How can you in the same post claim that ESO's only difficulty is measured in stats and yet claim that the Vanilla WoW leveling experience was awesome?It was tedious and bloated because mobs had a lot of health and your abilities did abysmal damage, compared to the 'bad' system now where it's the opposite. A level 10 defias thief would run up to you, start to melee you for 20 seconds and kill you... hardly exciting. If you wanted to live, you had to pull just one, frostbolt frostbolt frostbolt, frost nova, run away, frostbolt frostbolt frostbolt, kite, frostbolt until its dead. Vanilla WoW was the definition of only being challenging because of stats.
ESO on the other hand has a dynamic and hugely responsive system with dodgerolling, interrupting, blocking, breaking free, sneaking, light attack weaving and skill use. I remember leveling for the first time without cp and good gear and the game did a good job to teach you to use the same mechanics that you'd need for content later. As a leveling player you'd pull a group of mobs and they'd start channeling a spell with a huge burst unless you interrupted, cast conal AoEs or linear spells you'd have to sidestep, lay traps that would snare you unless you dodgerolled, ambush stun you unless you broke free, knock you back unless you timed your block right... It's a lot more engaging than WoW used to be, and actually challenges you to be active and use your skillset.
Now if your argument is that you can avoid paying attention to mechanics due to being relatively overpowered, that's a problem with power creep, not the game itself (although insta-kill DLC dungeons mechanics would beg to differ about your claim of the only challenge in ESO being stats). If you feel you're too powerful and smash through enemies even if you ignore their mechanics, you're probably overgeared. Don't allocate cp on your alts, don't use crafted sets for leveling, use sub-level gear, and don't slot Vigor for easytimes. Plenty of people do leveling challenges in other games, like the no-heirloom challenge in WoW, or the naked challenge, or the you-can-only-equip-vendor-gear challenge, adapt those to ESO in some form if you're bored.
That said, if you tried to give up your old player privileges like cp and awesome gear and still find it easy, bear in mind that the game's outdoor content isn't meant to challenge old players, but be doable to new players. Since outdoor content is not instanced they cant really tweak the difficulty, and while they could introduce harder zones with better rewards, they'd bar a large portion of the playerbase from that and it would be highly unpopular. I'm not sure if applying a personal stat debuff would be even possible with ESO, but highly suspect that it wouldn't be worth their time. Especially since they keep churning out challenging mechanics-heavy creative instanced vet content. It's not ZOS's fault that you want one of their systems to be something it isn't intented to be, while at the same time avoid the content they design specifically for that purpose.
How can you in the same post claim that ESO's only difficulty is measured in stats and yet claim that the Vanilla WoW leveling experience was awesome?It was tedious and bloated because mobs had a lot of health and your abilities did abysmal damage, compared to the 'bad' system now where it's the opposite. A level 10 defias thief would run up to you, start to melee you for 20 seconds and kill you... hardly exciting. If you wanted to live, you had to pull just one, frostbolt frostbolt frostbolt, frost nova, run away, frostbolt frostbolt frostbolt, kite, frostbolt until its dead. Vanilla WoW was the definition of only being challenging because of stats.
ESO on the other hand has a dynamic and hugely responsive system with dodgerolling, interrupting, blocking, breaking free, sneaking, light attack weaving and skill use. I remember leveling for the first time without cp and good gear and the game did a good job to teach you to use the same mechanics that you'd need for content later. As a leveling player you'd pull a group of mobs and they'd start channeling a spell with a huge burst unless you interrupted, cast conal AoEs or linear spells you'd have to sidestep, lay traps that would snare you unless you dodgerolled, ambush stun you unless you broke free, knock you back unless you timed your block right... It's a lot more engaging than WoW used to be, and actually challenges you to be active and use your skillset.
Now if your argument is that you can avoid paying attention to mechanics due to being relatively overpowered, that's a problem with power creep, not the game itself (although insta-kill DLC dungeons mechanics would beg to differ about your claim of the only challenge in ESO being stats). If you feel you're too powerful and smash through enemies even if you ignore their mechanics, you're probably overgeared. Don't allocate cp on your alts, don't use crafted sets for leveling, use sub-level gear, and don't slot Vigor for easytimes. Plenty of people do leveling challenges in other games, like the no-heirloom challenge in WoW, or the naked challenge, or the you-can-only-equip-vendor-gear challenge, adapt those to ESO in some form if you're bored.
That said, if you tried to give up your old player privileges like cp and awesome gear and still find it easy, bear in mind that the game's outdoor content isn't meant to challenge old players, but be doable to new players. Since outdoor content is not instanced they cant really tweak the difficulty, and while they could introduce harder zones with better rewards, they'd bar a large portion of the playerbase from that and it would be highly unpopular. I'm not sure if applying a personal stat debuff would be even possible with ESO, but highly suspect that it wouldn't be worth their time. Especially since they keep churning out challenging mechanics-heavy creative instanced vet content. It's not ZOS's fault that you want one of their systems to be something it isn't intented to be, while at the same time avoid the content they design specifically for that purpose.
Vanilla WoW's skills on each class had impact, you felt like you were doing SOMETHING. Every sound, visual effect, it was spot on. I played Vanilla on P-servers for over 8 years and only after 8 years of playing the same crap I grew to hate it... that means the game was really well made. I played ESO for like 800-900 hours and I'm bored, because the combat is too boring and lacks impact and questing/leveling is too easy.
I will repeat myself only once - I suggested adding optional feature like in Path of Exile where you can choose a "Hardcore league" in which you fight stronger opponents and have a tough time, but in turn get better loot, but once you die, you go back to the "Normal league". In ESO's case it could be like this:
- you make a new characters and check the checkbox "hardcore mode"
- your stats are lowered by around 50% or something like that
- you get better loot
- you have more engaging fights
- but you get literally murdered
- and not everyone has to go through it - only those who want
So with that in mind, think about it - some will want to have a tough challenge and get better loot and will emerge from leveling dressed up in clothes that would otherwise require you to run veteran dungeons or trials.. or something like that. In the end, the incentive will be so strong that people WILL WANT to go through this just to gear up. Remember, nobody is forced, but people will probably want to do it, maybe not for the challenge, but for the rewards.
I worked hard for high cp and crafted low level purple sets , the goal is to get to 50 asap so the real game can start
MakeMeUhSamich wrote: »What if they simply made it so you couldn’t allocate CP until you hit 50? That would certainly make leveling alts more challenging.