"Only the Aldmeri—the High Elves and their noble allies, the Wood Elves and Cat-Men—have the wisdom and restraint to peaceably rule the disparate peoples of Tamriel. [...] Men always follow the destructive path of their defender and apologist, the Missing God whom we shall not name. [...] The world has gone wrong, and we must put it right. March proudly beneath the eagle banner of the Aldmeri Dominion! "
Something I would like to see come back to the game are leveled zones. I can go to any zone in the Aldmeri Dominion and the enemies, although different in appearance and behavior, are fought the same way. One problem I have with leveling new characters is that there's just so much I can do that it's hard to choose and I end up wasting time and choosing nothing. I like Khajiit, so ideally I should just hop over to Reaper's March and do all the quests I want. Instant gratification, and there is no worthwhile content left after 2-4 hours. But if leveled zones were back, I'd have an incentive to go through the easier zones first, to level up enough and get to interact with the best race in Tamriel. Longer task, more satisfying gratification, more hours spent playing are rewarded properly.I get that they are set right for new players.. but that should just be the non-DLC zones imho. The DLC zones should all have their monsters scaled to increasingly higher CP's, and the game for the new player should have the expectation that he does the non-DLC stuff first (and is forced to start in those zones).
MartiniDaniels wrote: »They should just increase difficulty so overland mobs can actually kill you, something like group areas in craglorn.
The quests themselves are mostly great -- I'm always having a good time when I'm talking to an NPC. It's the rest of the experience -- spamming one ability to get through mobs who attack at the slowest speed possible and don't pose any threat or interesting challenge, or fighting "bosses" who can't even get through their voice lines before they die to a few DOT ticks -- that ruins the experience. The problem isn't so much that it's too easy (though it is), it's that the quests are based on the idea that the enemies I'm fighting are dangerous and threatening. And they're just not. It's immersion-breaking. I've concluded that there's just no way to play ESO's single player content immersively (since at least for me, immersion requires challenge), so I don't play that content anymore. It's a shame.
I typically don't use any CPs on characters until around level 40. As for mechanics... well, it's a shame that playing the game reduces enjoyment of the game, especially since all the enemies have identical mechanics, just disguised under different animations.And before you say "I can make a new character and it's still too easy". Yea well you still have that CP on a new character and you've been playing the game for years, you know the mechanics, you know how to interrupt, dodge, etc.
How about your fighting abilities are determined by the zone you are in. If we consider Auridon to be a level 10-20 zone, for example, once you pass, say, level 30, your effectiveness in that zone won't increase. If we think of Reaper's March as a 40-50 zone, anything past CP 50 won't apply, etc.The ONLY way to balance content where both can be present is to nerf the high level down to the content. THE ONLY WAY.
Way too easy for vets - especially the new content they keep pumping out. Its soo mind-numbingly easy that these 'world-ending super-villains' which just fall over when you sneeze completely destroys any immersion I may have got from the storylines.
I don't even bother with them now, as there is simply no sense of achievement nor immersion.
If it were a single player game it would tank.
I get that they are set right for new players.. but that should just be the non-DLC zones imho. The DLC zones should all have their monsters scaled to increasingly higher CP's, and the game for the new player should have the expectation that he does the non-DLC stuff first (and is forced to start in those zones).
I mean, I've been playing Divinity 2 lately - single-player - and I enjoy questing there. I enjoy the difficult fights, the challenges, failures and having to approach it differently next time and learn new mechaincs/combo's etc. It all makes the world feel like a dangerous place - and therefore believable!
I prefer the character controls and playstyle etc. of ESO.. and would love to be able to enjoy questing in ESO in the same way that I do for Divinity. Why can't it be this way? WHY?
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 ***
Because we need more lag....dwemer_paleologist wrote: »Zenimax,
please add followers and hirelings.
all the other mmo's have them and can bring them into dungeons so please allow us to also have them.
ImmortalCX wrote: »I wish the overland mobs had different attack patterns and styles.
What about heavy attacks that you MUST block (or else)? Its pretty easy to block HA from one mob, but what if you are fighting 3+, then blocking all the HAs could become challenging.
Or what about invulnerability frames?
Or what about DOTs that need to be dodged or cleansed?
Or what about debuffs that lock out certain of your abilities (randomly)?
Or what about a run speed debuff that can keep you from running away (I really like this one.)?
Or what about healers who can actually heal their companions so you must target them first?
Currently you can just button mash to defeat any overland mob. It really doesn't matter how you play. When you are leveling, the only question is "how many should I take on at once?" When you reach the level cap, the answer is, "I can take on as many as can be pulled."