very good player <Regularly does VMA etc> through Vet Fang Lair *NON* HM even. Because every single time he tried to PuG it the group failed.
MehrunesFlagon wrote: »ZoS refusing to do what every other game does and stubbornly, stupidly, and lazily insist on trying to balance PvP and PvE is the cause of ALL nerfs ~ to classes and fun sets, etc et al...
This just a forum myth that doesn’t gain more truth the more it gets repeated. The fact is that both PvE and PvP are getting out of hand, and that ZOS tries to combat this with band aid fixes to sustain, class abilities and passives, and set adjustments.
If you pretend CP didn’t exist, most balancing problems would be just a matter of adjusting numbers. But as long as you have to balance content for CP and noCP and you increase player power via CP system with every update, the sweet spot for both PvE and PvP is always out of reach.
If you take vMA, some years ago the best players ran this in 1h 30m. Then the benchmark shifted to under an hour. Now the best ones run it under 30 minutes. It was never intended to be like that.
how can they even manage that with load screens?unless they don't have much of a load screen at all.
What's ESO for the most part?
Very casual and very story-focused.
Hence the popularity.
What's ESO for the most part?
Very casual and very story-focused.
Hence the popularity.
I hate to break it to you, but as far as online games go ESO is not particularly popular, in fact that goes for the MMORPG genre fullstop, ESO has about 2.5 million active accounts per month, LoL has 80 million, Overwatch 30 million, Fortnite has 3 million concurrent players and so on.
The problem with MMORPGs is they are stuck in the past, 20 years ago everyone was amazed by an online world, so that was enough, that the gameplay (PvE especially) was basically substandard didn't matter, but 20 years later and the world has moved on, online worlds are no longer an amazing new experience, which leaves low quality gameplay and a model where grind is used as substitute for gameplay, genuine progression (such as long term skill improvement) and content.
Which has left it as a declining niche genre stuck between genres that offer much better gameplay, offer genuine progression and then at the other end mobile games that do casual, grind based gameplay in what is a more attractive way for most casual gamers.
Telling someone to intentionally handicap their character for difficulty is like telling a kid that is bored with their school work to try to do it on LSD instead of giving them something more challenging to work on.
Every time I get someone to try the game it's the same thing. I cheer them on with "don't worry, it gets better!" Of course they want to play together so I'll create a new character and go naked, unallocated, but it's still just the open world/delves/public dungeons to start so we pretty much take turns hitting things.. I'll back off and be like "yeah, kill it!" while I watch. It's terribly boring and difficult to get them hooked on the promise that some dungeons and PvP will eventually be engaging.
Then it's hilarious when we do finally get into PvP and they quickly die to someone they can't even scratch. Having no difficulty in most of the game prepares you for nothing. It's the same reason that newbies get kicked from vet dungeon groups they innocently queued for at CP100 because the game told them to. I can't DPS wearing all heavy using a bow with my magicka abilities? What's going on?
I'd be fine with them removing CP. I'd be fine with them never increasing the gear level. I'd actually prefer these things, so I'm not wanting the typical treadmill of "make it harder" followed by "give me more stuff to make it trivial", rinse, repeat. I just want to adventure with the character I've built the same way that I want to play a FPS without turning on console cheats. I just want to kill some stuff that can kill me.
Nobody should expect some vet DLC dungeons and vet trials to be enough content to for an MMO that keeps pumping out expansions/DLCs that you keep paying for. Would it really ruin the elder scrolls experience to have new areas, like 5% of the open world, that were supposed to be difficult for everyone? That's even assuming that it's really a good thing that the rest of the world is "supposed" to be so easy in it's entirety that someone who learns absolutely nothing about the game/is encouraged to never adapt/improve.
The majority of the world is too easy and every expansion/DLC mostly increases this portion of the game. There has to be some sort of compromise. ESO expansion areas make GW2 look like Dark Souls.
Doctordarkspawn wrote: »Telling someone to intentionally handicap their character for difficulty is like telling a kid that is bored with their school work to try to do it on LSD instead of giving them something more challenging to work on.
Every time I get someone to try the game it's the same thing. I cheer them on with "don't worry, it gets better!" Of course they want to play together so I'll create a new character and go naked, unallocated, but it's still just the open world/delves/public dungeons to start so we pretty much take turns hitting things.. I'll back off and be like "yeah, kill it!" while I watch. It's terribly boring and difficult to get them hooked on the promise that some dungeons and PvP will eventually be engaging.
Then it's hilarious when we do finally get into PvP and they quickly die to someone they can't even scratch. Having no difficulty in most of the game prepares you for nothing. It's the same reason that newbies get kicked from vet dungeon groups they innocently queued for at CP100 because the game told them to. I can't DPS wearing all heavy using a bow with my magicka abilities? What's going on?
I'd be fine with them removing CP. I'd be fine with them never increasing the gear level. I'd actually prefer these things, so I'm not wanting the typical treadmill of "make it harder" followed by "give me more stuff to make it trivial", rinse, repeat. I just want to adventure with the character I've built the same way that I want to play a FPS without turning on console cheats. I just want to kill some stuff that can kill me.
Nobody should expect some vet DLC dungeons and vet trials to be enough content to for an MMO that keeps pumping out expansions/DLCs that you keep paying for. Would it really ruin the elder scrolls experience to have new areas, like 5% of the open world, that were supposed to be difficult for everyone? That's even assuming that it's really a good thing that the rest of the world is "supposed" to be so easy in it's entirety that someone who learns absolutely nothing about the game/is encouraged to never adapt/improve.
The majority of the world is too easy and every expansion/DLC mostly increases this portion of the game. There has to be some sort of compromise. ESO expansion areas make GW2 look like Dark Souls.
Tried GW2's expansion area's. This is an apt comparison.
But I honestly dont think that ESO's wrong for being that easy. The question is, really, do people wanna play a game where they gotta do research just to do basic questing?
Given the success of ESO's solo content, survey says no.


Yolokin_Swagonborn wrote: »First thing to stop endless power creep is by removing broken system called Champion Points.
I'm sure i've annoyed half of the forums saying this over and over but its true. The champion system is the root cause of all the power creep and all of the terrible class skill nerfs.
The CP system should offer non-combat enhancing perks. Such as making wolves not attack you. (Beastmaster perk) No more stat pool increases, defense increases or flat damage perks.
What's ESO for the most part?
Very casual and very story-focused.
Hence the popularity.
I hate to break it to you, but as far as online games go ESO is not particularly popular, in fact that goes for the MMORPG genre fullstop, ESO has about 2.5 million active accounts per month, LoL has 80 million, Overwatch 30 million, Fortnite has 3 million concurrent players and so on.
The problem with MMORPGs is they are stuck in the past, 20 years ago everyone was amazed by an online world, so that was enough, that the gameplay (PvE especially) was basically substandard didn't matter, but 20 years later and the world has moved on, online worlds are no longer an amazing new experience, which leaves low quality gameplay and a model where grind is used as substitute for gameplay, genuine progression (such as long term skill improvement) and content.
Which has left it as a declining niche genre stuck between genres that offer much better gameplay, offer genuine progression and then at the other end mobile games that do casual, grind based gameplay in what is a more attractive way for most casual gamers.
NeillMcAttack wrote: »
Anyway if they want to grow and learn from what happened with fortnite, go free to play, but first sort out this messy, exclusive, un-inviting, progress system, or the only way will continue to be down.....
First thing to stop endless power creep is by removing broken system called Champion Points.
Don’t forget that ESO appeals to Skyrim bros who play this game as though it’s Skyrim. The average damage dealer in normal and vet dungeons pulls about 10k DPS or less by spamming light and heavy attacks (with the occasional bit of Snipe spam thrown in for good measure), and they don’t care to improve. It’s not uncommon to find people with 300+ CP struggling to kill overland mobs in under 3 seconds.
the title is self evident- but with CP now at 750 - (almost 30 percent more than what much of the content was scaled for), with stronger and stronger item sets, the power creep has made this game boring. You re killing your own game here ZOS- youve lowered the hoop to 6 foot- where everyone can dunk it- and thereby making it not challenging for anybody . Dungeons are mindlessly easy now- they already were- but now even the latest dungeons, scale and fang , hard modes- well designed bosses, can be burned ,skipping the actually well designed mechanics.
vMA- once the measure of solo play- is now essentially as normal mode was a year and half ago.
Questing is just running from arrow to arrow and ending with a 2 hit thumping of a low health "boss".
perhaps this is the conscious strategy - to funnel everyody into continually buying new trials and DLC's, but would be a mistep. There is alot of value left in the old content- but ur making it worthless. At least perhaps re-buff the old dungeons and overland - to a third difficulty that drops Gold Jewellery, or something of the like.
Anyway - maybe some people enjoy this- but I want the game to be as challenging as it once was- when you had to get a group to go into craglorn- when you needed help to do a dolmen, when finishing a trial was satisfying. now it seems you hit a certain CP- and u turn a corner and 98 percent of the games content becomes futile.