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Overland and questing difficulty overhaul

  • Enemy-of-Coldharbour
    Enemy-of-Coldharbour
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    Here we go again (grabs popcorn) ...

    3Ovm85g.jpg

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  • Kiralyn2000
    Kiralyn2000
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    leave it as it is, I like one shotting everything
    rune476 wrote: »
    Traditionally in rpg's the enemies scale softly with the players level so that they always pose even a little challenge. The same happens in ESO, except in stops at lvl 50 when we have 780 additional cp levels.

    Eh, traditionally in RPGs, you eventually outlevel/outgear/outpower early challenges, and you can go back and curbstomp them with your Super OP Mega Gods. And even many of the 'scaling' systems I've played, there's limits to the scaling.

    (I recall many comments in the past, from people annoyed by scaling systems because it meant they couldn't outlevel & overpower challenges that they couldn't beat when they first reached them. SP RPGs, that is, not MMOs.)
  • DuskMarine
    DuskMarine
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    implement normal and veteran overland/questing system
    jaws343 wrote: »
    rune476 wrote: »
    Guppet wrote: »
    But then you split the player base. Experienced players put in vet toggle and never mix with new players. New players think the world is dead.


    Why would they need to split the maps? They can just scale down the players stats for those to activate the Veteran Mode and leave rest as it is.

    You can do that yourself. Remove your CP and wear trash gear.

    tried it still wreck stuff. if you have your rotation down overland is just a one shot kill. enemies with over 100k health is still a joke
  • Tandor
    Tandor
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    leave it as it is, I like one shotting everything
    rune476 wrote: »
    Traditionally in rpg's the enemies scale softly with the players level so that they always pose even a little challenge. The same happens in ESO, except in stops at lvl 50 when we have 780 additional cp levels.

    Eh, traditionally in RPGs, you eventually outlevel/outgear/outpower early challenges, and you can go back and curbstomp them with your Super OP Mega Gods. And even many of the 'scaling' systems I've played, there's limits to the scaling.

    (I recall many comments in the past, from people annoyed by scaling systems because it meant they couldn't outlevel & overpower challenges that they couldn't beat when they first reached them. SP RPGs, that is, not MMOs.)

    That's still a complaint with MMOs, including ESO since One Tamriel. It doesn't come up here often, but it does happen. Some people find the solo quests difficult but can't now go back to them when they've gained a level or two as the mobs have leveled too.

    One of the main balancing issues in any game is trying to cater for both those who are starting out and those who are veterans, but even with veterans there are major differences in the quality of the build and depth of tactical knowledge especially between those who play competitively and those who do not. Having a single veteran mode wouldn't overcome those differences, or remove the complaints about the difficulty level of the game which is hugely subjective.
  • STEVIL
    STEVIL
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    Other (explain your ideas and thoughts)
    A small mob in Auridon is intended to be there and be playable for guys new to the game with one or two abilities unlocked and few if any armor pieces enabled. So are their delves.

    More to the point, the reason "veteran" and "normal" settings dont work for overland and shared delves is that you can have multiple groups going thru. What makes instanced dungeons and trials work as normal veteran and hard is not just the numbers but the mechanics.

    There is no amount of buffing a single wolfd can get that will make it a challenge in auridon agaionst someone with five skills on his bar plus an ulti so that he can stun it and bash it and heal around its dmg etc. All buffing it does is make that fight longer and more boring.

    So, without mechanics ctrl you cannot do much to help those zones get beyond entry level stuff wiothout screwing the pooch.

    The best suggestion i would offer is to try and push for a second tier delve set of dailies which throws you into solo instanced daily quests when you get there at veteran level.

    But, where is the profit in them spending more money on content already built? If they put these things in a new zone, they can sell it.

    Maybe it could be put out as a "subscription perk" so that while subscribed you can run the advanaced delve dailies out of the fighters guild and advanced public dungeon dailies out of the mage's guilds but only while subbed.

    .

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  • Ydrisselle
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    Franieck wrote: »
    jaws343 wrote: »
    rune476 wrote: »
    Guppet wrote: »
    But then you split the player base. Experienced players put in vet toggle and never mix with new players. New players think the world is dead.


    Why would they need to split the maps? They can just scale down the players stats for those to activate the Veteran Mode and leave rest as it is.

    You can do that yourself. Remove your CP and wear trash gear.

    Yeah, I tried that... even then overland is pathetically easy haha

    For you it is, because you are already experienced and know the basic mechanics. Not so long ago I was fairly new; I couldn't even kill an elite with 100k hp. If I pulled a 3-member mob pack, I died (except if they were the 13k hp packs, like skeevers or wolves). So overland is only easy if you already know what you have to do.

    I think this topic was already discussed in the forum 5 times - in August 2018. And many more times before that...
    rune476 wrote: »
    jaws343 wrote: »

    You can do that yourself. Remove your CP and wear trash gear.

    Why then add raids to the game when we can do public dungeons naked? Why add dungeons when delves without CP are tougher.

    You see where im going with this? Disregarding a players choice in armor/build, asking them to strip down in order to have a challenging experience sounds like a bad idea to me.


    "Sorry mannimarco, i cant fight you just yet im still wearing pants"

    You asked a toggleable debuff for yourself; rune476 answered that it's already in the game.
    Edited by Ydrisselle on August 16, 2018 4:12PM
  • Dymence
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    Veteran overland questing isn't a solution. Endgame players have done the questing long ago and will not do it again. New characters get grinded up. That means the only reason you would go back to overland stuff is to farm specific gear. Farming is already boring as hell I sure wouldn't want to make it even more tedious by making mobs tankier.
  • Ydrisselle
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    rune476 wrote: »
    Overland content is still being made, still being offered with story missions and make up the bulk of the game. Are you telling me that i no longer should enjoy that part of the game because i have obtained a powerful weapon? Traditionally in rpg's the enemies scale softly with the players level so that they always pose even a little challenge. The same happens in ESO, except in stops at lvl 50 when we have 780 additional cp levels.

    Scaling enemies are only in Bethesda's RPGs (newer Fallout and Elder Scrolls games) according to my experience. Every other RPG I played has different levels for the zones and level-appropriate enemies, so if I outlevelled the zone, I outlevelled everybody in it and will one-shot all enemies.
  • Violynne
    Violynne
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    Other (explain your ideas and thoughts)
    I've been playing this game off and on for 4 years, and I can't one shot anything, including a stupid little skeever (no, not that one, the rat looking creature).

    My "max" dps is 11k. I am slowly getting better, but it's going to take time. I can see my strength build up, so that when I can "one shot", then I can take it to the next level, which is dungeons and PvP.

    Overland isn't meant to cure your boredom. Vet dungeons are there for that. Take one on solo. That'll cure your boredom.

    As for everything else, please leave it alone. It's bad enough the next rollout is going to make things awkward.

    Again.
  • Runs
    Runs
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    Other (explain your ideas and thoughts)
    Franieck wrote: »
    Guppet wrote: »
    Franieck wrote: »
    Except that is why I introduced the option of normal (as it is now) and vet.

    But then you split the player base. Experienced players put in vet toggle and never mix with new players. New players think the world is dead.

    that can be a good thing as it solves the issue of CP 300+ players stealing kills in overland and delves from low level players.

    That isn't a thing in this game. When you see a high level player hitting the mobs a new player is hitting in delves, the high level isn't being a *** stealing kills. He is making it so both players hit the boss at the same time, so the new player doesn't have to wait around for 5 minutes while the boss respawns. Personally, I run through to the boss without killing the other mobs unless I see someone else then I slow down for the reason mentioned above.

    All players who tag a mob will get credit for the kill. The only difference is the experience that is received. 2 players tag and the exp is the same. Once it's more than 2 players is when the exp goes down.
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  • Starlock
    Starlock
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    Other (explain your ideas and thoughts)
    Leave it alone, and since I dont power game, I (and most other players) do not one shot everything.

    Morrowind was free recently, and I happened to be doing questing there. Watching those new players reminded me of how stupid it would be to make regular mobs more difficult. Hell, I remember being that guy a few years back.
    Edited by Starlock on August 16, 2018 5:02PM
  • NBrookus
    NBrookus
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    Other (explain your ideas and thoughts)
    I selected Other because I was going to post that maybe the DLCs could be tougher content, like the dungeons are.

    But then I recalled how many new players Morrowind brought in, who tried to play it with random gear, potion and food pickups and maybe didn't even know how to use them.

    Overland content needs to be kiddie pool.
  • Miaura
    Miaura
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    Other (explain your ideas and thoughts)
    Other; I too find overland questing /exploring is very easy. However, also the rewards for quests are quite underwhelming now. Area furniture and housing unlocking is nice, but that is allready tied to normal mode and should not be changed. A "veteran mode" would only be fun if there were special rewards, a lot more gold in rewards and more interesting item rewards, maybe some good looking cosmetics, styles and housing items that you could only get from overland vet mode- or even pets or mounts or whole outfit styles for completing a storyline or area exloration on vet.
  • Leogon
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    It sure would be nice to have more challenging solo end-game content other than VMA and soloing the old soloable vet dungeons.
  • MLGProPlayer
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    implement normal and veteran overland/questing system
    DBZVelena wrote: »
    YOU might be one shotting, but YOU know the ins and out of the game to max your dps.
    New/average players, not so much. and we do need a option for a learning curve where new/average players can learn the game before we get murdered in pvp or where ever.

    But that's where the problem lies.

    All the story content in the game is designed exclusively for new players. Vets don't get any story content, and story content is 95% of this game. You can't just cater to new players.

    The current system doesn't prepare new players for veteran content either, as you mentioned. People think they're hot *** because they kill overland mobs in one hit, then they jump into veteran dungeons and get steamrolled. I know that's what happened to me. You have players just light attack spamming and standing in red circles because that works in overland content.
    Edited by MLGProPlayer on August 16, 2018 5:20PM
  • BretonMage
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    Overland content is meant to be easy. Players have to begin somewhere and quite frankly I prefer to be able to enjoy the stories without worrying about the combat all the time. Also you need to be able to one-shot most things or you'll never get anywhere - it seems every 2 steps I take I have to deal with wolves, skeevers, bandits or cultists.

    You have plenty of challenging content in dungeons - do those.
  • MLGProPlayer
    MLGProPlayer
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    implement normal and veteran overland/questing system
    Ydrisselle wrote: »
    Franieck wrote: »
    jaws343 wrote: »
    rune476 wrote: »
    Guppet wrote: »
    But then you split the player base. Experienced players put in vet toggle and never mix with new players. New players think the world is dead.


    Why would they need to split the maps? They can just scale down the players stats for those to activate the Veteran Mode and leave rest as it is.

    You can do that yourself. Remove your CP and wear trash gear.

    Yeah, I tried that... even then overland is pathetically easy haha

    For you it is, because you are already experienced and know the basic mechanics. Not so long ago I was fairly new; I couldn't even kill an elite with 100k hp. If I pulled a 3-member mob pack, I died (except if they were the 13k hp packs, like skeevers or wolves). So overland is only easy if you already know what you have to do.

    I think this topic was already discussed in the forum 5 times - in August 2018. And many more times before that...
    rune476 wrote: »
    jaws343 wrote: »

    You can do that yourself. Remove your CP and wear trash gear.

    Why then add raids to the game when we can do public dungeons naked? Why add dungeons when delves without CP are tougher.

    You see where im going with this? Disregarding a players choice in armor/build, asking them to strip down in order to have a challenging experience sounds like a bad idea to me.


    "Sorry mannimarco, i cant fight you just yet im still wearing pants"

    You asked a toggleable debuff for yourself; rune476 answered that it's already in the game.

    It's not already in the game.

    Taking off your gear defeats the purpose of playing an RPG (character customization/gear progression).

    Turning off CP costs gold and takes a lot of time. Let's say you turn off CP every day at least once. That's 3k to turn it off and another 3k to re-apply it, plus 20 minutes to put everything back into place, minding jump points. That comes out to 42k gold a week just to be able to turn off your CP. But most people would need to turn it on/off multiple times in a day as pledge queues pop and trial invitations get sent out, so you're looking at an expense of 150-200k gold per week.
    Edited by MLGProPlayer on August 16, 2018 5:28PM
  • Daedric_NB_187
    Daedric_NB_187
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    Here we go again (grabs popcorn) ...

    Pretty much.
  • aaisoaho
    aaisoaho
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    Flow-300x228.jpg The whole problem of the seemingly static difficulty is the concept of flow. You can't adjust it to be more difficult, because it would increase the amount of players who find it too difficult and they will feel anxious while playing.

    The normal/veteran versions also wouldn't help, because there will be a gap between the two and the two would still be a static difficulty level. To have an optimal flow, you'd need a difficulty of task that matches your skills and I think you'd never be on a skill level for which the difficulty was designed for.

    Now, pre-one tamriel we had several difficulties and a slightly curved difficulty. There was problems in it, like going back to the easier area you'd get bored very quickly because everything was way too easy. So, it was a very flawed solution.

    In the best case scenario, we'd have a quite difficult overland content over all, but to help the newer players the game would teach them the basics. By teaching them early on, the newer players would have higher skill level. The teaching process could be the same what was used in many games before: show/tell, mimic and repetition. For example: tell the player how to bash, show the player why he/she should bash, make him bash and then start repeating the need for bash. When you have taught something to a player, you can start demanding it.

    Other solution I can think of is adjust the current player scaling. Scale the monsters to be more difficult than they are now and then buff the lower level players. On the higher end we'd have more difficult content, but on the lower end the change wouldn't appear.
  • Kolache
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    implement normal and veteran overland/questing system
    I'd rather a more elegant solution with a difficulty slider or clever debuffs/rewards or something that let people continue to play together but I'd settle for just a veteran version of the world.

    The reason to not have a veteran version is that it would split up the population which always seems like a bad idea... but after playing in it for long enough I think having some people just run around killing everything before a lower level can blink isn't fun for anyone involved.

    A veteran world option would be better than what we have now until someone can figure out a better way to do it.
    Something being unbalanced in 1v1 does not imply that it is balanced in group play.
  • e1team
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    straight up buff overland mobs and questing bosses
    I was just thinking about it today. Quest are fun and interesting but the end bosses are anticlimactic to say the least. I would very much like to see them buffed up a bit, may be some mechanics added to fights.
  • SugaComa
    SugaComa
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    Linked characters ... You play through once and once you've completed all the main quests and a percentage of the side quests perzone you can link your next character you create ... Doing so makes the overland harder for your new character however the achievements are linked so you can get all achievements share skill points etc etc which is why the overland is now harder
  • MaleAmazon
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    We´ve been through this; so I´ll just do the TLDR version:

    Yes lack of difficulty is a problem and the problem is increasing, since characters can become increasingly more powerful until max CP and gold everything; and of course the enemies have the same stats then as when you started with mismatched gear, no shoulder armor for 5 levels and unmorphed skills. This makes stories and quests, which some of us CP780 players still play, really silly combatwise. :(

    Summerset; no bosses at all posed any kind of problem. The only tough fight for me was soloing the Twin Gryphons World Boss.

    The problem with difficulty must be addressed by changing player stats rather than monster stats. ESO already does similar things.

    This means adding a veteran mode for non-dungeon environments which nerfs your stats while perhaps giving you some, small, reward.

    If this is not implemented I do think the game will take a big hit since with all the XP boosts etc going around, many people will quickly get to a point where they annihilate everything. Pushing end game players away from the story DLC and into dungeons and trials only, can only be bad for the game.
    Edited by MaleAmazon on August 16, 2018 7:58PM
  • Sevn
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    I'll join in on beating this horse as well. Totally agree overland is easy for vets, completely disagree anything should be done about it. Overland questing makes up the majority of the content you say? Well shucks so do casuals. I really wonder how often players who want an increase look around and observe their fellow players.

    I'm a harvester by nature so as I'm plucking flowers and snagging fish I mostly see noobs/lowbies running around struggling with enemies that if I sneeze at would die. Only other vets I see are farmers, doing dailies or if it's a dlc zone working on some new questline. I just assumed vets who are looking for challenging content are doing challenging content as I constantly see players trying to group in chat for vet content.

    I've often suggested losing ones gear in the past but that doesn't remove ones ability to use all the knowledge one has learned about the game, making it still much easier than for a newer player. But it is what it is, and it makes zero business sense for zos to allocate any time/funds towards something like this for zero return. No matter how they debuff your character or buff up enemies hp vets are gonna roll over content in short order.

    It's like once you've beaten vma you look back wondering how you ever found it challenging. Content then becomes tedious and you're right back here asking for more buffs/rewards. And hp buffs are as good as you'll get, no way devs rework mechanics or add new ones to old content for vets who will burn through it in short order, for zero profits. Not gonna happen.

    It's much easier and profitable to appease newer players who haven't been burned out, don't own the vast majority of the content and are just much easier to please because it's all still very new to them. Vets on the other hand own so much already, have vast amounts of knowledge about the game and are just generally harder to keep happy for a variety of reasons.

    You don't have to constantly reassign skills/cp's, there are 8 free slots, use them. I have a ton of toons, some built for no-cp bgs, no-cp cyro, pve vet content, pve quest content, etc. I also don't have a "main", each toon is a main for me as it's the main toon I use for whatever content they were built for.
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  • Everstorm
    Everstorm
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    implement normal and veteran overland/questing system
    Tandor wrote: »
    There's nothing wrong with the leveling part of the game as it is,

    There is far more overland/questing content than you need to get to level 50 with 160cp. I find it rather sad that so many inexperienced players fail to see that to keep the game alive it will also need to keep it's veteran players satisfied. I will never support an option that would make the game harder for newer players, they need their space to learn the ropes just like I did.
    But experienced veteran player doesn't equal elitist trial player. I play this game for the quest content, I never set one foot into any trial and only ran a couple of veteran dungeons with actual groups. I like doing stuff alone and I got to 800+ CPs doing just that.
    Telling veteran players to just keep repeating the same trials and dungeons they ran a bazillion times is ludicrous. It's tedious, repetitive and will drive players away. We paid just as much money for Summerset and Morrowind as you did, we also have a right to actually enjoy it. It just feels wrong that the earl of Nocturnal with the full support of Nocturnal behind her is less powerful than some random bandit leader in the sewers in Wayrest.
  • PlagueSD
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    leave it as it is, I like one shotting everything
    One word...Craglorn. They tried that with that zone and failed miserably. Everyone was complaining that it was too hard to solo.

    I still see newer players complaining that overland quests are "too hard". Hell, when Clockwork came out, people were complaining that the last fight in the main quest track was too hard.
  • Esha76
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    I just created a new character for the first time in at least a year, probably longer. I've got him up to level 6 now and I did not plug in any CPs or make him any gear. Yet.

    Now, I'm someone with close to 1000 CPS and have been playing since early access. So, as noted in other posts, I know the "ins-and-outs". And so far in the 6 levels I have not had to break a sweat or bite a nail once.

    Now... That being said, I do see people die in overland questing regularly. I've got 4+ years of experience and I know what every overland mob does. This is like my 20th character, if you include both EU and NA servers.

    As for the argument of "don't plug in CP and use junk armor"... For someone with my level of experience with this game - all that does is slow things down. This guy isn't cranking out the numbers he would if I had plugged in the 780+ CPs. Conclusion: This is even more boring.

    But I would say they need something to cater to all. I'd hate to see new comers get disgruntled right away for not grasping it quickly, or if the difficulty was jacked up beyond beginner. But as I have always experienced in other MMOs: level-questing is the place for story-driven cake-walk gaming.

    But that also being said, as already pointed out, there is a huge steep climb between burning down trolls in Rivenspire to DLC dungeon difficulty.

    I wish I had an answer. I'd like to see something scale-able for veteran players with jacked up CPs. But I don't want to see it at the expense of new players and those still learning. But then again mechanics that will better prepare everyone for the likes of DLC content is pretty needed at this point.

    In the mean time, I'm plugging all my CPs into this new guy... I earned those points and without them this is just going to be a long tedious grind, which I've already done several times before.
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  • Linaleah
    Linaleah
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    implement normal and veteran overland/questing system
    rune476 wrote: »
    Questing difficulty should be left as it is. After reaching a certain CP threshhold i believe an optional "veteran" mode should be available. I hate going through new story content on my main, knowing nothing will challenge me. The Veteran Mode doesnt even need more mechanics, just higher HP and mob damage. Currently at cp600 i feel giving everything roughly three times the hp/damage would do it justice.


    Currently i envision it as a light version of Diablo 3's difficulty system, so that on the Veteran Mode mobs would drop twice the gold and higher chances for set drops.

    I feel its important to emphasize the optional part. As a way to add challenge to ones own gameplay.

    pretty much everything I would have said, other then hating going through the story on easy mode. I love being able to relax into the story. challenge actualy takes away from it for me, becasue now instead of being focused on the narrative, I'm focused on trying to not die and for some people that IS the fan part and the narrative, but not for me and not for a lot of people.

    baseline difficulty should stay as is. optional vet difficulty should be available, but only OPTIONAL.

    as it is, lately, with each new dungeon DLC I have to remind myself why do I even enjoy this game anymore. it takes going back to the stories and playing through on alts to remember.. oh.. that's why. flat increase to difficulty of overworld = canceled subscription from me. but OPTIONAL higher difficulty? is a pretty good compromise IMO.
    Edited by Linaleah on August 16, 2018 10:13PM
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • MLGProPlayer
    MLGProPlayer
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    implement normal and veteran overland/questing system
    PlagueSD wrote: »
    One word...Craglorn. They tried that with that zone and failed miserably. Everyone was complaining that it was too hard to solo.

    I still see newer players complaining that overland quests are "too hard". Hell, when Clockwork came out, people were complaining that the last fight in the main quest track was too hard.

    Current Craglorn is the best zone in the game. It has both veteran and normal delves as well as challenging quest hubs that can soloed or done in groups.

    Every zone should be like the current Craglorn. It's the only zone I had fun questing through with a CP level character.
    Edited by MLGProPlayer on August 16, 2018 10:24PM
  • ZeroXFF
    ZeroXFF
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    Other (explain your ideas and thoughts)
    Buff the damage of overland mobs by a factor of 10-20 so that tanks can tell you how easy overland content is while mobs 1-shot you. (sarcasm in case it wasn't obvious)

    Not everyone plays with your setup, and questing should be accessible to everyone playing the game.
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