Callous2208 wrote: »Still man, even with trolls. You said experienced players. Experienced player would have to be standing still not even fighting back to die. It's just not happening. Trolls aren't even eating through my glass cannon builds when i forget food buffs to the point of being dangerous.
Yea an experienced player wont die to one or even 5 trolls. Not if theyre fighting back. I was responding to the people who were saying its so easy mobs literally cannot kill you. as in they dont out dps your regen.
Overland isn't supposed to be challenging. Could we use more challenging optional content like VMA, VDSA, and such? sure! but leave overland alone. it's already Working as Intended.
Have you ever faced off against a single enemy NPC and just stood there without attacking it? Try it out. You'll soon notice that they swing at you once every 2 seconds, dealing damage that you will surely recover by half in between each attack. Now, I know what you're thinking "but if they group up it adds up". I agree with you, but how many times do you see overworld enemies grouping up against you? In my opinion, it seems like the fight only becomes fair when they're a group of about 4 or 5 and I'm talking about this while having no CP allocated by the way. Explorers like me are usually looking for new areas to explore and loot, but are disappointed to find out there's a severe scarcity for delves while the overworld enemies provide a snoozing time for a fight. You could go fight a world boss, sure, but it just becomes a game of rotation and respawns not everyone will agree to repeat over and over again, but solo or couples (2) will most likely. The problem is that 2 people will not defeat a world boss and if they do, they're in the vast minority of people.
TL;DR
Ideas:
1. Make overworld enemies more difficult the further away they are located from a town or city.
2. Scale difficulty depending on how many enemies are fighting you.
3. Add mini bosses similar to public dungeon bosses to the overworld to balance out the extremities of braindead easy enemies and overly difficult world bosses.
4. Add more random Daedra spawns with increased enemies.
5. Add groups of enemies or mini bosses in front of the entrance to delves, public dungeons, and group dungeons.
Increase the overland difficulty all abroad? No, I actually agree that some people might struggle with it, people play games for different reasons some like easy fun some like hard fun. But overland is like playing Skyrim on novice difficulty.
Just add an optional veteran instance/option for over world. The megaserver makes use of sharding anyway.
No taking off gear and not using other progression mechanics is not an option, because you will remove core pillars of an RPG.
And yes there is challenging content like dungeon and trials, but those are only a small percentage of the content, and you need to organize a group etc. Also PUGs are not really the most enjoyable experience.
I am not going to repost academic sources on theory of flow, and how hard fun is one of the pillars of fun in games. Neither am I going to explain again how challenge can actually increase immersion with the effects of positive frustration. Just dig through my post history and you will find all that stuff.
I don't need extra rewards, I would even advocate to reduce the droprates in vet overland in order to make items feel more valuable. just add a couple of achievements, and maybe just increase the motif drop rate in certain situations.
Just add an optional veteran overland. Sadly the reality is that the developers will never do this probably. And this problem is present in all other current mmo's as well. But one can hope at least.
I'd prefer a way to simply down-scale my character when questing about. Toggle on, Toggle off, Toggle on, Toggle off.
Good luck. I got into this debate long ago and finally decided to hang up any resistance. I came to the conclusion most people who play ESO do not want a challenge and are perfectly fine picking berries for their play time. As you've seen and you will continue to see for years to come is the same canned responses such as remove all cp, quest naked, don't eat food, try your lover's blindfold when you play, etc. You'll also be hit with the harder content is in dungeon and then trials and you are expected to run those ad nauseam until the next expansion which will give you one or two more. You will never win here. Most believe 80% of the games content which is overland, is only for new players learning and so will the next 6 expansions of the same content.
My advice to you is fight the lag and pvp, either Cyrodiil or BGs. It's the only place you will get a challenge and where every fight is different. There will instantly be no more stand still and play dps whackamole and learn a few dungeon mechanics and you've mastered it. You will pressed to become your very best and even then you will actually die. You will also find theory crafting a lot more enjoyable as it will open up more sets you can use. That's my 2 silvers for what it's worth. I too wish Overland had some challenging moments but you're not going to find it here unfortunately.
This is, inevitably, what this type of thread always turns into. It's not the challenge people want, it's that they want better rewards. If vet instances were added without the rewards, 90% guaranteed all these "it's too easy" people would still choose easy because it's faster.
Remove your CP, take off all your skill points and your gold armor, use only rubbish found head into even a delve and enjoy your surprise prostate exam.
So many people oblivious to reality or just plain lying about mobs not being able to kill you overland. The most experienced player in the game WILL die on occasion to world bosses or too many enemies at once. Then they deny it happened and forget about it out of shame because they believe they're better than the rest of us.
Khivas_Carrick wrote: »I'm actually entirely in favor of increasing overland difficulty and having it scale to the user, not just by level but by gear quality and skill points earned/allocated.
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 ***
MartiniDaniels wrote: »ZOS, just create separate instances - normal and veteran, that will solve all kind of overland problems.. also good side will be that majority will sit in veteran and so newbies won't suffer when cp810 nuker nukes delve in 10 seconds on his way to skyshard and then newbie should wait for boss to respawn etc..
My only complaint with overland zones is the mobs are just too weak for high level players. A run-of-the-mill mob has about 30k health, which, to a player who deals 30k DPS, is literally nothing. Not to mention those who deal even higher DPS.
The simplest solution is literally what you said. Have an option that basically scales various stats on our characters, based on a selected difficulty setting. You could have Easy, Normal, Hard, Veteran, and each setting just changes how much damage we deal, how much damage we take, how much healing we receive (I wouldn't change healing done, as that would impact other players). Normal could be where it is now, Easy could be a little bit more forgiving (newer players do tend to struggle in newer zones), Hard could be a bit harder, and Veteran could be even harder.
A system like this is already in place; PVP's Battle Spirit status effect. Battle Spirit does various things, such as adding a flat 5000 health to your max health, halving your damage and healing done, halving the effectiveness of damage shields, and increasing the range of long-range abilities (if I remember correctly, abilities with a range of 25 meters or something) by 8 meters. Zenimax could take Battle Spirit, rename it to something else (or hide it entirely), add it to all overland instances (including building interiors, delves & public dungeons), tie a difficulty setting to it (could be in your character sheet or something), and change it to scale the stats I mentioned in the last paragraph based on the chosen difficulty setting.
Tada, more difficult overland without affecting other players, and without reintroducing leveled zones.
DjMuscleboy02 wrote: »I recently made a new character and didn't put in CP. With no gear other than the prophet's inferno I was given through leveling up and the random pieces of mixed gear I found laying through the game, I easily 2 hit most overland ads. The only thing that was remotely difficult was soloing a world boss before unlocking my second skill bar where I had to just run in circles using heavy attacks and dots because my sustain was so bad that I couldn't actually fight it.
Tldr; Overland content is actually brain dead regardless of if you are experienced or if you just bought the game.
explain how no new player I've ever met has complained about it being too easy.
The "Make it harder" crowd along with the PVP nerf crowd are the 2 biggest things ZoS needs to ignore to keep the game fun.
Do vet trials or something. if you find those too easy perhaps its time for another game.
I have a side account, that has no cp on it yet. it has no max level characters at all. I have more then once come back to my character's dead body, because I thought I afked in a safe spot but didn't realise that random spider patrols through it.
I have also come back to my main who has max cp - dead because I afked in a wrong spot for a minute.
so no, OP I have not experienced what you describe. moreover. again bringing up that no cp side account. I'm pretty well familiar with the game at this point. I play a class that I'm comfortable with. and there are times where I have to frantically self heal or die.
no. I do not think overland needs to be made more difficult.
Your char died because you went afk for minutes, and somehow that equals overland not being brain dead easy?
What’s next, getting mats is too hard because they don’t fill up your inventory passively?
OP claimed that you can let a mob wail on you and not die. I have experienced otherwise. moreover I have also described when in active combat I had rough moments, while having enough experience not to die. newer players do die. heck, I see it happen a fair bit, mostly when doing crafting surveys and not always manage to get there in time to help before they die.
please. next time READ what I said instead of going directly to strawman arguments
Overland enemy's being easy to kill doesn't really bother me since they are all trash mob anyways. I just wish the bosses you have to fight in the quest were a little more difficult. I hate in the story quest its like "Yeah im about to fight a vampire lord" oh he only has 120k health and I killed him in 2 seconds.
I don't see why they can't increase the health to some of the quest bosses to the 500k-1 million health range. Then add some mechanics to them but still have the same damage output. I mean some of the quest bosses already have mechanics but you kill them so fast they aren't really needed.
For example when you fight Faolchu in the DC main quest line. You learn you have to use fire to hurt him so NPC randomly shoot fire arrows in. But you can already do enough damage to him without that mechanic it kinda makes it feel pointless. Now if you gave Faulchu 1mil health but still same damage output it makes to fight seem more meaningful and like you area actually fighting an NPC that everyone in the story line says is the most powerful werewolf.
Or make some attacks that can almost one-shot you get in a protective zone and every other attack is normal damage output. So many things they could do to make it more interesting but still not increasing difficulty i feel like just by adding a few mechanics and increasing the health so it actually feel likes a little bit of a fight instead of instant killing them all the time.
MartiniDaniels wrote: »ZOS, just create separate instances - normal and veteran, that will solve all kind of overland problems.. also good side will be that majority will sit in veteran and so newbies won't suffer when cp810 nuker nukes delve in 10 seconds on his way to skyshard and then newbie should wait for boss to respawn etc..
... or just create a toggle that scales the player up or down depending on the chosen difficulty. Serious question, does anybody use their brains here?
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 ***
Overland enemy's being easy to kill doesn't really bother me since they are all trash mob anyways. I just wish the bosses you have to fight in the quest were a little more difficult. I hate in the story quest its like "Yeah im about to fight a vampire lord" oh he only has 120k health and I killed him in 2 seconds.
I don't see why they can't increase the health to some of the quest bosses to the 500k-1 million health range. Then add some mechanics to them but still have the same damage output. I mean some of the quest bosses already have mechanics but you kill them so fast they aren't really needed.
For example when you fight Faolchu in the DC main quest line. You learn you have to use fire to hurt him so NPC randomly shoot fire arrows in. But you can already do enough damage to him without that mechanic it kinda makes it feel pointless. Now if you gave Faulchu 1mil health but still same damage output it makes to fight seem more meaningful and like you area actually fighting an NPC that everyone in the story line says is the most powerful werewolf.
Or make some attacks that can almost one-shot you get in a protective zone and every other attack is normal damage output. So many things they could do to make it more interesting but still not increasing difficulty i feel like just by adding a few mechanics and increasing the health so it actually feel likes a little bit of a fight instead of instant killing them all the time.
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 ***
simple personal debuf via scroll, altar, whatever:
+50-75% incoming damage
50-75% outgoing damage reduced
and pls, don't tell me that this is hard to code )