Tbh the reactions in this thread are exactly why One Tamriel was a mistake.
Progression has no meaning anymore
Alliance has no meaning anymore
There is no difficulty in the overland anymore
Ugh, same. My very first character was a bosmer NB and boy that fight inspired some colorful and creative swears from me.Those are the exact two mobs I was thinking of. I remember both being pretty challenging on my NB because my survivability was kind of low but I got through them with a bit of effort. IIRC Doshia was particularly tough for me as a bow NB because of how the room was set up and how little room there was. I didn't have as much touble with Gutsripper but it was still pretty hard at the intended level.
Leveling up makes you weaker in this game
It’s a poor design choice to make a lvl10 char so much stronger baseline than a max level char
OrdoHermetica wrote: »Tbh the reactions in this thread are exactly why One Tamriel was a mistake.
Progression has no meaning anymore
Alliance has no meaning anymore
There is no difficulty in the overland anymore
One Tamriel was also what gave this game a second breath of life. Maybe the way they handled it leaves something to be desired, but pre-One Tamriel ESO wasn't doing so great, so... I'd say it wasn't a mistake conceptually.
Tbh the reactions in this thread are exactly why One Tamriel was a mistake.
Progression has no meaning anymore
Alliance has no meaning anymore
There is no difficulty in the overland anymore
Tbh the reactions in this thread are exactly why One Tamriel was a mistake.
Progression has no meaning anymore
Alliance has no meaning anymore
There is no difficulty in the overland anymore
It’s better this way. I run with people who can’t do base game vet dungeons at max cp. And they are the big spenders.
Sorry not sorry.
Zos has crunched the numbers, the people who want a challenge don’t splurge on pretty stuff as much as “casuals” who just want to jump into an amusement park.
The overland is plenty difficult for people who aren’t forum warriors like us.
Kiralyn2000 wrote: »In what modern MMO has overland been 'difficult' for veteran players, let alone 'progression' content? Most MMOs I've played in the last 10 years, all the Pro Players grumble about how they have to speedrun through the boring/pointless questing & leveling, so that they can get to the Endgame (raiding, vet dungeons, ranked pvp) where the actual game starts.
Tbh the reactions in this thread are exactly why One Tamriel was a mistake.
Progression has no meaning anymore
Alliance has no meaning anymore
There is no difficulty in the overland anymore
It’s better this way. I run with people who can’t do base game vet dungeons at max cp. And they are the big spenders.
Sorry not sorry.
Zos has crunched the numbers, the people who want a challenge don’t splurge on pretty stuff as much as “casuals” who just want to jump into an amusement park.
The overland is plenty difficult for people who aren’t forum warriors like us.
The sad thing is that the players who want a challenge are actually bigger spender than the casuals most of the time.
But this isn't really what ANYONE wanted...the casuals you speak of just don't care enough to raise too much of a fuss about it.
Even a traditional Elder Scrolls game has progression, which is what ZOS intended for One Tamriel to be...a more traditional Elder Scrolls game. In doing so they ruined progression (1-50 is entirely meaningless. You're as strong as you will ever be at level 1, in terms of the overland content) AND also wrecked a lot of the story continuity within the base game.
For example, in Messages Across Tamriel, all of the alliance leaders recognize you as this big badass despite you having just gotten off of the boat (since, canonically, the Main Story quests are done in secret with no one else having any knowledge of it)
So they also did create massive amounts of plotholes that do very much affect the casual playerbase
Can anyone do a quick check and confirm that the base stats boosting actually ends at L50 and not CP160.
If anyone has a L50/CP10 character, can you remove all gear and un-assign all CP and attributes/skills/passives and check their base stats from character sheet.
I only have CP160+ characters left and the base stats for one of them are:
CP734 - None Applied
Breton - No passives Applied
Mundus - no H-M-S Stats boosted
No gear - No Skills - No Skill passives
MAX Magicka - 9550 MAG recovery - 637
MAX Health - 10493 Health Recovery - 339
MAX Stamina - 9550 Stamina Recovery - 565
I had always thought that the base stats/gear boosting stopped at CP159 right before you were at CP160 parity, even if the final boost was small.
Leveling up makes you weaker in this game
It’s a poor design choice to make a lvl10 char so much stronger baseline than a max level char
Lois McMaster Bujold "A Civil Campaign"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 ***
Tbh the reactions in this thread are exactly why One Tamriel was a mistake.
Progression has no meaning anymore
Alliance has no meaning anymore
There is no difficulty in the overland anymore
It’s better this way. I run with people who can’t do base game vet dungeons at max cp. And they are the big spenders.
Sorry not sorry.
Zos has crunched the numbers, the people who want a challenge don’t splurge on pretty stuff as much as “casuals” who just want to jump into an amusement park.
The overland is plenty difficult for people who aren’t forum warriors like us.
The sad thing is that the players who want a challenge are actually bigger spender than the casuals most of the time.
But this isn't really what ANYONE wanted...the casuals you speak of just don't care enough to raise too much of a fuss about it.
Even a traditional Elder Scrolls game has progression, which is what ZOS intended for One Tamriel to be...a more traditional Elder Scrolls game. In doing so they ruined progression (1-50 is entirely meaningless. You're as strong as you will ever be at level 1, in terms of the overland content) AND also wrecked a lot of the story continuity within the base game.
For example, in Messages Across Tamriel, all of the alliance leaders recognize you as this big badass despite you having just gotten off of the boat (since, canonically, the Main Story quests are done in secret with no one else having any knowledge of it)
So they also did create massive amounts of plotholes that do very much affect the casual playerbase
I never really did get why people hated on the original system. It never seemed that bad to me. Yes, you had to go through each faction in a linear fashion but at least it made some sort of logical sense, had progression and that is how the game was designed. I wouldn't have had an issue if they had designed the game to be "open" from the start (like it is now) but then the quests and progression would have been designed around that to make logical sense. It seems like now it's in a weird limbo.
As for the difficulty I think others have mentioned a difficulty slider and that seems like it makes the most sense. If the difficulty now is really just all the same except low levels get buffed up artificially to the appropriate level it seems like it shouldn't be that difficult to put in a segmented slider that diminishes the power of the buff in stages like 75%, 50% 25% etc..They could even tie some achievements to harder difficulty levels and/or have some unique rewards like mounts for leveling on a harder difficulty.
Lois McMaster Bujold "A Civil Campaign"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 ***
OK, so how does this change effect harvesting? Harvesting nodes used to be in the appropriate zones based on level. Are all nodes just mixed up in all zones now or is it still segregated by the old levels?
Lois McMaster Bujold "A Civil Campaign"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 ***
you still need to gather skill points. you still need to level skill lines and morphs. unless you decide to just copy someone else's build, part of progression is figuring out how you want to play, what build you want to go with.
the main difference is progression is now lateral, rather then vertical and to be honest, lateral progression fells a heck of a lot more elder scrolls like than what this game was before. I'm in a camp of "I love one tamriel" to be honest, its what got me to come back to the game for good. ability to go anywhere, explore anything - is amazing. I don't like being restricted to specific zones only. and given that Blizzard now implemented something very similar, if not as all encompassing in scope (its expansion restricted, but within any given expansion or two expansions at the time - you can just go to any zone you want, and while level display is showing you as "leveling" and mobs level up with you, its quite literally mechanically almost the same as going from zone to zone in one tamriel.) I'd say that its something majority of gamers tend to prefer to linear restrictive upward progression.
edited to add, I'm not entirely sure exactly how scaling works, but I've noticed that under lvl 50 - my hitpoints might be significantly high, but my damage is significantly lower. the moment I hit 50, even if I didn't upgrade any gear.. my health drops way WAY down, while my damage goes up.
you still need to gather skill points. you still need to level skill lines and morphs. unless you decide to just copy someone else's build, part of progression is figuring out how you want to play, what build you want to go with.
the main difference is progression is now lateral, rather then vertical and to be honest, lateral progression fells a heck of a lot more elder scrolls like than what this game was before. I'm in a camp of "I love one tamriel" to be honest, its what got me to come back to the game for good. ability to go anywhere, explore anything - is amazing. I don't like being restricted to specific zones only. and given that Blizzard now implemented something very similar, if not as all encompassing in scope (its expansion restricted, but within any given expansion or two expansions at the time - you can just go to any zone you want, and while level display is showing you as "leveling" and mobs level up with you, its quite literally mechanically almost the same as going from zone to zone in one tamriel.) I'd say that its something majority of gamers tend to prefer to linear restrictive upward progression.
edited to add, I'm not entirely sure exactly how scaling works, but I've noticed that under lvl 50 - my hitpoints might be significantly high, but my damage is significantly lower. the moment I hit 50, even if I didn't upgrade any gear.. my health drops way WAY down, while my damage goes up.
Hit points yes, but Mag/Sta as well? Which is why I asked earlier if anyone had some actual base numbers on a low CP L50 character. To remove any other factors that could account for boost or no boost.
Skills and spells work off mag/sta pools , but even if they drop, your skills are still much higher at that point to compensate?
Meaning damage either should have also dropped with a lower sta/mag pool or those didn't drop as well or as far?
That also assumes that you didn't already apply earned CP on that character before L50 to see actual base vs boosted numbers?
Lois McMaster Bujold "A Civil Campaign"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 ***
you still need to gather skill points. you still need to level skill lines and morphs. unless you decide to just copy someone else's build, part of progression is figuring out how you want to play, what build you want to go with.
the main difference is progression is now lateral, rather then vertical and to be honest, lateral progression fells a heck of a lot more elder scrolls like than what this game was before. I'm in a camp of "I love one tamriel" to be honest, its what got me to come back to the game for good. ability to go anywhere, explore anything - is amazing. I don't like being restricted to specific zones only. and given that Blizzard now implemented something very similar, if not as all encompassing in scope (its expansion restricted, but within any given expansion or two expansions at the time - you can just go to any zone you want, and while level display is showing you as "leveling" and mobs level up with you, its quite literally mechanically almost the same as going from zone to zone in one tamriel.) I'd say that its something majority of gamers tend to prefer to linear restrictive upward progression.
edited to add, I'm not entirely sure exactly how scaling works, but I've noticed that under lvl 50 - my hitpoints might be significantly high, but my damage is significantly lower. the moment I hit 50, even if I didn't upgrade any gear.. my health drops way WAY down, while my damage goes up.
Hit points yes, but Mag/Sta as well? Which is why I asked earlier if anyone had some actual base numbers on a low CP L50 character. To remove any other factors that could account for boost or no boost.
Skills and spells work off mag/sta pools , but even if they drop, your skills are still much higher at that point to compensate?
Meaning damage either should have also dropped with a lower sta/mag pool or those didn't drop as well or as far?
That also assumes that you didn't already apply earned CP on that character before L50 to see actual base vs boosted numbers?
starkerealm wrote: »
You can always clear spent CP on a level 50 to check the after numbers.
The thing about your pools is, your weapon/spell damage and weapon/spell crit values have a huge effect on your outgoing damage. Those will be far higher on an endgame character.
A level one should have: Max Mag/Stam of 15229, and Max Health of 16407
So, max pool of 46,865.
A naked level 50 (no spent CP) will have 7958 max stam/mag, and 8744 max health.
So, a max pool of 24,660.
So, basically a 90% buff to a level one.
Except, you'll never see this, because you'll also have attribute points spent, and your CP.
Spent 300 CP (that's where attribute scaling is supposed to stop, and got 9550 for Mag/Stam, and 10493 for health. 29,593 total.
Thing is, most endgame characters will have roughly 60k points scattered between their stats.
So, yeah, there is a significant buff, but at the same time, gear and spent points make up a huge difference.
High-level players will be able to group with friends who are new to ESO; anyone below Champion 160 will scale so everyone can adventure together.
Another important thing is that an CP150 player has purple cp100 crafted gear as maximum, might be lower level might be an lots of random stuff an so on, cp200 and this changes as he starts to gear up.I've noticed that players below CP 160 seem to get scaled up to that, but the gear which drops for them from mobs, is actually usually at their level, otherwise I have no other explanation to sometimes getting drops below CP 160 for me when doing group dungeons, with sometimes lower-level players.
Having said that, doing group dungeons on Vet difficulty with players below 300+CP can always be fun. Not so much because it's going smooth, but because of those very low players dying all the time, cause something like 122 CP and 810 CP is a world of difference in survivability + dps, but many are not aware of that.
datgladiatah wrote: »The biggest thing that keeps me from playing this game anymore is because overland content contains a MASSIVE amount of content to do/keeps getting released, but it's all standardized into one difficulty. And the funny thing is it wouldn't matter for early level characters anyways because their buffs from low level can be so high they have way more survivability than most end game dedicated pvp builds.
Tbh the reactions in this thread are exactly why One Tamriel was a mistake.
Progression has no meaning anymore
Alliance has no meaning anymore
There is no difficulty in the overland anymore
Every zone is now scaled to CP160.
Any characters which are not level 50 (and thus CP levels) will be scaled up to CP160 power equivalent.
Wow. That is weird. So there really is no more progression from 1-50? If you are being scaled up like that does it even matter if you craft new armor at level 15 or 20 or whatever or is it so insignificant as to not matter until you hit CP levels? I assume the set bonuses of crafted sets would still be useful but should you just craft one set at level 10 and use that until 50+ now?
Also, if you have more than 160 CP do you get scaled down or is the stuff just trivialized with more CP?
Kiralyn2000 wrote: »datgladiatah wrote: »The biggest thing that keeps me from playing this game anymore is because overland content contains a MASSIVE amount of content to do/keeps getting released, but it's all standardized into one difficulty. And the funny thing is it wouldn't matter for early level characters anyways because their buffs from low level can be so high they have way more survivability than most end game dedicated pvp builds.
And yet, when I started my new Warden this past spring when I got Summerset & Morrowind, I saw new players in chat talking about how hard it was and how they kept dying all the time. And other people agreeing with them.
(just goes to show, it's not the stats & scaling that are the main issue - it's knowledge & understanding of game mechanics & systems. Which is why "just don't assign CP" isn't a great solution for giving uber-players 'challenge' - their knowledge of how to play is so good that the lack of stats doesn't make a big impact. Of course, making overland enemies "stronger" won't give them challenge, either - overland mobs don't have the mechanics that HM dungeon & trial encounters do. And mechanics are the only real challenge for trial-level players - "moar HP" is just grind, and "moar damage" isn't a big deal with simple mechanics.)