Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
The point is that content gets easier because of the power creep. We had a cap of 600, 630, 660, 690, 720 and now 750 etc... and it takes about the same amount of time to reach max CP due to the XP curve adjustment.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
"Most people" don't do vet trials (or normal trials) because most people don't want to do trials the same way that most people didn't/don't want to raid says every MMO that has ever been. Is it based completely on difficulty? I figured it was more because most people don't want to have a scheduled commitment for a video game or want to voice chat with a room full of internet text friends. That's even assuming your background is more MMO and less Skyrim/ES series.
It's silly to suggest that people should complete content they're not interested in--a small fraction of the actual game--before they were allowed to have an opinion on the content they are interested in. There's a whole world out there that's getting bigger with every expansion. Assuming you even love vet trials and that's your 'difficulty fix', they make up a small portion of the content that is released.
edit: quote issues
Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
And this is normal for MMORPGs not to mention you GF is probably not a complete noob.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
gnarlyvandal wrote: »Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
And this is normal for MMORPGs not to mention you GF is probably not a complete noob.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
Asking for content to feel normal, not challenging.
gnarlyvandal wrote: »Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
And this is normal for MMORPGs not to mention you GF is probably not a complete noob.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
Asking for content to feel normal, not challenging.
Define normal?
You can define normal for yourself, but you are unable to define normal for everyone. Just not possible.
What might be normal for you is absurdly easy for someone else and immensely challenging for another. I see it all the time. Go through a dungeon with a group of friends and we face roll most vet dungeons on HM. Enter GF and the same dungeon, not doing HM, can be much of a challenge.
So in the end, tiered difficulty is what we have. Overland and regular questing is fairly easy, it is more about the story line.
I assume I do not have to explain the various tiers we have in many popular MMOs including ESO.
Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
And this is normal for MMORPGs not to mention you GF is probably not a complete noob.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
gnarlyvandal wrote: »gnarlyvandal wrote: »Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
And this is normal for MMORPGs not to mention you GF is probably not a complete noob.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
Asking for content to feel normal, not challenging.
Define normal?
You can define normal for yourself, but you are unable to define normal for everyone. Just not possible.
What might be normal for you is absurdly easy for someone else and immensely challenging for another. I see it all the time. Go through a dungeon with a group of friends and we face roll most vet dungeons on HM. Enter GF and the same dungeon, not doing HM, can be much of a challenge.
So in the end, tiered difficulty is what we have. Overland and regular questing is fairly easy, it is more about the story line.
I assume I do not have to explain the various tiers we have in many popular MMOs including ESO.
Just read my previous post rather than redundantly responding; quest bosses die in 3 seconds on a level 10 character with no champion points invested. That is a problem for most players in the game which is why these threads pop up every couple of days. Extending that 3 seconds to 30 seconds without increasing a quest boss’ power should be sufficient to solve the problem.
Read posts, then respond. Don’t be a ***
gnarlyvandal wrote: »Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
And this is normal for MMORPGs not to mention you GF is probably not a complete noob.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
Asking for content to feel normal, not challenging.
Define normal?
You can define normal for yourself, but you are unable to define normal for everyone. Just not possible.
What might be normal for you is absurdly easy for someone else and immensely challenging for another. I see it all the time. Go through a dungeon with a group of friends and we face roll most vet dungeons on HM. Enter GF and the same dungeon, not doing HM, can be much of a challenge.
So in the end, tiered difficulty is what we have. Overland and regular questing is fairly easy, it is more about the story line.
I assume I do not have to explain the various tiers we have in many popular MMOs including ESO.
gnarlyvandal wrote: »gnarlyvandal wrote: »Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
And this is normal for MMORPGs not to mention you GF is probably not a complete noob.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
Asking for content to feel normal, not challenging.
Define normal?
You can define normal for yourself, but you are unable to define normal for everyone. Just not possible.
What might be normal for you is absurdly easy for someone else and immensely challenging for another. I see it all the time. Go through a dungeon with a group of friends and we face roll most vet dungeons on HM. Enter GF and the same dungeon, not doing HM, can be much of a challenge.
So in the end, tiered difficulty is what we have. Overland and regular questing is fairly easy, it is more about the story line.
I assume I do not have to explain the various tiers we have in many popular MMOs including ESO.
Just read my previous post rather than redundantly responding; quest bosses die in 3 seconds on a level 10 character with no champion points invested. That is a problem for most players in the game which is why these threads pop up every couple of days. Extending that 3 seconds to 30 seconds without increasing a quest boss’ power should be sufficient to solve the problem.
Read posts, then respond. Don’t be a ***
Redundantly respond? That is an interesting and new way in these forums to belittle someone just because one may disagree with them. Good attempt but I am not so feeble minded.
I guarantee not everyone can kill a quest boss in 3 seconds. I have seen some struggle with a trash mob.
That is not being redundant. That is merely stating facts. For some that just might be an inconvenient fact.
BrightOblivion wrote: »I remind you that the entire aim of One Tamriel and points after is enabling anyone of almost any skill level to experience any overland questing content at any point in almost any order.
gnarlyvandal wrote: »Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
And this is normal for MMORPGs not to mention you GF is probably not a complete noob.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
Asking for content to feel normal, not challenging.
Define normal?
You can define normal for yourself, but you are unable to define normal for everyone. Just not possible.
What might be normal for you is absurdly easy for someone else and immensely challenging for another. I see it all the time. Go through a dungeon with a group of friends and we face roll most vet dungeons on HM. Enter GF and the same dungeon, not doing HM, can be much of a challenge.
So in the end, tiered difficulty is what we have. Overland and regular questing is fairly easy, it is more about the story line.
I assume I do not have to explain the various tiers we have in many popular MMOs including ESO.
You can define normal for yourself, but you are unable to define normal for everyone. Just not possible.
This here I'll agree with you on and of course that's where the issue is. How would a company like ZOS know where that median is for the experienced and non experienced player so they could make adjustments? I don't know how they could get such data even if they cared.
The more I play ESO along with some of the newer MMOs I'm beginning to think they really don't care about the original MMO concept of creating worlds and expanding on that idea. I'm starting to feel they are more in it to get as many people in the door and to that cash shop as possible even if that means catering to the slowest antelope in all aspects of gameplay. I mean they are a business and I understand that. I just feel they are slowly pushing me out of a genre I've loved and supported for many, many years in the hunt for the almighty $
gnarlyvandal wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
And this is normal for MMORPGs not to mention you GF is probably not a complete noob.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
Asking for content to feel normal, not challenging.
Define normal?
You can define normal for yourself, but you are unable to define normal for everyone. Just not possible.
What might be normal for you is absurdly easy for someone else and immensely challenging for another. I see it all the time. Go through a dungeon with a group of friends and we face roll most vet dungeons on HM. Enter GF and the same dungeon, not doing HM, can be much of a challenge.
So in the end, tiered difficulty is what we have. Overland and regular questing is fairly easy, it is more about the story line.
I assume I do not have to explain the various tiers we have in many popular MMOs including ESO.
Just read my previous post rather than redundantly responding; quest bosses die in 3 seconds on a level 10 character with no champion points invested. That is a problem for most players in the game which is why these threads pop up every couple of days. Extending that 3 seconds to 30 seconds without increasing a quest boss’ power should be sufficient to solve the problem.
Read posts, then respond. Don’t be a ***
Redundantly respond? That is an interesting and new way in these forums to belittle someone just because one may disagree with them. Good attempt but I am not so feeble minded.
I guarantee not everyone can kill a quest boss in 3 seconds. I have seen some struggle with a trash mob.
That is not being redundant. That is merely stating facts. For some that just might be an inconvenient fact.
Your whole post was basically centred on what I personally would consider ‘normal’, something I did in fact explain in my first comment that’s been quoted continuously in responses. Including this one. So yes, your comment was redundant as I had already explained my ‘normal’ in my very first post. I wasn’t belittling you.
You say you can guarantee that not everyone kills quest bosses in 3 seconds? I’d like to know how you can guarantee this? Cause my level 10 no CP character can kill a quest boss in 3 seconds by literally spamming any attack move.
I’m not sure how others cannot manage this? ‘Push button, push button, push button’ = oh look it’s dead.... = every quest boss fight
And yes, I have actually had more trouble on a group of trash mobs than any quest boss in game
I guarantee not everyone can kill a quest boss in 3 seconds. I have seen some struggle with a trash mob.
That is not being redundant. That is merely stating facts. For some that just might be an inconvenient fact.
gnarlyvandal wrote: »gnarlyvandal wrote: »Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
And this is normal for MMORPGs not to mention you GF is probably not a complete noob.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
Asking for content to feel normal, not challenging.
Define normal?
You can define normal for yourself, but you are unable to define normal for everyone. Just not possible.
What might be normal for you is absurdly easy for someone else and immensely challenging for another. I see it all the time. Go through a dungeon with a group of friends and we face roll most vet dungeons on HM. Enter GF and the same dungeon, not doing HM, can be much of a challenge.
So in the end, tiered difficulty is what we have. Overland and regular questing is fairly easy, it is more about the story line.
I assume I do not have to explain the various tiers we have in many popular MMOs including ESO.
Just read my previous post rather than redundantly responding; quest bosses die in 3 seconds on a level 10 character with no champion points invested. That is a problem for most players in the game which is why these threads pop up every couple of days. Extending that 3 seconds to 30 seconds without increasing a quest boss’ power should be sufficient to solve the problem.
Read posts, then respond. Don’t be a ***
martinhpb16_ESO wrote: »
I guarantee not everyone can kill a quest boss in 3 seconds. I have seen some struggle with a trash mob.
That is not being redundant. That is merely stating facts. For some that just might be an inconvenient fact.
So the game must be set at the lowest possible level?
That is as bad as setting it at the highest possible level to appease the minority at the top in terms of player ability.
gnarlyvandal wrote: »gnarlyvandal wrote: »Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
And this is normal for MMORPGs not to mention you GF is probably not a complete noob.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
Asking for content to feel normal, not challenging.
Define normal?
You can define normal for yourself, but you are unable to define normal for everyone. Just not possible.
What might be normal for you is absurdly easy for someone else and immensely challenging for another. I see it all the time. Go through a dungeon with a group of friends and we face roll most vet dungeons on HM. Enter GF and the same dungeon, not doing HM, can be much of a challenge.
So in the end, tiered difficulty is what we have. Overland and regular questing is fairly easy, it is more about the story line.
I assume I do not have to explain the various tiers we have in many popular MMOs including ESO.
Just read my previous post rather than redundantly responding; quest bosses die in 3 seconds on a level 10 character with no champion points invested. That is a problem for most players in the game which is why these threads pop up every couple of days. Extending that 3 seconds to 30 seconds without increasing a quest boss’ power should be sufficient to solve the problem.
Read posts, then respond. Don’t be a ***
Im not sure how this can be a constructive discussion if its not an honest one.
I forget the name of the public dungeon, think its in stormhaven? With oathbreakers and ogrims etc.
Ran through that last night and none of the quest bosses "died in 3 seconds on a level 10". Im CP53 and even with other randoms in the dungeon helping on a few (cp100+) the bosses weren't pushovers.
Hell, slogging through that dungeon was a pain because groups of 5-6 mobs were pounding me through heavy armor.
Not about to say it was "hard" but, it seemed a good challenge where i had to pay attention but not be mashing like a crazy person.
And threads like this pop up every so often because:
1. People mostly come to forums to complain.
2. People that are on the forums are more likely to be the hardcore addicts (not judging)
3. Those hardcore players are generally at the top in terms of skill, progression, number crunching etc.
I invite you to run through that dungeon on a level 10 and prove me wrong. Ill get the name later tonight.
martinhpb16_ESO wrote: »
I guarantee not everyone can kill a quest boss in 3 seconds. I have seen some struggle with a trash mob.
That is not being redundant. That is merely stating facts. For some that just might be an inconvenient fact.
So the game must be set at the lowest possible level?
That is as bad as setting it at the highest possible level to appease the minority at the top in terms of player ability.
Lowest possible level? No, I think it is clearly not set to that.
It does have what some would easily consider an easy level, but that is subjective which has been my point.
It seems with your comment we are back to square one. I could suggest read through my posts again because I will not repeat myself totally, but what you consider easy someone else considers a challenge, In the same token, what you consider a challenge someone else considers painfully easy.
Zos accommodates most pretty well. If you are looking for zone content to be where you find some challenge and MMORPG may not be your cup of tea.
martinhpb16_ESO wrote: »
gnarlyvandal wrote: »martinhpb16_ESO wrote: »
I guarantee not everyone can kill a quest boss in 3 seconds. I have seen some struggle with a trash mob.
That is not being redundant. That is merely stating facts. For some that just might be an inconvenient fact.
So the game must be set at the lowest possible level?
That is as bad as setting it at the highest possible level to appease the minority at the top in terms of player ability.
Lowest possible level? No, I think it is clearly not set to that.
It does have what some would easily consider an easy level, but that is subjective which has been my point.
It seems with your comment we are back to square one. I could suggest read through my posts again because I will not repeat myself totally, but what you consider easy someone else considers a challenge, In the same token, what you consider a challenge someone else considers painfully easy.
Zos accommodates most pretty well. If you are looking for zone content to be where you find some challenge and MMORPG may not be your cup of tea.
Again mate, you’re missing the point, it’s not looking for a ‘challenge’, it’s about not facerolling every quest. You keep mentioning mmorpg not being people’s cup of tea.. I’ve played an absolute ton of MMO’s, and I’ve not had ordinary quests ‘bosses’ die as easily as in ESO, yeah trash mobs can drop by looking at them for all I care.
But if an enemy NPC has their name/health gilded as an elite, then don’t have their health as low as trash mobs? Seems obvious...
Can’t believe I’ve had to explain myself this much over something so simple...
Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
And this is normal for MMORPGs not to mention you GF is probably not a complete noob.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »gnarlyvandal wrote: »gnarlyvandal wrote: »3) I agree that power creep is an issue, and many players have suggested a veteran overland which would be nice, but honestly I think the only change that needs to be made would be to increase the health of quest bosses to roughly half of the world bosses, so they don’t die to less than one full rotation, even on alts.
Would make questing more satisfying without making lower level players unable to complete content; this would provide double benefit as it would at least mean new players could learn not to stand in the red circles of doom
The problem here is that:
1. It would take newer players, who deal far less damage than end game players with fully built characters, way longer to kill these buffed mobs, and.
2. This would just turn mobs into damage sponges. The problem with overland as an end game player is that mobs die too quickly, and mobs deal very little damage. As an end game player, I don't need to bother about blocking that heavy attack, because it's just inconvenient, not lethal. To make overland truly more difficult, mobs need to be buffed in both their health, and their damage. Or, as my last comment suggested, we need to be nerfed in terms of our damage, and our mitigation.
I do understand what you mean, but I completely disagree. You’re assuming the changes have to be aimed at end game players, that isn’t even the case.
My magdk is level 10, right now I have no CP invested in that character, although I have roughly 500cp ‘in the bank’ and don’t have half my armour and jewellery slots filled. Just to reiterate, character is lvl 10 and is using zero CP.
So, right off the bat, this magdk cannot be considered end game in any way.
Yet.... When I’m doing a quest and get to the ‘boss’ of said quest, they die in literally a few hits.
Can’t remember dk’s skill names so bare with me here:
Rotation: weapon buff (flame sword), defence buff (ugly crystals), flame swipe (the mag DOT), flame lash (whip), then uppercut (the 2h stam move that takes a second to channel). Quest bosses die to this by the time I’m using my uppercut...
That is a problem. A HUGE problem. In fact, for me it is one of the only problems ESO has.
The trolls and elephants in the world have more health than quest bosses. I can’t believe that someone is so bad at the game that if they opposed one of those two ‘half elite’ mobs that they couldn’t kill it and rage quit due to the game being too hard.
EVERY game has a learning curve, yes cause of animation cancelling the curve in ESO is slightly higher than other MMO’s, but it’s not necessary to do content. If you feel it is necessary it’s not hard to learn to do, just go play a fighting game for half hour to teach yourself (street fighter, dragon ball fighterz, marvel vs capcom). Every move on those games are optimised through animation cancelling, will give you some transferable skills for gaming ;P
I’m not saying make the fights a HP grind, but adding health so that fights take more than 3 seconds would be nice. It’s so anticlimactic building up tension through the quests story to find that the enemy everybody is afraid of gets dropped before they can even finish saying the dialogue ZOS gave them. That is a PROBLEM.
No need to make the game harder, no need for enemies to deal more damage, no need for Veteran overland (although that would be fun), just give them a BIT of *** health to make me feel like I’m actually playing a game rather than grinding skill points or levels. Just because their health does need to be raised, does NOT mean it has to be raised so high ordinary players can’t beat it or spend 10 minutes+ trying to, but 30 seconds to a single minute is not exactly difficult!
This!
I usually play PvE with my GF, that I'd describe as a casual eso player, while myself is also far from l33t. No optimised builds, she's nowhere near CP cap, not even golded out gear. And still she finds it very disappointing that even quest line's final bosses die before a rotation is laid down.
Just like you said, very anticlimatic for those very nicely written quests to have no climax from a gameplay pov.
Sometimes enemies feel more like a chore than a fun obstacle. Very suboptimal for a video game.
If 'd want to simply experience a story with not the slightest of a challenge I'd read a book or watch a movie instead.
And this is normal for MMORPGs not to mention you GF is probably not a complete noob.
Not to mention the realities that most of the people in this thread have not cleared all the most challenging content yet they seem to want everything else to become more challenging.
Seems kind of hypocritical. Read my post on the previous page.
So we have to raid vAS HM etc. to being "allowed" to find overland conten funsucking easy? That's a very obscure opinion. Not to mention that thanks to the easy ol content you run into a brick wall once you set foot into a more demanding environment.
martinhpb16_ESO wrote: »BrightOblivion wrote: »I remind you that the entire aim of One Tamriel and points after is enabling anyone of almost any skill level to experience any overland questing content at any point in almost any order.
But actually it isn't because ESO in its current form is not meeting my expectations of what is playable in a video game. The overland content is so easy for me - I dont even have to try and I win - that the experience is sub-par.
To be honest these days I am a pretty poor pve player.
The experience in terms of my characters abilities and the time I have dedicated to building that character is poor.
It is as if there was no One Tamriel and my cap character is questing in a zone 10-20 levels lower.
Therefore One-Tamriel is not working as intended for me and a whole bunch of other customers.