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Questing/Leveling Content NOT Too Easy: An Opposing Viewpoint

Galen15
Galen15
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There have been many posts lately complaining about the ease of questing and leveling content.

Developers reading these posts may assume that this viewpoint is common or a majority viewpoint. I wanted to point out that satisfied people usually remain silent. I, for one, am quite happy with this content the way it is, and would be quite UNHAPPY if it were changed, unless any increased difficulty were made optional.

Veteran hard mode dungeons and trials are challenging enough. It is pleasant sometimes to return to easy content for a change.

Feel free to disagree but please save the insults. :smile:
  • Chilly-McFreeze
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    As far as I know (granted, I didn't read every one of those threads) people asked for an option to raise quest difficulty to not breeze through it anymore. What they didn't asked for is that everyone must endure higher difficulty and they also didn't asked for overland contet to be on par with vet/hm dungeons/trials.

    Thought that goes without saying.
  • Reistr_the_Unbroken
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    Galen15 wrote: »
    There have been many posts lately complaining about the ease of questing and leveling content.

    Developers reading these posts may assume that this viewpoint is common or a majority viewpoint. I wanted to point out that satisfied people usually remain silent. I, for one, am quite happy with this content the way it is, and would be quite UNHAPPY if it were changed, unless any increased difficulty were made optional.

    Veteran hard mode dungeons and trials are challenging enough. It is pleasant sometimes to return to easy content for a change.

    Feel free to disagree but please save the insults. :smile:
    If the developers actually changed the difficulty to cater to the hardcore players I’d probably leave tbh
  • InvictusApollo
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    Yes we want an option to make our questing more challenging. Right now enemies are just minor annoyances and completing quests is just a matter of travelling between places while everything around us melts.
  • max_only
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    I agree op! I have a lot of guild members who have trouble completing content. Every day I log in, someone is asking for help doing a solo quest (usually one of the faction quests that require everyone to be on the same stage in order to see the same thing). Some guildies are working with a handicap or either server distance, disability, age (older and younger), or this is their first game/mmo. I hear pleas for help doing every day tasks when I’m in game. The forum is not at all representative of what it’s like for the majority of players.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • Loves_guars
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    Don't worry, the forum is not representative of the actual population playing the game and any developer knows this. They have their metrics.
  • lunawisp
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    The people complaining about levelling being easy are probably the same ones allocating 800+ champion points to their new characters. Of course it's going to be easy for them.

    I watched a new player out in the world a few weeks ago and they were having a hard time staying alive against mobs that I breezed through with my new character with it's CP's allocated.
    lunawisp was my Peacebringer in City of Heroes - a game sadly consigned to history. She lives on in memory as my gaming id.
    Playing on EU PC Server.
  • JayAstrophel
    JayAstrophel
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    When I first started the game about two or three months ago, I had so much trouble taking out more than one basic mob without nearly dying. Delve bosses were impossible for me as well, most of the time. With a lot of research and practice I can do all the overland content with relative ease now, but I still remember what it was like before and know that there are still folks that have trouble with it.

    I'm okay with the option to make overland stuff more challenging as long as it is only an option and not mandatory. I personally wouldn't use it, though.
    TAMRIEL MERCENARIES AND ADVENTURERS SOCIETY
    CP460
    level cap characters -
    Aren'dra - khajiit ww stamblade - DPS - sneak-thief wanderer
    still leveling -
    Danara-jo - khajiit vamp magblade - healer - ancient scholar
    Lost-In-His-Wanderings - argonian magplar - healer - melancholy dreamer
    Riin-daro the Returned- khajiit necro - tank - pieced back together
    Paints-the-Skies - argonian magden - DPS - storyteller
    Furrin-ko - khajiit magden - healer - wild at heart
    Completely-Innocent - argonian magdk - DPS - gets into trouble
  • Sylvermynx
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    It's still hard for me 7 months on - but that's because even though I now have a clue about combat, rotations, etc. I can't fix mega-ping.

    Love the game, love where I live, but satellite is my only option. This game is pretty damn difficult at 2k+ ms ping.
  • Danikat
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    I think there's several factors involved in this question and it would be impossible for everyone to agree on whether the game is too easy, too hard or just right and what needs to be done to change it (if anything). On top of that it's entirely possible for more than one group to be right.

    For a start there's different expectations of difficulty. If I try to solo a boss and I'm able to kill it on the first attempt without having to do anything special - like kiting or dodging out the way of big attacks, making sure I time blocks/interrupts just right, thinking about what my skills will do and when to use them etc. - then I feel like it was probably too easy. But I know my husband gets frustrated if he has to change his skills or how he's using them to avoid getting killed and would say that means it's too hard. (I normally play games on normal/hard, he normally picks easy or story mode - I'm playing for the combat as much as the story, he wants the combat to accent the story without ever getting in the way.)

    Then there's whether you're talking about someone using CP or not, and if so are they using CP in vet mode group content, or in a starter zone? If they're below the CP cap have they used those points effectively or put them into bonuses that actually have little benefit for their character? And you could say the same about their entire build - have they got skills that work well together? Are they using appropriate set gear? (Are they using set gear at all? Do they even know what set gear is and how to get it?) Are they trying to split attribute points equally between stamina, health and magicka?

    But it's not necessarily as simple as teaching people to "fix" their build, because there can be trade-offs there. For example a tank build can make solo content much easier, but it can also make combat slower and more boring if you don't enjoy that way of playing so it's not necessarily a good solution.

    At the moment I feel like the game as designed tends towards being too easy, but as I said above that's because I like a challenge, maybe more of a challenge than most people would be happy with. I also feel like I'm able to 'fix' that by deliberately handicapping myself - for example playing hybrid builds and not using CP. But I'm able to do that because I'm not remotely new to RPGs, MMOs or TES games and I've been playing this game for years, so I have a very clear understanding of my own preferences (both in terms of difficulty and play style) and I understand enough about how this game works to set up those handicaps and adjust them so it's just hard enough. And maybe most importantly I know I've done that - so if I ever do need to make things easier I know how I can do it with just a little time and a lot of gold (for respecs). I imagine most people who find the game difficult are not in that position and cannot easily fix it...even if the 'problem' is their build.
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • Sylvermynx
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    @Danikat - have an awesome! GREAT post!
  • burglar
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    I don't know if anyone complains about leveling being too easy, at least I haven't seen this, but I can be included in the group that believes the game's quests and overland content is too easy. I don't necessarily want every monster to be more difficult, but it would be a start to make content in the overland areas more challenging. I dont like that all of the group content takes place within instances, and that overland content is so easy. It makes the overland areas feel like a big chat/waiting room.

    One of the first MMORPGs I played was asheron's call, and it was an open world sandbox with no zones, and I loved it. The same experience I remember having with that is the experience I had when I first played morrowind, then oblivion etc.. COming to ESO it was similar in some ways, but when they made all monsters the same level and only had a few levels of difficulty, the game lost a lot of it's depth.

    One of the traditions me and my buddies had when we started a new game together was to try and make it to the high level town right after leaving training/starting areas, no matter how many times we died. There wasn't really any way of doing that in ESO when we started, I remember killing a level 35 hag in bangkorai at level 12. I suppose I should have tried craglorn, but belkarth hasn't ever really seemed like a 'main hub'. These things don't really exist anymore... everything feels scripted, predictable and there's not much of a reason to use my brain most of the time, unless I pvp.

    I had been looking forward to the rest of the justice system being implemented, but my best guess is that too many people complained, so they canned it. These same types of complaints have reached elsewhere in the game; lots of pve players complain that pvp players are the problem, yet without the pvp aspect of this game it wouldn't exist, considering it's central to the lore of the time period ESO takes place.

    So, yes... when all dynamic content is all but forgotten, when everything is scripted, everyone is allowed to feel safe and all content is accessible to anyone at any skill level, it only makes sense to ask them to draw the line somewhere.

    Although, none of that bothers me as much as crown crates do. I miss travelling to super dangerous areas to complete quests with friends for the newest or rarest items, things that we'd try hard for, earn and wear like a badge of honor... cheesy, i guess. With crown crates, though, even a level 1 can buy that awesome mount or pet that you have. Anything you have earned usually doesn't hold much value within the community, because if they see something you have that they want, they don't have to complete a quest, just a transaction. Well, wait, I do have that explorer title that took me forever to get... d'oh they patched it so that the spawns are more predictable... now some people have the explorer title on all of their chars. I'm being bishy... i used to meet a lot of friends by asking, or being asked, where some desirable item came from, then going and doing a quest together.

    mmmmh I'm ranting... maybe im just jaded. Ultimately, I want everyone to have a good time, and I don't want any group of people to be singled out, or one to be treated better or different than another because everyone deserves to enjoy their game. I just want some unscripted content added regularly that's so challenging it's punishing, but has some awesomely rare loot where the reward matches the effort put forth. It could be a single battle; it could be a quest; it could be an arduous grind of RNG; just let it be something where the reward matches the effort put forth. CoughCoughAnOpenWorldPvpServerWouldDoJustFineCough
    Bosmer Melee Magicka Nightblade
  • Kalik_Gold
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    Introduce an Epic class quest for each class, with an awesome weapon (choice based on playstyle) rewards.
    Main Character:
    Ras Kalik a Redguard Templar, the Vestige

    PvP Pure-class:
    Goliath of Hammerfell a Redguard Dragonknight
    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: Subclassed or Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
    Voa a Priest of Sep a Redguard* Necromancer (Healer)
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Two-Big-Horns an Argonian Arcanist /Sorcerer
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Bates Vesuius of Dawnstar an Redguard** Dragonknight (Raid Damage) --- Name change needed

    PvE: Specialty
    Tyrus Septim an Imperial Sorcerer (Dungeon Damage)
    Tav'i at-Shinji a Redguard** Warden (Arenas)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Styx of Akatosh a Goblin*** Arcanist --- Race change needed
    Zenovia at-Tura a Redguard** Lycan Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used:
    *Breton
    **Imperial
    ***Argonian




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
  • russelmmendoza
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    When I first played eso, lvl 5 no cp, trash gear, i thought they were awesome, basic knowedge, i faught 3 crabs, because i thought they were easy.
    Got murdered and i was furious/frustrated.
    Now cp capped, I love taking revenge on those crabs. I will never forget.
  • Sylvermynx
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    Kalik_Gold wrote: »
    Introduce an Epic class quest for each class, with an awesome weapon (choice based on playstyle) rewards.

    That's a very interesting idea. I'd like to see something like that!

    @ProbablePaul - considering your posts.... I find your sig to be.... ironic in the extreme.
    Edited by Sylvermynx on February 4, 2019 3:27AM
  • karekiz
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    The hard truth?

    Most of the time very new players rarely even use skills so ZoS has to balance the game around light attacks + a random skill tossed in.

    If that's bad for the game I don't know. I don't feel overland should have much difficulty above randomly spamming light attacks - Delves bosses maybe have a super low player have to hit an ult to burn the boss - world bosses usually end up being too hard for these players to solo anyway. Most of the videos I have seen were from higher end players on alts that knew dodge commands etc soloing them, which is far from the case.

    Most players will rarely put all stats into correct values and randomly toss them into HP/Mana/Stamina with no real thought other than "I want to cast this more" or "I am dying so I will put more into HP" compared to "This stat value effects this dmg value so I will focus on this and focus my character into Stam or Mag abilties to aid the stat distribution.

    ZoS has taken steps to assist with the build helper. Its not perfect, but its definitely a lot better then most super casual new players could put together.

    In essence its fine. The only "Buff" I would ever make is to world bosses to make them of craglorn normal style <Similar HP etc>. Drops would be adjusted. That way casual leveling/newbie guilds would have an abundance of "raid" bosses they could essentially zerg with many people.
    Edited by karekiz on February 4, 2019 4:27AM
  • DaveMoeDee
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    I don't know if anyone complains about leveling being too easy, at least I haven't seen this, but I can be included in the group that believes the game's quests and overland content is too easy. ...

    Ignore the OP's term "leveling content." There is no leveling content. There is just content. And there is leveling. The idea that any of the content is just for leveling is a broken way many some MMO-lovers seem to devalue content that isn't considered end-game.

    But what they are referring to are the posts complaining that overland content has been made too easy due to nerfs since launch -- exactly what you are addressing.

    I have no opinion on this issue as I have no idea how difficult overland content is right now since I always use all my max CP on new characters.
    Edited by DaveMoeDee on February 4, 2019 4:57AM
  • Faulgor
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    People are just asking for another difficulty mode (no, artificially weakening your character is not an option for rewarding content), nobody wants to take anything away from you.

    But you basically pointed out the problem yourself: dungeons and trials are challenging enough. After you reach a certain proficiency in the game, all you have looking forward to or to do is group content of specific group sizes, i.e. there are only things to do for groups of 4 or 12 people. If your group of friends has any other size, tough noogies, there's not much you can do together. And solo, there's only crafting and vMA - 3.5 year old content.

    What this game needs on the PvE side is something for advanced solo players and groups of any size. That could be either another rewarding difficulty setting (e.g. getting reputation with a certain Daedric Prince for weakening yourself, something like the Tel Var system in IC), or something like a larger Public Dungeon with multiple levels that increase in difficulty as you descend.

    This is something that happens all the time for me, and it has been for years: I feel like playing ESO, log in, and there is absolutely nothing to do on my own. I can't get a group together for specific instanced content, and tearing through wet blanket NPCs for the newest motif dailies is as engaging as brushing your teeth.
    So all I do is decorate my house ... which is not enough to keep people subscribed, I'm afraid.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Seraphayel
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    The hardest part of overland content is to get rid of snares. 99% of the enemies are not even worth recognizing, their damage is incredibly low and they are not very tough. I find it hard to believe that anyone could have a problem with overworld content due to difficulty. This game is laughably easy when it comes to that (and you follow the basic mechanics of blocking and evading).
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • DarcyMardin
    DarcyMardin
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    Having started new characters on alternate servers, I agree that the game is a lot harder when you have no old gear to wear and zero CP. If, in addition, you’re new and don’t have any clue what you’re doing, it can be quite difficult to take on 2 or 3 mobs at a time and stay alive.

    Those of us who are starting alts on a max CP account can blast through zone content with no effort, but it’s a different story for folks who are new to the ESO world.

    It would be nice if there were some sort of slider for difficulty. Or at least a couple of options—easy & hard.

  • aaisoaho
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    I'm pretty happy with the difficulty on the overland content. Yes, it is way too easy for me - but I know I'm not the main demographic for the designers.

    The way objective view of difficulty goes: feeling of challenge comes from 2 factors - difficulty and skill level. If the player is not skilled enough and they're trying to clear hard content, they get anxious, if the player is talented and they're trying to complete easy content, they get bored. In the middle, where skill level meets the difficulty level, we have the flow zone - the optimal state.

    Currently, overland is very easy content for most of us. (and it lies in the bottom of the difficultiness) What this means is: beginners' skill level meets the difficulty level of the overland content, thus they are in an optimal state and they feel the flow. For others, it varies from flow state to boredom.

    If they amped up the difficulty of overland, the beginners would get anxious when doing the content, the bit more talented players feels the flow and the long-time players would still feel boredom. The more we amp up the difficulty, the less people will enjoy it. And would you invest your time in something that makes you anxious most of the time, and which isn't mandatory?

    What this game lacks, is teaching. The game itself teaches you very little, so most of the advanced players rely on the outside sources to learn. Because of this, the devs can't create huge blocks of difficult content.

    There is also huge gaps in difficulty levels. A vet group dungeon is significantly harder than a normal group dungeon. A vet trial is significantly harder than a vet group dungeon. There are some players that falls into these gaps, the content is either too hard or too easy and they can't really find a suitable content. (one of such gaps lies between non-dlc vet dungeons and dlc vet dungeons) These gaps could be closed with teaching the required skills on the lower levels of difficulty, so the players would learn and gain talent to be able to try the higher difficulty activities without too much anxiety.
  • zaria
    zaria
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    As far as I know (granted, I didn't read every one of those threads) people asked for an option to raise quest difficulty to not breeze through it anymore. What they didn't asked for is that everyone must endure higher difficulty and they also didn't asked for overland contet to be on par with vet/hm dungeons/trials.

    Thought that goes without saying.
    Yes, it has been either, an optional vet mode for overland. perhaps with more xp to compensate.
    or increasing difficulty of new content, who new players will not see before past cp160 anyway if they do the old zones first.

    And overland is not trivial for an new player with junk gear and not much experience.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Protoavis73
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    I remember when I first entered Vile Manor as a no CP player and seeing a group of 7 or 8 mobs and thought oh no!
    I tried but I failed miserably. But coming back later with some CP points and better understanding of rotation etc, it was not so hard anymore.
    There are a few (longer) public dungeons which are somewhat challenging, but most of the solo material is too easy once you go beyond a certain 'level'. Would be nice to have an optional harder mode for overland/solo/delves etc.
  • Ryath_Waylander
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    When I first played eso, lvl 5 no cp, trash gear, i thought they were awesome, basic knowedge, i faught 3 crabs, because i thought they were easy.
    Got murdered and i was furious/frustrated.
    Now cp capped, I love taking revenge on those crabs. I will never forget.

    Hah Clannfears were mine :D I hated them, especially the thing EATING me when I couldn't get up. I stopped the Coldharbour questline at Lyris' sword and only went back at CP60. Now I'll go out of my way, to bust it's chops if I see one anywhere (permanently scarred I tell you) I started another alt the other day and left the 810CP points off. I can still manage a Dolmen with one or two deaths as a level 22. It's more of a challenge but it's amazing how a couple of years' exposure improves your surviveability. I think resource management, potions, food, a keen awareness of your health and not standing in stupid, make a real difference.
    Edited by Ryath_Waylander on February 4, 2019 8:12AM
  • Sadetius
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    Yes for some players it is fine, for other players it is too easy.

    For those who enjoy being challenged, the questing experience is just a chore where you walk between point A and B. For these people challenge and frustration can lead to heightened immersion and better emotional engagement. Dont forget about the flow theory either.

    Also not all new players are inexperienced in RPG/MMO games.
    And nobody wants to slog through hours upon hours of content before the "fun" can begin.

    I dont want an increase in overland difficulty all across. Just an option for vet overland. 90% of the content is questing, sure there are dungeons and trials but those are only a small portion of the content. and requires a group.

    Gimping yourself by not using gear is not an option. Since it removes progression mechanics which are a core pillar in an RPG.

    Just give more options, for some people it is important to be challenged during questing and that there should be risk involved. Just like some people want solo story dungeons, others want a vet overland.

    In short don't force it, give options.



    Edited by Sadetius on February 4, 2019 10:27AM
  • zaria
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    I remember when I first entered Vile Manor as a no CP player and seeing a group of 7 or 8 mobs and thought oh no!
    I tried but I failed miserably. But coming back later with some CP points and better understanding of rotation etc, it was not so hard anymore.
    There are a few (longer) public dungeons which are somewhat challenging, but most of the solo material is too easy once you go beyond a certain 'level'. Would be nice to have an optional harder mode for overland/solo/delves etc.
    yes, learning about surge was a n buff in public dungeons, suddenly you could start pulling groups together :)
    Then shields.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • HappyLittleTree
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    I recently started a character on NA (i'm CP 1k+ on EU)

    And Boy oh boy the game is different over there.

    Challenging and you feel a kind of accomplishment when you kill stuff.

    Wish they'd just remove the whole cp system^^ (not really but they should look into this^^)
    Thuu chakkuth lod Hajhiit c’oo? Hajhiit gortsuquth gorihuth thuu gooluthduj thdeitoluu!

    XBox-EU
  • eliisra
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    Considering the sheer amount of quests, zones and mobs you have to grind through as a new and low CP player, it's probably good it's relatively easy. If every pack of mobs had high health and required perfect planning and execution skill-wise, people wouldn't be able to catch up in reasonable time.

    However I do think some optional overland content could be a lot harder. Mainly because it's a good way to learn how to play your character.

    When this game was new, you had to use every single tool available to complete VR zones, for example. You learned awareness, how to time dodge, block, interrupt, importance of self heals, what NPC's to cc and so on, just by doing normal PvE stuff. Which made the transition from solo'ing to PvP or dungeons a lot easier.
  • MikaHR
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    Actually they should make dungeon solo mode. Then they can ramp difficulty up/down as much as they like and make "story" mode for those who just want to see the story/do the quest.
  • Ydrisselle
    Ydrisselle
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    zaria wrote: »
    As far as I know (granted, I didn't read every one of those threads) people asked for an option to raise quest difficulty to not breeze through it anymore. What they didn't asked for is that everyone must endure higher difficulty and they also didn't asked for overland contet to be on par with vet/hm dungeons/trials.

    Thought that goes without saying.
    Yes, it has been either, an optional vet mode for overland. perhaps with more xp to compensate.
    or increasing difficulty of new content, who new players will not see before past cp160 anyway if they do the old zones first.

    And overland is not trivial for an new player with junk gear and not much experience.

    The optional vet mode has one problem: either it's dividing the playerbase (if you do it as a new megaserver/phase/shard/etc.), or you just get exactly that "gimping myself" debuff automatically which can be done right now for yourself.
  • Feanor
    Feanor
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    To me the main issue is that boss fights are so anti-climactic now. You build up all that tension with a great story only to find out the menace to the world that would cause catastrophe folds in less than 30 seconds.

    And no, this isn’t a matter of allocating CPs or not. I remember needing two weeks to finally beat Molag Bal when the game was released, and spending 3 evenings on Doshia. It was glorious. That feeling of accomplishment after an epic battle is long gone.
    Edited by Feanor on February 4, 2019 12:49PM
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
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