Maintenance for the week of April 13:
• PC/Mac: No maintenance – April 13
Update 50 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts

Increase Quest Boss Health and Add Mechanics

JadonSky
JadonSky
✭✭✭✭✭
I don't mind the overland enemy's being easy to kill since they are all trash mobs 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 the most powerful werewolf lord". Then he only has 120k health and I killed him in 2 seconds.

I think a good solution would be to 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 NPCs randomly shoot fire arrows in during your fight. 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 you would actually need to use the firearrow mechanic to help kill him faster. This to me would make it seem like a more epic fight if you actully had to dodge and fight him for longer then 2.5 seconds.

Or make some attacks that can almost one-shot you unless you get in a protective zone (with plenty of time to get to this zone) and every other attack is normal damage output. With this sample you of course would not do this one attach is often is a world boss and maybe give a little extra warning before it happens.

So many things they could do to make it more interesting but still not increasing difficulty. I mean it is suppose to be a boss fight but still make it solo-able. I feel like just by adding a few mechanics and increasing the health to that 500k - 1mil range so it actually feel likes a little bit of a fight instead of instant killing them all the time would make it more fun and make you feel like you are actually fighting a difficult enemy without it actually being too "difficult".
  • Everstorm
    Everstorm
    ✭✭✭✭✭
    ✭✭
    Most of them have mechanics actually. They just don't get the time to deploy them... unless it's a forced time out.
  • JadonSky
    JadonSky
    ✭✭✭✭✭
    Everstorm wrote: »
    Most of them have mechanics actually. They just don't get the time to deploy them... unless it's a forced time out.

    Agree, when I think about it most of them do have mechanics . That why I think an increasing the health, similar to what they did with the Molag Bal battle, would allow more use of the mechanics and make it seem like a more thrilling battle. Maybe the main boss fights in the quest could have 1-1.5 million health. Then the smaller bosses in the quest line that I guess you could consider "mini boss" could have 500k heaIth. I know they would still be easy to kill but at least it would take a few minutes instead of instant death and allow the need for the mechanics to be used.
  • dazee
    dazee
    ✭✭✭✭✭
    ✭✭
    They have to be careful with that, remember some new players are doing like 2k dps. it would take them forever to kill these bosses and it would just be tedious for them. Some of the most challenging games have bosses which can die in relatively few hits, but can easily kill you (Dark Souls Franchise).

    Not saying we should make bosses in ESO like that or it would surely drive away many new players, but so could giving enemies a million health. an experienced player can melt molag bal in seconds (I did last time I did the quest) but a new player may take several minutes or more.

    to sum up, until they do something to raise the skill/build floor so newer players do more damage/survive better, it's not a great idea. the difference between a bad and good build is far too large.
    Edited by dazee on January 7, 2019 3:34PM
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • Everstorm
    Everstorm
    ✭✭✭✭✭
    ✭✭
    Yup, it's a dilemma. I still think One Tamriel is a great idea but the difference between new and veteran players is so enormous that by making content for both groups you're bound to leave people disappointed somehow.
  • WoppaBoem
    WoppaBoem
    ✭✭✭✭✭
    I stopped questing very soon after playing the game. No rewards and mindless as you will always succeed. And I even started with a tank....... lol
    Xbox EU & NA - PVP Only
  • Bouldercleave
    Bouldercleave
    ✭✭✭✭✭
    ✭✭✭
    JadonSky wrote: »
    Everstorm wrote: »
    Most of them have mechanics actually. They just don't get the time to deploy them... unless it's a forced time out.

    Agree, when I think about it most of them do have mechanics . That why I think an increasing the health, similar to what they did with the Molag Bal battle, would allow more use of the mechanics and make it seem like a more thrilling battle. Maybe the main boss fights in the quest could have 1-1.5 million health. Then the smaller bosses in the quest line that I guess you could consider "mini boss" could have 500k heaIth. I know they would still be easy to kill but at least it would take a few minutes instead of instant death and allow the need for the mechanics to be used.

    1 - 1.5 million health? That puts them almost in line with world bosses.. No thank you. It would take an average player 4-5 minutes to kill a boss while figuring out mechanics. (1,500,000 health / 5k DPS = 300 seconds or 5 full minutes). The entire game turns into a large scale vMA...

    No newer players would play this game past the first "boss"



    Edited by Bouldercleave on January 7, 2019 3:54PM
  • Surak73
    Surak73
    ✭✭✭✭✭
    I see your point, but you have to take into account that differences between players are simply abysmal. I mean, some weeks ago there was a guy in Gold Coast that was calling for help for doing Hrota Cave (!)...

    So, the hard fact is that you can't make a fight interesting for many people without making it prohibitive for many others.

    Maybe they could introduce some sort of "difficulty switch" at login, basically debuffing you. But I don't know if players would like it or use it, and I don't think it's on ZOS priorities list...
  • JadonSky
    JadonSky
    ✭✭✭✭✭
    JadonSky wrote: »
    Everstorm wrote: »
    Most of them have mechanics actually. They just don't get the time to deploy them... unless it's a forced time out.

    Agree, when I think about it most of them do have mechanics . That why I think an increasing the health, similar to what they did with the Molag Bal battle, would allow more use of the mechanics and make it seem like a more thrilling battle. Maybe the main boss fights in the quest could have 1-1.5 million health. Then the smaller bosses in the quest line that I guess you could consider "mini boss" could have 500k heaIth. I know they would still be easy to kill but at least it would take a few minutes instead of instant death and allow the need for the mechanics to be used.

    1 - 1.5 million health? That puts them almost in line with world bosses.. No thank you. It would take an average player 4-5 minutes to kill a boss while figuring out mechanics. (1,500,000 health / 5k DPS = 300 seconds or 5 full minutes). The entire game turns into a large scale vMA...

    No newer players would play this game past the first "boss"



    yeah I didn't really do the math on it. So maybe 500k health would be good enough. I just feel the 120k is just too low even for a new player.
  • albesca
    albesca
    ✭✭✭✭✭
    JadonSky wrote: »
    I just feel the 120k is just too low even for a new player.

    No, it isn't. When I started I couldn't beat most quest bosses solo and had to wait till someone else came along: mismatched gear and poorly chosen skills coupled with low mobility and not knowing when to block or dodge made even lowly bosses quite hard to beat.
    PC EU

    Khajiit has no time for you
  • Jameliel
    Jameliel
    ✭✭✭✭✭
    And make bosses drop phat lootz :#
  • Everstorm
    Everstorm
    ✭✭✭✭✭
    ✭✭
    Surak73 wrote: »
    Maybe they could introduce some sort of "difficulty switch" at login, basically debuffing you. But I don't know if players would like it or use it, and I don't think it's on ZOS priorities list...

    Feels off to spend all that time and go through all that trouble to build your character with gear and skills and then have to debuff all that progress in order to enjoy the bulk of the content.

  • JadonSky
    JadonSky
    ✭✭✭✭✭
    albesca wrote: »
    JadonSky wrote: »
    I just feel the 120k is just too low even for a new player.

    No, it isn't. When I started I couldn't beat most quest bosses solo and had to wait till someone else came along: mismatched gear and poorly chosen skills coupled with low mobility and not knowing when to block or dodge made even lowly bosses quite hard to beat.

    Are you talking recently or back before one-tamriel launched? I mean before one_tamriel launched i would say they were a challenge as you went because each map was scaled to a level set. Recently I created another character just to replay all the quest and with random gear I was still able to easily defeat a quest boss in a matter of seconds at level 10.
  • Bouldercleave
    Bouldercleave
    ✭✭✭✭✭
    ✭✭✭
    JadonSky wrote: »
    albesca wrote: »
    JadonSky wrote: »
    I just feel the 120k is just too low even for a new player.

    No, it isn't. When I started I couldn't beat most quest bosses solo and had to wait till someone else came along: mismatched gear and poorly chosen skills coupled with low mobility and not knowing when to block or dodge made even lowly bosses quite hard to beat.

    Are you talking recently or back before one-tamriel launched? I mean before one_tamriel launched i would say they were a challenge as you went because each map was scaled to a level set. Recently I created another character just to replay all the quest and with random gear I was still able to easily defeat a quest boss in a matter of seconds at level 10.

    The game steered away from the hardcore, difficult, traditional MMO a LONG time ago. I remember almost rage quitting because Dosha wiped the floor with me dozens of times before I figured her out. Forget the fight with Mannimarco in the main quest line - it took me no less than 20 tries before I could kill him.


    That is NOT the same game we play today. Overland mobs and questing is easy and very casual. For a challenge, I solo normal dungeons, world bosses, etc.
  • albesca
    albesca
    ✭✭✭✭✭
    JadonSky wrote: »
    Are you talking recently or back before one-tamriel launched? I mean before one_tamriel launched i would say they were a challenge as you went because each map was scaled to a level set. Recently I created another character just to replay all the quest and with random gear I was still able to easily defeat a quest boss in a matter of seconds at level 10.

    I started playing last March.
    I too started a new character recently and had no problems with quest bosses nor with delves at around level fifteen, but now I know what I'm doing
    PC EU

    Khajiit has no time for you
  • JadonSky
    JadonSky
    ✭✭✭✭✭
    JadonSky wrote: »
    albesca wrote: »
    JadonSky wrote: »
    I just feel the 120k is just too low even for a new player.

    No, it isn't. When I started I couldn't beat most quest bosses solo and had to wait till someone else came along: mismatched gear and poorly chosen skills coupled with low mobility and not knowing when to block or dodge made even lowly bosses quite hard to beat.

    Are you talking recently or back before one-tamriel launched? I mean before one_tamriel launched i would say they were a challenge as you went because each map was scaled to a level set. Recently I created another character just to replay all the quest and with random gear I was still able to easily defeat a quest boss in a matter of seconds at level 10.

    The game steered away from the hardcore, difficult, traditional MMO a LONG time ago. I remember almost rage quitting because Dosha wiped the floor with me dozens of times before I figured her out. Forget the fight with Mannimarco in the main quest line - it took me no less than 20 tries before I could kill him.


    That is NOT the same game we play today. Overland mobs and questing is easy and very casual. For a challenge, I solo normal dungeons, world bosses, etc.

    True and woulden't want to old way back. I mean your character would still scale to the content it was just add a little time to killing the quest boss. Its more of an RP thing to me. Build up story to an epic boss just to kill him in 2 seconds. Just be nice if they had a little more health to make the battle last a couple minutes.

    But like you, I do solo the world bosses, normal dungeons (for the ones you can), and public dungeons for a challenge.
  • aaisoaho
    aaisoaho
    ✭✭✭✭✭
    Before raising the difficulty on any overland/quest encounter, the game should first teach it's players. Show how to dodge roll, teach how to dodge roll and then require to dodge roll. This way we have more talented playerbase ready to face the more difficult overland without being anxious in front of the new challenge.
Sign In or Register to comment.