Skeletalkk wrote: »I'm only level 300 something (whatever, who cares) I mostly play PvE but its so boring not even having to really use skills during PvE, I'm just clicking a few times and it kills most mobs even small bosses, its just not fun.
edit: also killing bosses before they finish their first sentence lmao whats that all about?
Finishing a really good quest, reaching the big guy and killing him in a few seconds......
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.
@Chilly-McFreeze
Your comment makes little sense. If I have missed the point completely then I suggest you please reword your statement.
I have said nothing that being able to clear vAS HM is required for overland content to be extremely easy.
I suggest reading over the several posts I have made in here today to get a complete understanding of why overland is easy and that their is a tiered difficulty in ESO like most MMORPGs.
I have not been expressing my opinion but merely stating why it will not change. For higher difficulty there is other content in the game to suite most difficulty levels, like most MMORPGs have.
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 ***
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.
Did I say anything about public dungeons? Don’t think I did. Maybe 1 public dungeon per zone? 1-2 quests per public dungeon? The dungeons designed for a small group yeah? Definitely representative of most of the overland quests...
...or not.
However, most of what is being discussed in here is very off base.
I seriously doubt most that have participated in this thread have cleared all trials in HM (not counting the newest one) and probably not many more have cleared all 4 man dungeons in HM and have no death runs in each of those dungeons.
If we were talking about serious power creep that is the kind of thing we would need to take into consideration , however, most the numbers for both criteria I put forth is still very low in the game.
@gnarlyvandal
It is you that just does not get it. I have merly stated the very fact that there are various difficulty levels in the game. Chily clearly ignored that and merely stated vet HM trials of the more challenging variety.
You once again state it is not about challenge, Yet it has been stated overland and quests bosses are to easy which by definition is referring to challenge or lack of. Interesting. that you have used that word.
I really could care less if you agree with me or not. That is rather irrelevant since I am merely putting forth the facts as to why things are as they are and why this will not be changing anytime soon. There really is no argument.
You are permitted to have your opinion, as we all are, but it is clearly a stretch to try to state that I just do not get it.
Enjoy the game.
However, most of what is being discussed in here is very off base.
I seriously doubt most that have participated in this thread have cleared all trials in HM (not counting the newest one) and probably not many more have cleared all 4 man dungeons in HM and have no death runs in each of those dungeons.
If we were talking about serious power creep that is the kind of thing we would need to take into consideration , however, most the numbers for both criteria I put forth is still very low in the game.
Speaking for myself, I have completed much veteran content of the game, but I believe that one does not have to clear all trials in HM in order to have a say in a discussion regarding the difficulty of the game. I am quite sure that the vast majority of players play the game solo at any given time, even if they may step into a dungeon or trial from time to time, and have the right to express their opinion in regards of the solo content.
The next step would be to carefully adjust the difficulty of the mobs, taking into account those areas where mainly new players begin and where more experienced players are running around. This is not going back to leveled zones, it would only affect quest/delve bosses mainly and those areas which are far off the road. All no starter zones or more 'epic' dungeons should be focused on more experienced players (by which I mean the averagely experienced player as described above), in particular, all future new DLC content should not contain beginner zones anymore. I like the group zone concept in current Craglorn, in which more mobs are grouped together etc. Another idea would be to have some random elite mobs appearing which make battles a little more diversified.
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.
You also seem to have limited experience in other MMO’s,
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.
This doesn’t scream “bad player” to me as much as it does “bad game balance”. The reason those filthy casuals are taking more than 3 seconds from a cold start (horrors!) is because they don’t read forums to determine what the new overpowered build of the month is, and instead find skills they like to use with the expectation that all skills should be viable.
To be honest, the biggest issue the game faces for me right now are the people with such ridiculously high DPS that they one-shot everything in a public dungeon. When one of those FotM DPS players rolls through, it causes others to have to wait to get to experience the content. It’s no fun to be fighting a boss and have somebody run through and kill it in three seconds.
A heavy reduction on the top end is needed, and soft caps are the way to accomplish that.
...the hoop to 6 foot- where everyone can dunk it-
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.
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.
Except you'll find not many people would actually want that. That'd be alienating the vast majority of the playerbase to appease the hardcore minority. Champions Online did exactly that, exactly that, and then died. The thing is? People like feeling powerful after a while. And what many MMO developers (and hardcore players) don't understand is how the majority of players play.ArcVelarian wrote: »An easy solution to the difficulty griping would be to buff overland mobs to scale up to CP 250, and Dungeon/Trial mobs to scale up to CP 500.
Except you'll find not many people would actually want that. That'd be alienating the vast majority of the playerbase to appease the hardcore minority.ArcVelarian wrote: »An easy solution to the difficulty griping would be to buff overland mobs to scale up to CP 250, and Dungeon/Trial mobs to scale up to CP 500.
JumpmanLane wrote: »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.
This doesn’t scream “bad player” to me as much as it does “bad game balance”. The reason those filthy casuals are taking more than 3 seconds from a cold start (horrors!) is because they don’t read forums to determine what the new overpowered build of the month is, and instead find skills they like to use with the expectation that all skills should be viable.
To be honest, the biggest issue the game faces for me right now are the people with such ridiculously high DPS that they one-shot everything in a public dungeon. When one of those FotM DPS players rolls through, it causes others to have to wait to get to experience the content. It’s no fun to be fighting a boss and have somebody run through and kill it in three seconds.
A heavy reduction on the top end is needed, and soft caps are the way to accomplish that.
Lol. Or just get better. You really shouldn’t be taking all day with public dungeon bosses. Most of the time I don’t even realize it IS a boss until it takes about 3 seconds. Then I’m like, “Oh, that musta been a boss”. Lol.
So wear white gear or no gear.gnarlyvandal wrote: »NOT LOOKING FOR A CHALLENGE, JUST WANT QUEST BOSSES TO BE ABLE TO LIFT THEIR SWORD BEFORE DYING. ITS A FEATURE MOST OTHER MMO’S HAVE.
ITS CALLED COMBAT. NOT FACEROLL.
JumpmanLane wrote: »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.
This doesn’t scream “bad player” to me as much as it does “bad game balance”. The reason those filthy casuals are taking more than 3 seconds from a cold start (horrors!) is because they don’t read forums to determine what the new overpowered build of the month is, and instead find skills they like to use with the expectation that all skills should be viable.
To be honest, the biggest issue the game faces for me right now are the people with such ridiculously high DPS that they one-shot everything in a public dungeon. When one of those FotM DPS players rolls through, it causes others to have to wait to get to experience the content. It’s no fun to be fighting a boss and have somebody run through and kill it in three seconds.
A heavy reduction on the top end is needed, and soft caps are the way to accomplish that.
Lol. Or just get better. You really shouldn’t be taking all day with public dungeon bosses. Most of the time I don’t even realize it IS a boss until it takes about 3 seconds. Then I’m like, “Oh, that musta been a boss”. Lol.
I do wonder with PvPers and hardcore players sometimes whether there's a sociopathic element. That isn't an insult but a genuine scientific query.
Does 'get good' apply if a person has a physical or mental disability?
What if they have anxiety? Can they not play your game, then?
What if they have motor control problems? Can they not play your game, then?
What if they have really bad sight? Can they not play your game then?
What if there are simply factors that don't allow people to 'get good?'
What if this is true for 95 per cent of players? What if only 5 per cent can 'get good' to the level you desire?
Are you suggesting that ZOS commit financial suicide by pandering to your desires at the expense of all of those other paying customers? Are you actually, really suggesting taking their game away? Really? There are ways you can create challenges in the game for yourself (completing content with white/no gear, for example). There is no way for many people to just 'get good.' This is a fallacy. A lie. A frequently repeated lie.
[edited to remove comment]
Everyone can 'get good.'
No, they can't.
I have motor control problems, poor sight, and anxiety. I'm screwed.
So that means I'm a poor pleb. That means I don't have the right to play something that more able-bodied, superior, naturally better (obviously) people can play. Right?
Are you actually reading this?
This is why I wonder about sociopathy.
BrightOblivion wrote: »
The next step would be to carefully adjust the difficulty of the mobs, taking into account those areas where mainly new players begin and where more experienced players are running around. This is not going back to leveled zones, it would only affect quest/delve bosses mainly and those areas which are far off the road. All no starter zones or more 'epic' dungeons should be focused on more experienced players (by which I mean the averagely experienced player as described above), in particular, all future new DLC content should not contain beginner zones anymore. I like the group zone concept in current Craglorn, in which more mobs are grouped together etc. Another idea would be to have some random elite mobs appearing which make battles a little more diversified.
I'm going to have to disagree strongly with you here. While you're claiming that it doesn't return to the leveled zones, and technically it doesn't, it still utterly guts One Tamriel's go almost anywhere (except Craglorn) at any time appeal (and you admit as much by dilineating things into "starter zones" and "non-starter zones"). And that's one of my favorite aspects of the game. You don't have to start every player on every character in the same boring, years'-old alliance story. You can go to Wrothgar, the Gold Coast, Hew's Bane, Vvardenfell, or, now, Summerset. You can take your Khajiit to Reaper's March and wander around. The world is your oyster. And that's awesome.
BrightOblivion wrote: »I also profoundly disagree with the belief that all DLC zones moving forward need to be tailored to experienced players. Because they don't. And I say this as an experienced, veteran-ish, certainly not new player. Every DLC dungeon going forward looks like it's going to be at the typical DLC dungeon level of difficulty. Every trial or mini-trial looks like it's going to be tougher than Craglorn. We veteran, high CP players don't need to gobble up the rest of the yearly release pie, too. I also refuse to believe, or suggest, or claim, that we need to tell new or returning players who've been drawn in by the hype surrounding the DLC/Chapter release "Nope, sorry. This is our sandbox. You go back to the years-old zones. They're the starter zones." Not every game needs to be like Runescape where every player drops from the same tutorial into Lumbridge and go through everything in the same order and new areas are almost entirely for higher level players, and the fact that this game allows new players/characters to dive right into the newest overland content without missing a beat is outstanding to me.
Granted, the group aspect of Craglorn is absolutely my least favorite part of the game, as I dislike slogging through overlarge mob groups for two hours or more to complete quests, or waiting for someone to stop what they're doing so they can help me move forward (I enjoy questing alone at my own, sometimes breakneck pace). Also, playing dodge the elite mob in Imperial City hasn't upped my enjoyment level a single nanomillimeter (but has cranked my frustration level to 11).
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.
First off your "And this is normal for MMORPGs" in my opinion is not entirely true. There have been many MMO's in the past that have successfully made quest bosses tough and not a total faceroll (Lotro, WoW, Warhammer, Everquest, Everquest 2 and I can go on and on). I've been MMOing since 97' in Ultima.
I'm also curious how you seem so certain "that most of the people in this thread have not cleared all the most challenging content". I al;ways see this slung around in these discussions to try to seal the deal that their viewpoint is right. This game has been out 4 years. A lot of us have done a ton of vet things in this game to keep it fresh. The folks who feel the game has gotten too easy, what are they supposed to do? Just keep repeating the same old tired vet content day after day (which is a very low portion of content) until the next DLC? What if they've done all but trials. Are they then supposed to [snip] a large group every single day after a hard day at work and only a couple hours to play because that's all the challenging content that's left for them? BS
[Edited to remove profanity]
JumpmanLane wrote: »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.
This doesn’t scream “bad player” to me as much as it does “bad game balance”. The reason those filthy casuals are taking more than 3 seconds from a cold start (horrors!) is because they don’t read forums to determine what the new overpowered build of the month is, and instead find skills they like to use with the expectation that all skills should be viable.
To be honest, the biggest issue the game faces for me right now are the people with such ridiculously high DPS that they one-shot everything in a public dungeon. When one of those FotM DPS players rolls through, it causes others to have to wait to get to experience the content. It’s no fun to be fighting a boss and have somebody run through and kill it in three seconds.
A heavy reduction on the top end is needed, and soft caps are the way to accomplish that.
Lol. Or just get better. You really shouldn’t be taking all day with public dungeon bosses. Most of the time I don’t even realize it IS a boss until it takes about 3 seconds. Then I’m like, “Oh, that musta been a boss”. Lol.
I do wonder with PvPers and hardcore players sometimes whether there's a sociopathic element. That isn't an insult but a genuine scientific query.
Does 'get good' apply if a person has a physical or mental disability?
What if they have anxiety? Can they not play your game, then?
What if they have motor control problems? Can they not play your game, then?
What if they have really bad sight? Can they not play your game then?
What if there are simply factors that don't allow people to 'get good?'
What if this is true for 95 per cent of players? What if only 5 per cent can 'get good' to the level you desire?
Are you suggesting that ZOS commit financial suicide by pandering to your desires at the expense of all of those other paying customers? Are you actually, really suggesting taking their game away? Really? There are ways you can create challenges in the game for yourself (completing content with white/no gear, for example). There is no way for many people to just 'get good.' This is a fallacy. A lie. A frequently repeated lie.
[edited to remove comment]
Everyone can 'get good.'
No, they can't.
I have motor control problems, poor sight, and anxiety. I'm screwed.
So that means I'm a poor pleb. That means I don't have the right to play something that more able-bodied, superior, naturally better (obviously) people can play. Right?
Are you actually reading this?
This is why I wonder about sociopathy.
You know there's players that's not max CP and that can just steamroll through everything right? It's irritating when those with max CP all gold gear cry about things being too easy. Well, what did you think would happen? Things would get harder the more CP you allocate and the better your gear?
Not everybody can even get in a guild and do trials to get the best gear. Stop complaining everything isn't all about you. Casual players have to play to, and they're probably the majority of the player base.
JumpmanLane wrote: »
Lol. Or just get better. You really shouldn’t be taking all day with public dungeon bosses. Most of the time I don’t even realize it IS a boss until it takes about 3 seconds. Then I’m like, “Oh, that musta been a boss”. Lol.
BrightOblivion wrote: »
The next step would be to carefully adjust the difficulty of the mobs, taking into account those areas where mainly new players begin and where more experienced players are running around. This is not going back to leveled zones, it would only affect quest/delve bosses mainly and those areas which are far off the road. All no starter zones or more 'epic' dungeons should be focused on more experienced players (by which I mean the averagely experienced player as described above), in particular, all future new DLC content should not contain beginner zones anymore. I like the group zone concept in current Craglorn, in which more mobs are grouped together etc. Another idea would be to have some random elite mobs appearing which make battles a little more diversified.
I'm going to have to disagree strongly with you here. While you're claiming that it doesn't return to the leveled zones, and technically it doesn't, it still utterly guts One Tamriel's go almost anywhere (except Craglorn) at any time appeal (and you admit as much by dilineating things into "starter zones" and "non-starter zones"). And that's one of my favorite aspects of the game. You don't have to start every player on every character in the same boring, years'-old alliance story. You can go to Wrothgar, the Gold Coast, Hew's Bane, Vvardenfell, or, now, Summerset. You can take your Khajiit to Reaper's March and wander around. The world is your oyster. And that's awesome.
The problem is that there is no clear distinction between 'go anywhere' and 'start anywhere'. And such distinction should be in the game more clearly in my opinion. If one is sharing content on beginner difficulty level everywhere and introduce a power creep at the same time, it makes the entire overland content - which constitute the main bulk of the game - completely trivial for the averagely skilled player. In my (and others) opinion that should be addressed.BrightOblivion wrote: »I also profoundly disagree with the belief that all DLC zones moving forward need to be tailored to experienced players. Because they don't. And I say this as an experienced, veteran-ish, certainly not new player. Every DLC dungeon going forward looks like it's going to be at the typical DLC dungeon level of difficulty. Every trial or mini-trial looks like it's going to be tougher than Craglorn. We veteran, high CP players don't need to gobble up the rest of the yearly release pie, too. I also refuse to believe, or suggest, or claim, that we need to tell new or returning players who've been drawn in by the hype surrounding the DLC/Chapter release "Nope, sorry. This is our sandbox. You go back to the years-old zones. They're the starter zones." Not every game needs to be like Runescape where every player drops from the same tutorial into Lumbridge and go through everything in the same order and new areas are almost entirely for higher level players, and the fact that this game allows new players/characters to dive right into the newest overland content without missing a beat is outstanding to me.
Granted, the group aspect of Craglorn is absolutely my least favorite part of the game, as I dislike slogging through overlarge mob groups for two hours or more to complete quests, or waiting for someone to stop what they're doing so they can help me move forward (I enjoy questing alone at my own, sometimes breakneck pace). Also, playing dodge the elite mob in Imperial City hasn't upped my enjoyment level a single nanomillimeter (but has cranked my frustration level to 11).
I am not believing but demanding. In my opinion there is absolutely no reason to make, for example, Clockwork City or Coldharbour on the same difficulty level then Khenarthi's Roost. If it would be tougher, a beginner or returner would just go back from where he came from or ask for help. If they struggle with such content then they are so inexperienced that the original zones are excitingly enough. Today Craglorn is well populated, it is a perfect example that everything works with a little harder difficulty. Therefore I can not see a problem making the difficulty of DLC content at least on par with Craglorn while stopping the power creep. Zones in which group areas are clearly indicated and every player with more than 2 brain cells in their head understand that there is more tougher content ahead.
I've made a different experience with Craglorn, for me it was a relief to walk through more challenging content. I am not sure what you are playing, but in the end you are playing an MMO and this game should have some parts in which grouping should be emphasized. The philosophy should go as follows: If you are playing a tank or healer than you choose it in order to support others, so team up. If you don't have a team, switch your abilities, because these two roles are just not meant to be that effective solo.
Anyways, you have your opinion and I have mine. Likely we will stay at odds, but I hope you agree with me at least on one point: the main bulk of the game content should be tailored around the skill of the majority of players - even in the future.