Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Please increase overworld difficulty (slightly). Ideas inside. TL;DR the first text wall if you want

  • Zardayne
    Zardayne
    ✭✭✭✭✭
    dazee 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.

    Why isn't overland supposed to be challenging? Is it just for story time? 50 zones set aside for new player learning purposes? safe garden areas for alchemy mats? I've heard numerous people say this throughout the years and I'm curious as to why a fantasy world above the dungeons and crypts and caves has to be such a total safe space. In a fantasy world don't you think some of the nastier evils could have made it to the surface? That a camp of bandits might have a tougher MFer than goon 1 and 2 sitting around the fire? I personally would not like to see all of overland content strengthened, but damn sprinkle in a little fun and excitement so the zones aren't all same O same O.

    There is absolutely no reason why they can not sprinkle in some harder content in these zones. All of you old MMO players remember the old games. You''d have clumps of regular mobs all over and then a group or so might have an elite lvl mob nestled in there. Something when you were pulling mobs and if you were weren't paying attention all of a sudden you were like "Oh sh&t" and you either ran or you survived and learned something about yourself (that your cajones were bigger than you thought). The only time I had this feeling was the first time I entered Imperial City for Telvar stones and ran into the roaming elites in there as I got waylaid by one during an attack on a group of mobs. How about roaming wandering elite level mobs or in hard to reach areas of the maps where the potential to die from deeper exploration was there. Hell even WoW had that! The one when you were traveling, opened your map, and you heard the roar only to close the map to Sir Charface the Mad tearing into you. Just something to get the blood pumping every once in a while. I don't give a damn about having better rewards, just mix it up a bit in zones. Throw in some named bandit and reachman generals, etc. Give me a reason when I make a new character to bring a friend along. My grandson made a new character the other day and I decided to join him hitting delves. Talk about a snooze-fest.

    Another thing they could do possibly is go back and tweak some of the old zone's mobs AI to perform more CC, drink healing pots, etc. I know in Summerset it seems like the mobs have more CC and that in itself makes things abit more challenging and fun. Also, beef up the warriors. I can pull a group of 3 mobs, one sword N board, one rogue and one caster. They all die at the same time to Aoe. That plate mail and shield didn't help that poor *** any more than the robes of the caster. He didn't even use the shield. At least the rogue tries to somersault over me trying to live. Maybe this is the route to increase difficulty some.
  • Sadetius
    Sadetius
    ✭✭✭
    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.
  • Oberstein
    Oberstein
    ✭✭✭
    Vhozek wrote: »
    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.

    overworld is hard enough, try do solo trial you will be nailed.
    History, like a human being, is thirsty when it wakes from its slumber…History wants to drink up an enormous amount of blood. And even if history has tired of drinking blood, that’s only in regards to the amount. But what about quality? The larger the sacrifice is, the more delighted the cruel gods will be.
  • Zardayne
    Zardayne
    ✭✭✭✭✭
    Sadetius wrote: »
    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.

    Well when the game released and for quite some time we had two versions of overland. One until lvl 50 and then you had silver and gold as Vet levels. The main problem with that was it split the community up. Once you hit Vet levels you hardly saw anyone and you might as well be playing Skyrim alone.

    One thing I offered long ago during these discussions as many others have is to offer a difficulty choice just for delves and public dungeons. I mean when I enter delves right now, no one gives a damn if I'm in there with them. No one ever stops and speaks to me. The majority of people will even race ahead and kill the delve boss knowing I'm one room over and heading that way so I don't see an issue doing that to delves. This would also give newer players a reason to group with a buddy and do a vet delve together. I mean I know quite a few, myself included, would love some material that was duo-able, especially with a higher challenging elite lvl delve. Overall this would keep overland the same difficulty while still keeping the community together and yet give some players such as myself that still runs around and does things as a vet, a reason to still hang out in these huge zones. Which are a ton of ESO's content anyway. It would also let vets enjoy future overland content more.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Noisivid wrote: »
    I'd prefer a way to simply down-scale my character when questing about. Toggle on, Toggle off, Toggle on, Toggle off.

    This would be the best solution. However Zos (pretty sure it was MattF himself) said they do not want to make out characters weaker when speaking to their approach to 1T. This could be seen in the same light by Zos devs. It could also pose challenges Zos does not see as worth the effort and potential problems for the benefit that may be gained. That’s something Zos would look at.
  • Sadetius
    Sadetius
    ✭✭✭
    @Zardayne

    That was pre One Tamriel though and the community was split another time between cadwells silver and gold. Adding more options for delves would be great step. But that still lives all the quests in the overland still being mindless chores for certain player types.

    I still think with One Tamriel a veteran overland would work, naturally it would have a smaller population. However personally I would not mind that, as long as it is sustainable and a nice tight community. Hell I would even pay for some crowns for a vet overland.

    I would love to roam with buddies in the overland questing, or even group up with other people for some adventure time.

    Edit : typos
    Edited by Sadetius on January 5, 2019 8:30PM
  • Vhozek
    Vhozek
    ✭✭✭✭✭
    Zardayne wrote: »
    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.

    I'm not ready for PVP.
    I'm not ready for PVP in the sense that I cannot enjoy it. It's a time full of ability spams, lag, and walking. If I want a good PVP experience I would play another game, so I focus my effort to think of solutions on PVE only to make it a bit more dynamic.
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Vhozek
    Vhozek
    ✭✭✭✭✭
    heaven13 wrote: »
    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.


    Uh, no. I want it to be more challenging. I want to have a game for me to play, not a walking simulator where 80% of the enemies are just walking worthless loot. Sure, it sounds like I want better rewards but that's not at all because in fact they are walking worthless loot in the sense of how you might as well just get it without a fight... except you wont' get it because again, they are walking worthless loot.
    Edited by Vhozek on January 7, 2019 2:35AM
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Vhozek
    Vhozek
    ✭✭✭✭✭
    Mr_Walker wrote: »
    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.

    Nope. That doesn't work. That is actually how I thought about this conversation to begin with. I was standing in front of enemies and did several tests for nearly 2 hours.
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Vhozek
    Vhozek
    ✭✭✭✭✭
    dazee wrote: »
    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.

    OP here. I agree that WB and multiple enemies could kill you, but I don't think you read anything.
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Katahdin
    Katahdin
    ✭✭✭✭✭
    ✭✭✭✭✭
    It would be nice to have some newer zones offer greater challenge for experienced players.
    Not VMA challenge but something more than they are.

    I do not think they should change the base game zones except as you go from zone 1 to 5 in a faction, the content should get progressively harder like it used to. Not a huge difference mind you but something matching the greater power and experience your character is getting. Yes I know we are all "battleleveled" but if you are upgrading gear, especially if youre making sets for them and adding skills it makes a difference You are getting more powerful and I dont think the battleleveling you lose as you gain levels makes up for it entirely.

    I wish they had made the DLCs and chapters continuing zones, not starter areas. We have enough starter areas and it mostly just seems to confuse new players when they start in Summerset or Morrowind. New players jumping into Craglorn also seems to be confusing when they get told its an "end game zone"

    Having a toggle to choose difficulty in instanced quest lines would be a nice idea.
    Also for delves would be a great idea, but they would have to be instanced, which most of them arent.
    They should still allow for groups if people choose to do that.
    Edited by Katahdin on January 7, 2019 3:39AM
    Beta tester November 2013
  • sadlythebest
    sadlythebest
    ✭✭✭
    Disable CP > Strip Naked > Equip bucket and broom from April fools event > profit.
    PC-NA

    vMA Flawless/vHRC HM/vAA HM/vSO HM/vMoL HM/vHoF HM/vAS +2/vCR/vBRP/vSS
  • Khivas_Carrick
    Khivas_Carrick
    ✭✭✭✭✭
    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.
    Bobbity Boop, this game might become poop, but I'll still play because I'm just a pile of goop!
  • Linaleah
    Linaleah
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.

    no. NO NO NO.

    the whole reason I even bother with upgrading gear, getting skill points etc etc for my character other then trials healer is BECAUSE I want everything to be easier. why the heck would I bother improving my characters if the game gets harder or stays exactly the same when I do?

    no.

    just NO.
    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"
  • Watchdog
    Watchdog
    ✭✭✭✭✭
    I am all for a toggle, making the overland content more difficult.

    I am against increasing the difficulty for everyone. You see, for some players it is difficult enough and for some it may even feel too difficult. As others have already said, not everyone is an experienced veteran.
    Edited by Watchdog on January 7, 2019 11:06PM
    Member of Alith Legion: https://www.alithlegion.com
  • Girl_Number8
    Girl_Number8
    ✭✭✭✭✭
    ✭✭✭
    Delete all your stuff and characters and there you go. You can also come to Cyro and enjoy trying PvE there such as fishing, quests, etc. I am sure that would suit your needs. :*

    PvE is fine for the purpose it serves.
    Edited by Girl_Number8 on January 7, 2019 9:13AM
  • jainiadral
    jainiadral
    ✭✭✭✭✭
    ✭✭
    Toggle to make the game difficult if you want it, yes. Ruining the game for everyone else, no. Simple.
    Edited by jainiadral on January 7, 2019 9:14AM
  • MartiniDaniels
    MartiniDaniels
    ✭✭✭✭✭
    ✭✭✭✭✭
    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..
  • jcm2606
    jcm2606
    ✭✭✭✭✭
    ✭✭
    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?
  • jcm2606
    jcm2606
    ✭✭✭✭✭
    ✭✭
    I'll just quote myself from another thread for my answer to this conundrum:
    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
    DjMuscleboy02
    ✭✭✭✭✭
    dazee 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'm not sure who you play with. I've had several IRL friends as well as lower level players I've met (made gear for, etc) who have later quit the game because it was too easy and not very engaging.

    You'll see that a lot of players who consider vet trials easy (myself included) stay on ESO because the combat system in ESO is far greater than any other mmo out there. We just kinda hope it gets harder/wait for new trials. Frankly you could make overland more difficult and I still wouldn't do it.

    And experience has little to do with steamrolling overland content. Sure, it helps. But it's not a deciding factor by any means. I steamrolled content with a bow and resto staff on a magplar when I first started until I wondered into Craglorn at cp10 and got stomped to death by wasps. You can basically sleepwalk through any solo content outside maybe vMA (but still definitely nMA) by simply using 2 ground dots, a ST dot, and a spammable attack with basically any weapon and any gear. If you understand how damage dealing works in most mmos, it's pretty simple to just be like ok I'll use these things and bam everything dies in like 3 seconds.

    Linaleah wrote: »
    Jhalin wrote: »
    Linaleah wrote: »
    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


    There's a difference between going completely afk and having mobs beating on you while you're there. OP most definitely meant that you can basically vigor once then stand there and you passively out heal any incoming damage. Reading and comprehending are significantly different.
    Edited by DjMuscleboy02 on January 7, 2019 2:11PM
    Brodor - PC NA - ESO's only pure bodybuilding guild
    Hodor, but stronger
  • JadonSky
    JadonSky
    ✭✭✭✭✭
    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.
  • DjMuscleboy02
    DjMuscleboy02
    ✭✭✭✭✭
    JadonSky wrote: »
    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.

    Pretty much this
    Brodor - PC NA - ESO's only pure bodybuilding guild
    Hodor, but stronger
  • Linaleah
    Linaleah
    ✭✭✭✭✭
    ✭✭✭✭✭
    jcm2606 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?

    yes. though aparently you skipped the part where we explained why toggles WILL NOT WORK FOR NON INSTANCED CONTENT.

    but let me explain again. say you toggle yourself for more challenge. you are fighting some mobs, having a good time, comes along another player who is not toggled and slaughters all your mobs in like a second. no more fun. add extra rewards to it and on comes the cheese. person with toggle on tags the mobs, person without toggle - kills them, person with toggle on gets all the rewards without doing any work. but make good rewards not drop if non toggled person killed them? here come the trolls, tagging everything, but not killing it, so now you are killing difficult mobs, without better rewards.

    toggles in open content. do. not. work.
    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"
  • Linaleah
    Linaleah
    ✭✭✭✭✭
    ✭✭✭✭✭
    JadonSky wrote: »
    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.

    increasing health may not seem like much to you, but for someone with lower damage, it turns a fight into an unbearable slog. one shot mechanics suck suck SUCK. especially if you are playing with terrible latency.

    selectable (aka optional) difficulty for instanced quests? yes. overall increase of difficulty? heck. no.
    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"
  • Vasoka
    Vasoka
    ✭✭✭✭
    Lol no. You want difficulty? Go do vMA flawless.
  • Arunei
    Arunei
    ✭✭✭✭✭
    ✭✭✭✭
    @Linaleah
    It depends on how ZOS would handle the toggle. I'm pretty sure the coding would be able to tell who had a toggle on and who didn't, in order to scale combat accordingly, just like how the scaling can tell what level you are (or if you're CP and no longer qualify for the scaling) to adjust stuff accordingly. Then again this is ZOS and they tend to act in extremes, so who could even say how something like this would work, even if we know how it should. We'll probably never see it regardless, but I like to think it would be easier to code/program than others might believe.

    Also, I took the liberty of doing a test for everyone claiming an overland mob can't out-DPS someone's HP regen.

    https://youtube.com/watch?v=I7hIdqP62xk&feature=youtu.be

    As you can see, it's VERY possible for someone with low resistances/HP regen (aka probably most chars that aren't running some sort of tank setup) to have their health steadily cut down by just ONE overland enemy. You see that Vigor negates the damage yeah, but only for a few seconds. It's still pretty easy to get yourself into an 'oheck' moment and die when fighting against a bunch of mobs when you're on a squishy character.

    EDIT: Tmw you can't figure out how to get a video popped into a response so you don't have to follow a link to Youtube x__x. I'm a special kind of special today it seems.
    Edited by Arunei on January 7, 2019 6:35PM
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • mocap
    mocap
    ✭✭✭✭✭
    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 )
  • heaven13
    heaven13
    ✭✭✭✭✭
    ✭✭✭✭
    mocap wrote: »
    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 )

    I'm still not sure this would actually be used. There's no benefits to players that do it and the enemies just become bullet sponges, taking longer to kill. That's not really a more difficult challenge, just more tedious.
    PC/NA
    Mountain God | Leave No Bone Unbroken | Apex Predator | Pure Lunacy | Depths Defier | No Rest for the Wicked | In Defiance of Death
    Defanged the Devourer | Nature's Wrath | Relentless Raider | True Genius | Bane of Thorns | Subterranean Smasher | Ardent Bibliophile

    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
Sign In or Register to comment.