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ZOS- please stop the power creep- you've made your own content redundant.

  • Ajaxduo
    Ajaxduo
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    What we need is a new optional tier of difficulty for dungeons, trials and perhaps overland? (Solo end game players). It doesn’t need unique rewards, just achievements will do fine. That would help alleviate the problem.

    To be honest the CP system is just slowly eroding the class system. I’d prefer it to go and return to a more focused class identity game. I have over 1k CP, honestly it doesn’t feel like a rewarding progression system at all. It’s just numbers.

    But what if we could only choose X amount of passives from each tree? Akin to ‘specialisations’. Rather than the simple...have all the things. I could see that working quite well.
    Edited by Ajaxduo on May 27, 2018 4:10PM
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    GM of Verum Aeternus, PC EU
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  • Tetrafy
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    The vocal minority complaining about CPs again.
  • DoctorESO
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    I do not want a tribulation mode like GW2 SAB where random things one-shot you and you can only make it through an area by trial and error or an add on developed by someone who went through that trial and error.

    You want a real challenge? Unallocate your CP and remove your armor.
    Edited by DoctorESO on May 27, 2018 8:57PM
  • Adernath
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    Adernath wrote: »
    Adernath 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.
    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.

    To be blunt, "demanding" is even worse. That's like jumping up and down and shouting "No new content for them! They have enough! Everything from here on in should be tailored to me! Me, me, me, me, me! They can go pick flowers or something." And I'm sorry, but that's ridiculous. I mean, are you even reading what you're typing? "If it's tougher, they'll just go back where they came from." Seriously?

    I am not jumping up and down but simply demanding a change, and not only for me but as others as well, for the sake of the game. So 'demanding' its a perfect valid description for what I am doing, nothing wrong with that. Also 'going back to where they came from' is meant how its meant without any form of insinuation: If one has a difficult time with hard content, one can go back first, level there and come back at a later time. If you can tell me an even better way to express this basic statement in other words feel free to say it.
    Except Craglorn is populated because it's the prime spot to get people for trials. It's populated because there's nirncrux in them there resource nodes. It's populated because it has Skyreach and DSA. It's most certainly not populated because the questing is amazingly balanced. You just have to sit and watch how many people run into those group instances (that aren't Skyreach) to see that.

    What you are trying to do is explain why it is populated, but a precise reason is irrelevant for a discussion of game difficulty because it is already proven: Craglorn HAS a higher difficulty level and IS populated. Same can be applied to future DLCs.
    I say all that not to brag, but to say I'm neither averse to challenge or grouping. I just feel they have zero business being involved in questing/story content. If I want to move at a sedate pace searching every bookcase for eidetic memory books and actually listening to dialogue, I should be able to. If I want to shoot through at a whirlwind sprint, laughing as the town area markers turn white and Destinations quest markers blink out like stars at the end of time, I should be able to do that, too. I should not have to wait 20 plus minutes to find a group and rushed through at a tornado's pace just to progress the zone story. If I want that, I'll pug a dungeon.

    Alright, so a challenge and grouping have no business in quests? Fine that's your opinion but in particular in regards to the more epic quests or the main story quests of a zone I strongly disagree with you. And I think I am not alone with my opinion. I want a little more challenge when it comes to specific quests and the feel of an accomplishment when I am completing them. Also in harder content there will be possibilities to enjoy, relax and pic flowers. But generally too easy stuff is also a game killer you know?
    I hate to break it to you, but we don't even agree on that. Not by a long shot. Because I believe, especially when it comes to the questing/overarching narrative story content, that accessibility, in some form or fashion, trumps challenge any day of the week.

    The only part in which I was talking about agreement was the last sentence of my post, so I assume that you are referring to this statement and you really do not agree with me that the skill required for the main bulk of the game should be centered around the skill of the majority of the playerbase. Now I can ask you the same question: Are you serious or do you actually read what you are writing?
    What you're proposing- nay, I'm sorry- demanding is that they essentially kill normal mode and all additional story and overland content is just for experienced players. Anyone else can just go back where they came from or ask for help. And that does not, and will not ever, fly with me.

    I believe you should read more carefully what I wrote: I already stated that the I find the difficulty level of the current overland content just right for beginners. But what I want is a change of certain areas in the zones, quest bosses and DLC overland content so that the difficulty is more tailored around the skill of the majority of the playerbase. Its not a general increase in difficulty everywhere, in particular starter zones should be excluded. Again, I would like to see an intelligent increase in difficulty and at the same time a stop in the CP power creep, not something 'just for experienced players'.
    But, as you said, you have your opinion and I have mine. And we'll probably not get anything from continuing to debate it further, except an increase in my blood pressure and active minutes/steps count as I pace back and forth while typing. I just hope that, whatever ZOS decides, they pick something that works with both groups (like a vet mode or difficulty slider), rather than just giving one the finger and moving on.

    Don't worry I like a debate but I too see that we are just at odds here and won't try to convince anyone.
    EDIT: And even Shada's Tear, my absolute least favorite quest area of all time full stop, was more a frustrating, time consuming slog more than anything else. Three steps, massive group of mobs, three step, massive group of mobs. ... Ooh, puzzle! Gimmicky neried boss in poison water that my scamp is hung up on the edge of! Other side? More massive mob groups. Another gimmicky neried boss. Up the center! Giant spider with craptons of adds that I'm getting down to sub-40% then running out of stam because I'm blocking when it says to block and following the mechanics. Oh, look! Knocked down for 5 seconds and dead. Do that for 15 minutes or more, give up and sneak past. Okay, final boss. Gimmicky shield mechanic. 4 adds in 4 separate corners that you have to interrupt or you die. Take a few tries before taking two out, eating the other two, burning the shield bearer and the boss. Walk out more than 2 hours after I walked in feeling unfulfilled and angry more than anything else and never wanting to see the inside of it again even if someone paid me. It's absolutely not my cup of tea and I'd take an easy, breezy whirlwind sprint over that crap any day of the week.

    Well, for me this the opposite experience since I like large dungeons to explore and the lore. Based on what you said before regarding vMA I am just confused that you found this such a struggle.
    Edited by Adernath on May 27, 2018 10:03PM
  • Morgha_Kul
    Morgha_Kul
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    This may have been said, but...

    You need not SPEND the CP... My Templar is running without ANY CP spent on him.
    Exploring Tamriel since 1994.
  • Adernath
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    Morgha_Kul wrote: »
    This may have been said, but...

    You need not SPEND the CP... My Templar is running without ANY CP spent on him.

    Look, you are not really the first one who is suggesting to gimp oneself like running around naked etc. Or the classic difficulty slider suggestion. Really that can not be taken seriously. Who want to under perform intentionally in an MMO? I mean, we are not really running solo all the time. In your case, allocating CPs if you want to raid and removing them, unless you want to play the break block in your team? No, really.
  • JumpmanLane
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    Darrett 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.

    That’s right, I forgot that everybody plays with the same goals in mind, as a DPS in end game gear, using a build they looked up on the internet because a streamer did their thinking for them. Nobody plays a tank or healer or off-meta build.

    Soft caps being reimplemented would accomplish your stated goal. You wouldn’t have as easy a time rolling through content because the effectiveness of your, sorry, that streamer’s build would be reduced at the top end, and it wouldn’t alienate players with limited time to play or desire to follow the flavor of the month.

    Hehehehe, hardly. I don’t run meta. My PvE StamDK wouldn’t be imperial if I did. And my PvP MagDK runs stuff you just wouldn’t think to run.

    I’m lucky af in that I run with folks from beta who duel all day and PvP all night. The first thing they say is read the skills. The second is “hey you wanna theorycraft something.”

    I run with a group of brawling 1vxers who don’t stream and don’t post their builds online anywhere, from whom every streamer you could possibly name has run from or gotten reckt by. From whom emperors with all their buffs have run from or gotten reckt by.

    The guys I run with are like, “you wanna run that? Fine. Duel me and I’ll show you why it’s trash.”

    All that is to say, my pve and PvP builds are battle tested by dueling, running dungeons, pvping etc with players who’ve played since this game was in beta.

    So, yeah soloing a dungeon boss is ezpz lemon squeezey. Lol
  • Chilly-McFreeze
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    Darrett 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.

    That’s right, I forgot that everybody plays with the same goals in mind, as a DPS in end game gear, using a build they looked up on the internet because a streamer did their thinking for them. Nobody plays a tank or healer or off-meta build.

    Soft caps being reimplemented would accomplish your stated goal. You wouldn’t have as easy a time rolling through content because the effectiveness of your, sorry, that streamer’s build would be reduced at the top end, and it wouldn’t alienate players with limited time to play or desire to follow the flavor of the month.

    You can easily pull 10k dps from just and only spamming light attacks. Even on a non-meta build. If your so bad that taking down an 100-500k npc takes you all day I can really see where this "the game should cater to me instead of I should improve" attitude comes from.
    I say all that not to brag, but to say I'm neither averse to challenge or grouping. I just feel they have zero business being involved in questing/story content.

    Allright, I think I'm done here. People don't want challenge in a videogame. People don't want to group in a MMO. That's just sad.
    Edited by Chilly-McFreeze on May 28, 2018 8:38AM
  • Dreepa
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    Allright, I think I'm done here. People don't want challenge in a videogame. People don't want to group in a MMO. That's just sad.


    I do! As many others. Why the heck do we feel the need for portraying a "right opinion"?

    Obviously there are different motivations for different people as to why they spend their time with a video game.

    However, denying a certain motivator on the basis of one's own perception of what is supposed to be the "proper motivation" is just selfish, immature and non-constructive.

    Therefore: Difficulty options!


    Edited by Dreepa on May 28, 2018 9:04AM
  • BrightOblivion
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    I say all that not to brag, but to say I'm neither averse to challenge or grouping. I just feel they have zero business being involved in questing/story content.

    Allright, I think I'm done here. People don't want challenge in a videogame. People don't want to group in a MMO. That's just sad.

    Okay. Let me put it another way, oh judgemental one. If I want to challenge myself, I will do vMA or vet trials. I won't go questing. When I'm questing, I do it to enjoy the experience, to experience the story. I don't want, or need, quest bosses to be a 5-10 minute white-knuckle head-bashing session as I try to get around whatever silly mechanics the devs dreamed up, only to miss something due to lag and have to start over again. Not everything has to be like trials, dungeons, or arenas. That's what the trials, dungeons, and arenas are for, and, to put a finer point on it, that level of "challenge" should stay the crap out of questing.

    Additionally, you seem to think that just because "it's an MMO", people should be forced into groups for everything. But I strongly disagree. I mean sure, you can group if you want, and there's lots of group content. There's a chat to socialize and a lot of other people around. And I will and have joined a lot of group content, and am as active in the chat as the next guy. But just because it's an MMO, it has to be all other people all the time. That's like being astounded by the fact that people would go to the mall- a location that generally has a whole lot of people and to which groups of people do go- and want to go about their business with as little interaction as possible.

    When I'm questing, I want to move at my own pace. I'll listen to dialogue, talk to associated NPCs, loot all the bookshelves, rob people blind, or go haring off toward that thing I'm seeing on my map that I want to grab. But what happens when you add, or worse force, a group element to it? Well, you'll have people who have done it who knows how many times or just don't care rushing through everything, killing it all as fast as they can, and raging at those behind them they feel they're doing a favor to. The slower people are constantly lagging behind, going through whatever chaff the people in front of them have left behind, raging at them and begging them, for the love of god, to just slow down. That's assuming anyone talks at all, and ignores getting into a group in the first place. In general, it's still not terribly social and somewhat antagonistic.

    Where do I get this rosy picture of the future? The fact that it already happens in dungeons. Worse, because the dungeons are instanced group content, as some are proposing happen to certain questing content (caves and mines and such), everyone is booted from the area on disband, whether they've turned in the quest or not. And if they haven't, they have to find another group and ride that particular ride again from the beginning.

    So, given all that, do you suppose you have an idea, just a shred of a speck of an inkling (jeesh, now it sounds like jewelry crafting), as to why I don't want forced grouping combined with questing/story content any more than it already is?

    ---

    I'll grant that some challenge on some of the more epic boss encounters might be nice, but it comes with a couple enormous caveats. First, it or some verion thereof still needs to be completely available to, completable by, and enjoyable for, the "filthy casual". Why? Because the overarching story is singularly important in a way that no other content- not dungeons, not trials, not pvp-is. I know that sounds silly, but please hear me out. More and more of late, the overland dlc and chapters have been tied to one another- particularly the Morrowind-Clockwork-Summerset triad, but even before that. If you stopped the story after beating Molag Bal, everything after just looks like filling in the map, with Clockwork City thrown in because Steampunk. It's only after one beats Kurog that one gets the first indication where we're headed and only just before that we have the remotest verification a certain character might not be dead. That sort of thing is too important to restrict to the skilled players who are able to beat the omg-super-ultra-mega-epic-boss-of-doom they've made so that people who can beat vMA blindfolded could find challenging.

    Given what I've seen on the forums and in game, particularly in dungeons, I have the strangest feeling that vaunted majority some are referring to leans more toward the casual than the veteran. But even if it doesn't, I'd argue that the margins are too narrow, and the content too important. 51%, or even 60 or 65 (I very honestly don't think you'll get higher than that), is not enough to merit tailoring this content at the expense of accessibility to the other portion. If you can find a way to balance challenge and accessibility, either by finding the sweet spot in between or having two different modes or something else (that's not forcing people to group up or just telling them to "git gud"), then awesome. But if not, if it's a choice between accessibility for them and a challenge for you, me, or the rest of the hypothetical 65%, then accessibility must come first.

    Why, yes. I did read what I just wrote and, yes, I'm as serious as the Knahaten Flu (poor Khajiit, and Argonians, and that one now pretty much extinct subrace who lived in Shadowfen but whose name escapes me- Kothringi, maybe?). I'll even say it again: Accessibility, and completability, for the casual must come first in overland content. Say what you might about "This is an MMO, dagnabbit!" First and foremost, it's an Elder Scrolls game (I mean, Elder Scrolls even comes before Online in the title), and two of the prime cornerstones of those games, outside of ESLegends I guess, are the story and exploration. Those aspects need to be available to as many people as possible in pretty much their entirety.

    EDIT, because I forgot: The other caveat I have is that, if there is a second, more challenging mode, there can't be any game-changing shinies in it. No ultra-super-awesome sets or gear or weapons that will make you that much stronger. Because the alleged aim here is to curtail power creep, not give it another avenue. And if we're going to wind up with people coming back in the future and shouting "ZOS, the new content you created for is too easy! We need another mode for challenge!" then we might as well stop right where we are and skip the circular journey in between.
    Edited by BrightOblivion on May 28, 2018 5:32PM
  • Morgha_Kul
    Morgha_Kul
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    I say all that not to brag, but to say I'm neither averse to challenge or grouping. I just feel they have zero business being involved in questing/story content.

    Allright, I think I'm done here. People don't want challenge in a videogame. People don't want to group in a MMO. That's just sad.

    Okay. Let me put it another way, oh judgemental one. If I want to challenge myself, I will do vMA or vet trials. I won't go questing. When I'm questing, I do it to enjoy the experience, to experience the story. I don't want, or need, quest bosses to be a 5-10 minute white-knuckle head-bashing session as I try to get around whatever silly mechanics the devs dreamed up, only to miss something due to lag and have to start over again. Not everything has to be like trials, dungeons, or arenas. That's what the trials, dungeons, and arenas are for, and, to put a finer point on it, that level of "challenge" should stay the crap out of questing.

    Additionally, you seem to think that just because "it's an MMO", people should be forced into groups for everything. But I strongly disagree. I mean sure, you can group if you want, and there's lots of group content. There's a chat to socialize and a lot of other people around. And I will and have joined a lot of group content, and am as active in the chat as the next guy. But just because it's an MMO, it has to be all other people all the time. That's like being astounded by the fact that people would go to the mall- a location that generally has a whole lot of people and to which groups of people do go- and want to go about their business with as little interaction as possible.

    When I'm questing, I want to move at my own pace. I'll listen to dialogue, talk to associated NPCs, loot all the bookshelves, rob people blind, or go haring off toward that thing I'm seeing on my map that I want to grab. But what happens when you add, or worse force, a group element to it? Well, you'll have people who have done it who knows how many times or just don't care rushing through everything, killing it all as fast as they can, and raging at those behind them they feel they're doing a favor to. The slower people are constantly lagging behind, going through whatever chaff the people in front of them have left behind, raging at them and begging them, for the love of god, to just slow down. That's assuming anyone talks at all, and ignores getting into a group in the first place. In general, it's still not terribly social and somewhat antagonistic.

    Where do I get this rosy picture of the future? The fact that it already happens in dungeons. Worse, because the dungeons are instanced group content, as some are proposing happen to certain questing content (caves and mines and such), everyone is booted from the area on disband, whether they've turned in the quest or not. And if they haven't, they have to find another group and ride that particular ride again from the beginning.

    So, given all that, do you suppose you have an idea, just a shred of a speck of an inkling (jeesh, now it sounds like jewelry crafting), as to why I don't want forced grouping combined with questing/story content any more than it already is?

    ---

    I'll grant that some challenge on some of the more epic boss encounters might be nice, but it comes with a couple enormous caveats. First, it or some verion thereof still needs to be completely available to, completable by, and enjoyable for, the "filthy casual". Why? Because the overarching story is singularly important in a way that no other content- not dungeons, not trials, not pvp-is. I know that sounds silly, but please hear me out. More and more of late, the overland dlc and chapters have been tied to one another- particularly the Morrowind-Clockwork-Summerset triad, but even before that. If you stopped the story after beating Molag Bal, everything after just looks like filling in the map, with Clockwork City thrown in because Steampunk. It's only after one beats Kurog that one gets the first indication where we're headed and only just before that we have the remotest verification a certain character might not be dead. That sort of thing is too important to restrict to the skilled players who are able to beat the omg-super-ultra-mega-epic-boss-of-doom they've made so that people who can beat vMA blindfolded could find challenging.

    Given what I've seen on the forums and in game, particularly in dungeons, I have the strangest feeling that vaunted majority some are referring to leans more toward the casual than the veteran. But even if it doesn't, I'd argue that the margins are too narrow, and the content too important. 51%, or even 60 or 65 (I very honestly don't think you'll get higher than that), is not enough to merit tailoring this content at the expense of accessibility to the other portion. If you can find a way to balance challenge and accessibility, either by finding the sweet spot in between or having two different modes or something else (that's not forcing people to group up or just telling them to "git gud"), then awesome. But if not, if it's a choice between accessibility for them and a challenge for you, me, or the rest of the hypothetical 65%, then accessibility must come first.

    Why, yes. I did read what I just wrote and, yes, I'm as serious as the Knahaten Flu (poor Khajiit, and Argonians, and that one now pretty much extinct subrace who lived in Shadowfen but whose name escapes me- Kothringi, maybe?). I'll even say it again: Accessibility, and completability, for the casual must come first in overland content. Say what you might about "This is an MMO, dagnabbit!" First and foremost, it's an Elder Scrolls game (I mean, Elder Scrolls even comes before Online in the title), and two of the prime cornerstones of those games, outside of ESLegends I guess, are the story and exploration. Those aspects need to be available to as many people as possible in pretty much their entirety.

    Well said. You described my experience of group content very well. I've never once been able to go through any of those quests and have time to read any of the books I find or talk to any of the NPCs I see, or just explore and admire the vistas. Rush, rush, rush... and then we find a boss bad guy who takes no damage and does enough damage to oneshot anyone on the team, and then proceeds to do that, over and over... or 11 million adds that swarm in... or what have you.
    Exploring Tamriel since 1994.
  • Sergykid
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    half of quest bosses are like this
    "you can't kill me. I've acquired true power. I cannot be defeated. I AM IMMOR-" dead.

    i don't want damage sponges. I want thinking. Take the mechanics from Blessed Crucible final boss for example. I've been in groups in which people hit the boss constantly without noticing it has a shield on its hp. Take the ghost boss from Spindleclutch 2 for another example, i've had people who hit only boss without noticing that you must first kill the ads before the boss drops its 99% damage resistance (i know it drops them after a timer, but the idea is they were not focusing ads).

    overland mobs MUST be weak. They are there just for the MMO design. But certain bosses or world bosses should have real mechanics, like using an interrupt, killing an ad, moving to a certain spot, etc. And penalty shouldn't be death, that's too cheap. A thing like healing the boss might be better, like Drodda from Direfrost Keep.
    -PC EU- / battlegrounds on my youtube
  • Darrett
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    You can easily pull 10k dps from just and only spamming light attacks. Even on a non-meta build. If your so bad that taking down an 100-500k npc takes you all day I can really see where this "the game should cater to me instead of I should improve" attitude comes from.
    I say all that not to brag, but to say I'm neither averse to challenge or grouping. I just feel they have zero business being involved in questing/story content.

    Allright, I think I'm done here. People don't want challenge in a videogame. People don't want to group in a MMO. That's just sad.

    You don't know what you're talking about, sport. For it to be true that you can pull 10k DPS with light attacks, you would need to do approximately 10k damage per swing, as the GCD is nearly a second. You do know what DPS stands for, right?

    Considering your statement regarding this "attitude" when your side is the one demanding the game cater to them, rather than sticking to the challenging content that already exists, I'd doubt it.
  • MaleAmazon
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    You don't know what you're talking about, sport. For it to be true that you can pull 10k DPS with light attacks, you would need to do approximately 10k damage per swing, as the GCD is nearly a second. You do know what DPS stands for, right?

    Torugs, infused, hundings, bow.

    No dungeon required.
    Edited by MaleAmazon on May 28, 2018 6:11PM
  • BrightOblivion
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    Adernath wrote: »
    Adernath wrote: »
    Adernath 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.
    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.

    To be blunt, "demanding" is even worse. That's like jumping up and down and shouting "No new content for them! They have enough! Everything from here on in should be tailored to me! Me, me, me, me, me! They can go pick flowers or something." And I'm sorry, but that's ridiculous. I mean, are you even reading what you're typing? "If it's tougher, they'll just go back where they came from." Seriously?

    I am not jumping up and down but simply demanding a change, and not only for me but as others as well, for the sake of the game. So 'demanding' its a perfect valid description for what I am doing, nothing wrong with that. Also 'going back to where they came from' is meant how its meant without any form of insinuation: If one has a difficult time with hard content, one can go back first, level there and come back at a later time. If you can tell me an even better way to express this basic statement in other words feel free to say it.
    Except Craglorn is populated because it's the prime spot to get people for trials. It's populated because there's nirncrux in them there resource nodes. It's populated because it has Skyreach and DSA. It's most certainly not populated because the questing is amazingly balanced. You just have to sit and watch how many people run into those group instances (that aren't Skyreach) to see that.

    What you are trying to do is explain why it is populated, but a precise reason is irrelevant for a discussion of game difficulty because it is already proven: Craglorn HAS a higher difficulty level and IS populated. Same can be applied to future DLCs.
    I say all that not to brag, but to say I'm neither averse to challenge or grouping. I just feel they have zero business being involved in questing/story content. If I want to move at a sedate pace searching every bookcase for eidetic memory books and actually listening to dialogue, I should be able to. If I want to shoot through at a whirlwind sprint, laughing as the town area markers turn white and Destinations quest markers blink out like stars at the end of time, I should be able to do that, too. I should not have to wait 20 plus minutes to find a group and rushed through at a tornado's pace just to progress the zone story. If I want that, I'll pug a dungeon.

    Alright, so a challenge and grouping have no business in quests? Fine that's your opinion but in particular in regards to the more epic quests or the main story quests of a zone I strongly disagree with you. And I think I am not alone with my opinion. I want a little more challenge when it comes to specific quests and the feel of an accomplishment when I am completing them. Also in harder content there will be possibilities to enjoy, relax and pic flowers. But generally too easy stuff is also a game killer you know?
    I hate to break it to you, but we don't even agree on that. Not by a long shot. Because I believe, especially when it comes to the questing/overarching narrative story content, that accessibility, in some form or fashion, trumps challenge any day of the week.

    The only part in which I was talking about agreement was the last sentence of my post, so I assume that you are referring to this statement and you really do not agree with me that the skill required for the main bulk of the game should be centered around the skill of the majority of the playerbase. Now I can ask you the same question: Are you serious or do you actually read what you are writing?
    What you're proposing- nay, I'm sorry- demanding is that they essentially kill normal mode and all additional story and overland content is just for experienced players. Anyone else can just go back where they came from or ask for help. And that does not, and will not ever, fly with me.

    I believe you should read more carefully what I wrote: I already stated that the I find the difficulty level of the current overland content just right for beginners. But what I want is a change of certain areas in the zones, quest bosses and DLC overland content so that the difficulty is more tailored around the skill of the majority of the playerbase. Its not a general increase in difficulty everywhere, in particular starter zones should be excluded. Again, I would like to see an intelligent increase in difficulty and at the same time a stop in the CP power creep, not something 'just for experienced players'.
    But, as you said, you have your opinion and I have mine. And we'll probably not get anything from continuing to debate it further, except an increase in my blood pressure and active minutes/steps count as I pace back and forth while typing. I just hope that, whatever ZOS decides, they pick something that works with both groups (like a vet mode or difficulty slider), rather than just giving one the finger and moving on.

    Don't worry I like a debate but I too see that we are just at odds here and won't try to convince anyone.
    EDIT: And even Shada's Tear, my absolute least favorite quest area of all time full stop, was more a frustrating, time consuming slog more than anything else. Three steps, massive group of mobs, three step, massive group of mobs. ... Ooh, puzzle! Gimmicky neried boss in poison water that my scamp is hung up on the edge of! Other side? More massive mob groups. Another gimmicky neried boss. Up the center! Giant spider with craptons of adds that I'm getting down to sub-40% then running out of stam because I'm blocking when it says to block and following the mechanics. Oh, look! Knocked down for 5 seconds and dead. Do that for 15 minutes or more, give up and sneak past. Okay, final boss. Gimmicky shield mechanic. 4 adds in 4 separate corners that you have to interrupt or you die. Take a few tries before taking two out, eating the other two, burning the shield bearer and the boss. Walk out more than 2 hours after I walked in feeling unfulfilled and angry more than anything else and never wanting to see the inside of it again even if someone paid me. It's absolutely not my cup of tea and I'd take an easy, breezy whirlwind sprint over that crap any day of the week.

    Well, for me this the opposite experience since I like large dungeons to explore and the lore. Based on what you said before regarding vMA I am just confused that you found this such a struggle.

    Just a couple things to comment on here. I mentioned most of my thoughts in the other big behemoth of a post before, but I do need to clarify some things.

    First and foremost, I need to apologize for some ways I took some things you wrote, primarily the "go back to where they came from" comment. Unfortunately, with the baggage that comes with that phrase and other people who do want the DLC to be solely for experienced players and the less-skilled ones can stay in the base game sandbox, I reacted very poorly and I'm sorry for that. Honestly, I think the way you described it, as going somewhere else and leveling up more or getting better gear, or generally preparing better, would be a better way to put it. There's just less baggage and insinuation tethered to that than the other.

    I'm also still not a fan of demanding, because I just don't like the connotation. It's more forceful, less considerate of others or the possibility that, y'know, maybe they feel differently. It suggests this is how you're going to do it, and you're going to do it or else. For instance (and just as an example, with no insinuation meant), a kidnapper makes demands. Personally, and maybe it's just me, but I prefer the word request. We'd like you to do it. We'd really like you to do it. But if you look at it and you go "You know what, we've thought about it and this just isn't the way we want to go," then that's alright, too. It's just more cordial and reasonable and level-headed. But that's wading way off the beaten path and into the weeds.

    Why exactly Craglorn is populated is incredibly important, precisely because you're using its being populated to suggest (at least as it appears to me) that more difficult/group overland questing content is a success. And from what I've seen, it's not. I mean, yeah, there are a lot of people there, but they aren't doing the difficult/group overland questing content that you're praising so highly, outside of Skyreach because it's one of the most widely discussed level-grinding spots in the game. In that case, there being a lot of people there doesn't prove that that content is a success, because there aren't a lot of people doing that content. In fact, the fact that there aren't a lot of people doing that content, despite there being a lot of people in the zone, seems to suggest the opposite. And the number of people doing trials doesn't suggest that, either, because questing and trials are two very different types of content.

    At first, that awful experience confused me, too, and I suppose that may have been an additional increase in my frustration, but I do have a few ideas now that I've thought about it. First, if I want to do something as mechanically intensive as vMA, then I'd do vMA. I wouldn't do questing, because the mindset with which I'd approach the two is dramatically different. I don't quest to get frustrated (although lately with at least two quests broken in Morrowind right now, I'm still there), but to relax and enjoy the narrative (which some might find crazy). So when I slam into something while questing that has me feeling like I'm crashing into a brick wall for minutes on end, especially after two hours straight in one place (even in vMA I took breaks), I'm irritated. Already off on a bad foot. Additionally, bear in mind that, as mechanically intensive as vMA is, it is designed for one person. Shada's Tear is not. The mechanic on the last boss where you have a very short window to interrupt four ghosts in four separate corners of the room is not. I'm not sure how more people would have helped against the spider (maybe taking aggro?), but it's not designed for one person. Given my inability to find a group for it either in guild or from people nearby (of which I saw none), and my already outspokenly-expressed opinion of the blending of groups and questing, I went in solo. And maybe if I'd been in a group the experience would be different. But, as I've said, I don't enjoy being forced into a group to do a quest. The mindset with which I approach the two things is profoundly different and, almost like someone who hates it when the different types of food on their plate are touching, blending the two just makes the experience less pleasant and palatable for me.

    Even in an MMO.
  • Darrett
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    MaleAmazon wrote: »
    You don't know what you're talking about, sport. For it to be true that you can pull 10k DPS with light attacks, you would need to do approximately 10k damage per swing, as the GCD is nearly a second. You do know what DPS stands for, right?

    Torugs, infused, hundings, bow.

    No dungeon required.

    Sounds like stuff that should be required at all times while leveling during overland content.
  • MaleAmazon
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    Sounds like stuff that should be required at all times while leveling during overland content.

    Point is that you can easily do all overland content in the game (and pretty much everything else too) by clicking the left mouse button over and over again. Light attack spam gives way more than 10k dps if you gear for it, I bet I can do 30k+ single target dummy DPS with self-buffs spamming light attack.

    That alone proves the OP right.


    The funny thing is all the story in the game is built on you doing MQ+Alliance quests, FG, MG and DLC (MQ characters returning in DLC etc). You just don´t have to, but the story is written assuming you did. And if you do that, *only* that: You will be level 50 just by doing MQ and your alliance questline, no farming. You will certainly be CP160 just by doing DLC story quests. You´d basically have to actively work against improving yourself not to make later DLC seem like playing on 'Very Easy'. This hurts people like me, who enjoy playing story questlines with *some* kind of monster opposition.

    Yes, we need an added, optional, difficulty, easily implemented by making it work on the player and not the enemy, thus making all points about it affecting other players utterly irrelevant.
    Edited by MaleAmazon on May 28, 2018 6:30PM
  • DoctorESO
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    I think people sometimes forget what it's like to be a newer player, or even a sub-CP160 player who rightfully hasn't yet invested the time and money to farm/acquire two best-in-slot sets.
  • MaleAmazon
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    I think people sometimes forget what it's like to be a newer player, or even a sub-CP160 player who rightfully hasn't yet invested the time and money to farm/acquire two best-in-slot sets.

    Actually, it´s the other way around IMO - we DO remember what it was like to be challenged, to think about equipment, how we could improve, to fight bosses. That´s what we want to do again!
  • DoctorESO
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    MaleAmazon wrote: »
    I think people sometimes forget what it's like to be a newer player, or even a sub-CP160 player who rightfully hasn't yet invested the time and money to farm/acquire two best-in-slot sets.

    Actually, it´s the other way around IMO - we DO remember what it was like to be challenged, to think about equipment, how we could improve, to fight bosses. That´s what we want to do again!

    That's what Old Craglorn was for, but people didn't seem to like it.
  • MaleAmazon
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    That's what Old Craglorn was for, but people didn't seem to like it.

    I didnt play Craglorn at the time, but that was a global difficulty since it was intended for groups, no? The thing at least I ask for, is an OPTIONAL difficulty setting that functions on the player stats and not the monster stats.
  • DoctorESO
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    MaleAmazon wrote: »
    That's what Old Craglorn was for, but people didn't seem to like it.

    I didnt play Craglorn at the time, but that was a global difficulty since it was intended for groups, no? The thing at least I ask for, is an OPTIONAL difficulty setting that functions on the player stats and not the monster stats.

    If that's the case, what about just unallocating 50%, or even all, of your CPs? It's not as easy as a slider, but it seems it would have a very similar effect.
  • Dreepa
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    DoctorESO wrote: »
    MaleAmazon wrote: »
    That's what Old Craglorn was for, but people didn't seem to like it.

    I didnt play Craglorn at the time, but that was a global difficulty since it was intended for groups, no? The thing at least I ask for, is an OPTIONAL difficulty setting that functions on the player stats and not the monster stats.

    If that's the case, what about just unallocating 50%, or even all, of your CPs? It's not as easy as a slider, but it seems it would have a very similar effect.


    With CP, bosses die in 4 seconds. Without, bosses die in 6 seconds. :)

    Now playing with a friend makes it even more pointless. "COOP" on overland is boring as hell, unless you go naked and fight with fists :P
    Edited by Dreepa on May 29, 2018 8:43AM
  • Chilly-McFreeze
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    DoctorESO wrote: »
    I think people sometimes forget what it's like to be a newer player, or even a sub-CP160 player who rightfully hasn't yet invested the time and money to farm/acquire two best-in-slot sets.

    Sounds like you don't know what battleleveling is.
    DoctorESO wrote: »
    MaleAmazon wrote: »
    I think people sometimes forget what it's like to be a newer player, or even a sub-CP160 player who rightfully hasn't yet invested the time and money to farm/acquire two best-in-slot sets.

    Actually, it´s the other way around IMO - we DO remember what it was like to be challenged, to think about equipment, how we could improve, to fight bosses. That´s what we want to do again!

    That's what Old Craglorn was for, but people didn't seem to like it.

    People didn't liked the old craglorn because mechanics forced them into groups. They didn't disliked it bc it was harder. It was just annoying design that you have to have 3 other guys at the same quest stage just to open a door.
    DoctorESO wrote: »
    MaleAmazon wrote: »
    That's what Old Craglorn was for, but people didn't seem to like it.

    I didnt play Craglorn at the time, but that was a global difficulty since it was intended for groups, no? The thing at least I ask for, is an OPTIONAL difficulty setting that functions on the player stats and not the monster stats.

    If that's the case, what about just unallocating 50%, or even all, of your CPs? It's not as easy as a slider, but it seems it would have a very similar effect.

    A ) What speaks against a difficulty slider
    B ) Do you understand that CP are a real issue in this game? It demotivates new players (like in "uff, I have to grind all that 50lvl + 750cp after that" and in like "it's tiring to see the chat spammed with "LFM 2dd 300+ for vFG1".) It forces the devs to nerf all skills as soon as cp power creep hit a new high, leaving classes as a shadow of their former selfs. And finally it makes it nearly impossible to balance this game. Do you balance PvE for low cp or high cp players? Do you balance sets for CP PvP or for no CP PvP? Etc.
    C ) What Dreepa wrote.
    Darrett wrote: »

    You can easily pull 10k dps from just and only spamming light attacks. Even on a non-meta build. If your so bad that taking down an 100-500k npc takes you all day I can really see where this "the game should cater to me instead of I should improve" attitude comes from.
    I say all that not to brag, but to say I'm neither averse to challenge or grouping. I just feel they have zero business being involved in questing/story content.

    Allright, I think I'm done here. People don't want challenge in a videogame. People don't want to group in a MMO. That's just sad.

    You don't know what you're talking about, sport. For it to be true that you can pull 10k DPS with light attacks, you would need to do approximately 10k damage per swing, as the GCD is nearly a second. You do know what DPS stands for, right?

    Considering your statement regarding this "attitude" when your side is the one demanding the game cater to them, rather than sticking to the challenging content that already exists, I'd doubt it.

    Sorry but I find your condescending tone in combination with what you wrote really funny. If you can't pull around 10k dps by simply clicking the left mouse button I don't know what to tell you. The light attack alone deals 7-8k+ dmg on DW. Add your enchants to that and you can easily be in that area. How I know that? Bc my combat log tells me. It's ridiculous how fast you can hack'n slash through story content now, after the buffs to LA. Add your usual AoE, DoT or spam to that and no fight against any OL/delve/public dungeon boss should last "all day".
    Of course, if you run an blue resto staff with 20k mag and a hardening enchant, then your dps will be much lower. Granted. But you're long enough here to know better.



    Also, I'm not gonna read the whole walls of text @BrightOblivion wrote. Being able to write a short text that is on point seems to be underrated. However, from what I read: you can still play at your own pace and read books and smell the roses even when the boss encounter lasts more than 5-10 seconds. You paint me as judgmental but didn't get that people don't ask for every overland mob to be at vet dlc difficulty, nor do they ask for quest bosses to be at vet HM trial level. If you didn't ingored all but one sentence I wrote you would have gotten that.
    People ask for one of three things: slightly longer boss encounters, optional difficulty sliders or the removal of CP system + rebalancing. Personally I'd vote for cp removal since it's the underlying issue that makes balancing every content at the same time so much harder.
    Edited by Chilly-McFreeze on May 29, 2018 9:20AM
  • MaleAmazon
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    I think what needs to be said about power creep in general has been said.

    Regarding CP though; IMO it needs to be there, and if anything expanded on. It is more or less the only way you level up your character after a week of playing, now. Apart from ranks, skill levels have no effect on actual character performance, unlike in Skyrim (and most other RPGs). The problem I have with CP is that the softcaps (which I like in principle) in combination with the need to put CP in alternating constellations means there is less room than it could be, for making CP mean actually differing characters and builds. Right now I just spread things around almost identically on "stamina" and "magicka" characters respectively, and it works fine.

    Anyway, the "CP 300+" in chat has less to do with CP actually improving performance, and more to do with the fact that your average CP 300 player doesn´t understand dungeon mechanics.
    Edited by MaleAmazon on May 29, 2018 9:40AM
  • Chilly-McFreeze
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    MaleAmazon wrote: »
    I think what needs to be said about power creep in general has been said.

    Regarding CP though; IMO it needs to be there, and if anything expanded on. It is more or less the only way you level up your character after a week of playing, now. Apart from ranks, skill levels have no effect on actual character performance, unlike in Skyrim (and most other RPGs). The problem I have with CP is that the softcaps (which I like in principle) in combination with the need to put CP in alternating constellations means there is less room than it could be, for making CP mean actually differing characters and builds. Right now I just spread things around almost identically on "stamina" and "magicka" characters respectively, and it works fine.

    Anyway, the "CP 300+" in chat has less to do with CP actually improving performance, and more to do with the fact that your average CP 300 player doesn´t understand dungeon mechanics.

    Or it has something to do with people want to complete dailies as fast as they can. Nothing bad to that. But it highlights the issue: cp means nothing but raw power and it creeps up every 12 weeks. It's not necessarily about dungeon mechanics 'cause we all know that high cp doesn't always mean great knowledge and vice versa.

    I surely don't understand your opinion about CP. But step by step:

    "only way to level up your character after a week of playing"
    What do you do once you reach the cp cap? You can play all you want and can't level up until the next update hits. By then you can be far over the next cap as well, all you do is adding 10 points to every color. Doesn't feel great. Especially with diminish returns. What did the last 10 points get me? 1% more crit dmg. Awesome. You barely notice any "level up" at the cap. And yet, if you're at the bottom of the CP ladder it means you're at a huge disadvantage. I already stated how that affects motivation and balancing attempts.

    "less room than it could be" etc.
    Do you say you want to put even more power to it or do you say it's mandatory to spread out/ allocate to go-to stars?
    I'd say there is too much room already. With 250cp for each colour you barely have to make choices. Now we can just spend 60-80cp in thauma, the rest in crit, pen and a few in direct dmg on most pve builds.
    If we would have a far lower cp cap we would need to decide what to boost. Your class or build lives and dies by direct dmg? Better put the points there, even if that means thaumaturg gets next to nothing.
    Or, of course, they add so many CP that you can max out every possible star and be the carbon copy of your neighbor. But then again, why have CP at all if you can have the same without cp + the removed need to cater to low cp and high cp players.

    "identical stamina and magicka characters"
    That's another problem. There will always be a meta. What kills off diversity is on one hand the demands of power level X by your mates and the way how eso is now: without real caps, with how dmg scales with resources, etc.
    Funny thing is that no-cp pvp let's me use stuff you'd deem underwhelming in cp-pvp, thanks to the missing physical/magical dmg boosts. Playing a dunmer stam sorc with shooting star and not greatky loosing out on dmg compared to a mag build using it is just one perk of not having CP boosts.
  • MaleAmazon
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    What do you do once you reach the cp cap?............

    I just mean that the CP system is actually basically the only way my character herself becomes stronger. Lvl 50 is quite quick to reach. Yeah, it doesn´t make my character much stronger, but at least there´s something.
    Do you say you want to put even more power to it or do you say it's mandatory to spread out/ allocate to go-to stars?
    I'd say there is too much room already. With 250cp for each colour you barely have to make choices. Now we can just spend 60-80cp in thauma, the rest in crit, pen and a few in direct dmg on most pve builds.

    When I originally read about the CP system I thought it would be a way to diversify characters and make them unique, like you could make a stealthy build, a regeneration build, a mobile character, etc etc. Something like the perk system in Fallout 4. Right now it doesn´t really do that since you are forced to spread out your points in constellations; usually it just makes you "generally stronger overall".

    At the moment I have to spend as many points in offense as in defense, basically. I don´t like that. A start would be to allow you to choose among more quality-of-life boosts where you could not have all; at least that shouldn´t cause a 'balance uproar'. Like a "Hlaalu banker" perk that gives you interest on your banked money, "experienced alchemist" giving you a chance for extra ingredients when harvesting, "renowned mercenary" giving you extra gold rewards. Little stuff like that. Something that allows you to diversify your characters, rather than "stamina character here´s how you allocate CP".
    'cause we all know that high cp doesn't always mean great knowledge and vice versa.

    This is true, I don´t personally autokick anyone. But still, odds are far better in my experience, that a CP750 will know mechanics than that a CP300 will.
  • Vercingetorix
    Vercingetorix
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    Well, ZoS is kinda screwed now. They can't take away CPs from players without a complete outrage and mass exodus, so they have to work with it. The golden rule of mmos is that you never take anything away from a player or invalidate their investment/effort. By removing CPs, ZoS would be shooting themselves in the foot without anything to adequately replace it - that's why it took so long to get rid of veteran ranks in the first place.
    Edited by Vercingetorix on May 29, 2018 2:28PM
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • ed7878
    ed7878
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    But what happens when you add, or worse force, a group element to it? Well, you'll have people who have done it who knows how many times or just don't care rushing through everything, killing it all as fast as they can, and raging at those behind them they feel they're doing a favor to. The slower people are constantly lagging behind, going through whatever chaff the people in front of them have left behind, raging at them and begging them, for the love of god, to just slow down. That's assuming anyone talks at all, and ignores getting into a group in the first place. In general, it's still not terribly social and somewhat antagonistic.

    ^^ this, every pug. Been playing on and off since beta, and the last say 6 months, suddenly no one talks in zone, no one talks in pugs even to coordinate on a boss if it's needed, and people communicate with invites instead of actually communicating. But ZOS can't patch social ineptitude.

    People either buy that or they don't. The solution to issue of a varied player base (casual vs social vs pvp vs adults vs kids, etc) coupled with the lame behavior stemming from internet-enabled anonymity is guilds. Now I'm super sure to make sure they're guilds I want to be in.

    I've often thought that ZOS ought to have an online community member leader type person that sorts stuff like this out.

    RIP Stone Falls zone chat...
  • MaleAmazon
    MaleAmazon
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    Part of that experience had to be blamed at ZoS though, for introducing a game design where you're actually *supposed* to run the same dungeon 50 times. But I dont think it's *that* bad. Try looking for a friendly guild.
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