Fleshreaper wrote: »Below lvl 50 gear has very little to do with the character's strength, as the gear you have on is scaled to lvl 50 gear.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Fleshreaper wrote: »Below lvl 50 gear has very little to do with the character's strength, as the gear you have on is scaled to lvl 50 gear.
Wrong, gear has 0 scaling, in fact gear stats deteriorate VERY fast leaving you with such poor stats (you can literally see your stats, more precise, stats on your gear drop with each level) its bad experience even for me. And i solo vet dungeons.
Bouldercleave wrote: »Wouldn't it be easier just to have a crafter make you some leveling gear? I make the stuff for guildies pretty much every day.
JumpmanLane wrote: »Oh god, just grind it out and wear trash til then. 5 weeks of double xp was WAY more than enough time to get to cp160 much less to 50.
Sylvermynx wrote: »I'm not sure how I feel about this. I know how I felt about hitting 50/CP10 on my first toon though.... she couldn't kill a wet noodle, and she's a warden - thank the goddesses! 'cause otherwise she'd have died every time I turned her around....
It's been a really eye-opening trip. Still 30+ CP from 160, but she can kill stuff better now. I need to make her new armor (but of course I got sidetracked by the events....) I might wait until CP 130, so I may only need that set before the one at 160.
If I didn't have mega-ping, all this wouldn't be so hard....
honestly, after watching my SO try this game multiple times before it finally clicked and even then deal with a whole lot of confusion while learning it, not to mention watching Shirley Curry play it - gear is the least of the problem with leveling experience.
this game is absolutely horrifyingly terrible at explaining itself. tutorial is all but worthless. level adviser is pretty terrible, sorry.
now the game is not required to hold your hand through everything, but what we have here is an equivalent of throwing someone into the deep end of the pool to sink or swim with explanation equivalent of just move your arms and legs to swim ... on their first swimming lesson.
it barely explains combat so if you want to blame the game being too easy when you know what you are doing? this is why. because its far too easy to screw up when you are just starting out and have trouble with even basic story quest, and they NEED to make it at least someone possible for a new player who is just experimenting with abilities they are getting and very likely making ALL the wrong choices. again, bringing up my SO - who now, after some pointers and finally figuring out combat after multiple false starts is practically soloing world bosses after just hitting 160 cp few days ago - originally couldn't survive or kill K'Tora early in Summerset story, because the game is terrible at explaining itself (and the only reason he tried again is becasue he sees me enjoy the game and the last game we played together, hadn't been working out for us lately).
it mentions existence of weaving in offhand tip on a loading screen, but does nothing to explain how to actualy do it, it barely explains how to get around, it starts you off in a latest DLC so you can get quite far without realizing that you are missing out on multitude of storylines or how to get to them. I get that its probably in order to encourage exploration and discovery but at this point of the game and given its size? it can be too overwhelming.
gear? gear is just a cherry on top of the confusion this game can cause to a new player.
Taleof2Cities wrote: »Fleshreaper wrote: »Below lvl 50 gear has very little to do with the character's strength, as the gear you have on is scaled to lvl 50 gear.
Wrong, gear has 0 scaling, in fact gear stats deteriorate VERY fast leaving you with such poor stats (you can literally see your stats, more precise, stats on your gear drop with each level) its bad experience even for me. And i solo vet dungeons.
Soloing vet dungeons on a prior server isn't really representative of a new player's experience and tendencies ... is it?
The new player experience should be more about discovering their gear options: crafted, dropped, gear improvement.
Not that ZOS is going to be a big fan of eliminating gear levels anyway.Bouldercleave wrote: »Wouldn't it be easier just to have a crafter make you some leveling gear? I make the stuff for guildies pretty much every day.
This sounds better than the ideas proposed in the thread.
mann9753b16_ESO wrote: »Honestly, I came back at the beginning of the anniversiry event, last time I played before was when the game was still with a subscription, and i had the double xp buff on me all the time...
I never had problems with feeling weak. And I was running around with Level 14 gear pieces in my 30s.
I never felt like the leveling content was too hard, even when I wasn't top equiped. Actually, I think if I were, it would have been boring, because I would have killed everything faster than I did anyway.
I did the main quest, Delves when they were on my way, and daily dungeon each day, and other than that, i never paused to get geared up. And it all went without a problem. I got to level 50 and am now farming my CP, just finished the Thieves Guild story, and I am still wearing level 24 blue boots as my lowest armor piece. (Because they are part of a set)
And I am not in any way a good player. I only play with one Weapon bar, because the second is for my Werewolf only (Since I would lose the bear when I switch) and I use medium Armor and Bow... The only times I feel a little weak is when I do DLC Dungeons, but as far as I heard from the Forum, they are just overtuned anyway, regardless of your item level...
This thread got me a little confused. Granted that my highest level character is just 19 now, but I haven't seen this gear decrease in quality. Maybe I haven't been paying close enough attention. Is this something that happens with every gear, or just at max level? And given that the game is giving me Alliance Points for login in, is the gear I can buy with those points good enough to replace any slot that falls behind? Should I keep the points and spend them only at a particular point, say when I hit max level? Are there other pain points along the way? I would appreciate any tips on this matter
As for the topic of how to improve the new player experience, the bane of my existence right now isn't gear, but inventory management. Specifically the time I waste going back and forth to the bank to deposit crafting materials. I'm a dedicated crafter, I make sure my crafting abilities are keeping pace with my levels. This means crafting takes up the majority of my time in game. But I don't mind really, I like that it is a complex system. In fact crafting in general is one of the things that makes me love this game. The exception to this is Provisioning. So much useless stuff and it's so hard to keep track of what you need. They could make the ingredients red if you don't have a recipe to use them.
Inventory management has reach such a point that I felt the need to create bank alts (perhaps I should call them bag space alts). Right now I have one for mats that I don't use anymore and another one is coming for the mats that I can't/won't use yet (rare/epic/legendary mats that I don't intend on using during leveling). Writ rewards specially and runestones give me stuff I can't use yet. It all piles up. I buy more inventory space and more bank slots as soon as I have enough gold, carrying mounting skill every day, and every day while I level I have to destroy materials and gear I pick up. It's really annoying to have to stop playing to stare at you inventory and see what you want to destroy now. I've come to hate that "inventory is full" sound.
honestly, after watching my SO try this game multiple times before it finally clicked and even then deal with a whole lot of confusion while learning it, not to mention watching Shirley Curry play it - gear is the least of the problem with leveling experience.
this game is absolutely horrifyingly terrible at explaining itself. tutorial is all but worthless. level adviser is pretty terrible, sorry.
now the game is not required to hold your hand through everything, but what we have here is an equivalent of throwing someone into the deep end of the pool to sink or swim with explanation equivalent of just move your arms and legs to swim ... on their first swimming lesson.
it barely explains combat so if you want to blame the game being too easy when you know what you are doing? this is why. because its far too easy to screw up when you are just starting out and have trouble with even basic story quest, and they NEED to make it at least someone possible for a new player who is just experimenting with abilities they are getting and very likely making ALL the wrong choices. again, bringing up my SO - who now, after some pointers and finally figuring out combat after multiple false starts is practically soloing world bosses after just hitting 160 cp few days ago - originally couldn't survive or kill K'Tora early in Summerset story, because the game is terrible at explaining itself (and the only reason he tried again is becasue he sees me enjoy the game and the last game we played together, hadn't been working out for us lately).
it mentions existence of weaving in offhand tip on a loading screen, but does nothing to explain how to actualy do it, it barely explains how to get around, it starts you off in a latest DLC so you can get quite far without realizing that you are missing out on multitude of storylines or how to get to them. I get that its probably in order to encourage exploration and discovery but at this point of the game and given its size? it can be too overwhelming.
gear? gear is just a cherry on top of the confusion this game can cause to a new player.
Well i guess this would be the easiest improvement, and gear play a big role in your damage/healing and general survivability, you cant really think about weaving when boss takes 75% of your health with one hit through block and you do 200damage to him.Taleof2Cities wrote: »Fleshreaper wrote: »Below lvl 50 gear has very little to do with the character's strength, as the gear you have on is scaled to lvl 50 gear.
Wrong, gear has 0 scaling, in fact gear stats deteriorate VERY fast leaving you with such poor stats (you can literally see your stats, more precise, stats on your gear drop with each level) its bad experience even for me. And i solo vet dungeons.
Soloing vet dungeons on a prior server isn't really representative of a new player's experience and tendencies ... is it?
The new player experience should be more about discovering their gear options: crafted, dropped, gear improvement.
Not that ZOS is going to be a big fan of eliminating gear levels anyway.Bouldercleave wrote: »Wouldn't it be easier just to have a crafter make you some leveling gear? I make the stuff for guildies pretty much every day.
This sounds better than the ideas proposed in the thread.
The only thing new players are discovering right now is tha they are getting trashed by random trash and bunch of .... .... ....telling the to "git gud". Sorry if that doesnt work on me.
And yeah, i had much much better experience than new player as i know what im doing and how to actually get some decent gear...opposed to new player
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
My 10k helath CP140 characters say NO.
I havent had > 20k helalth since lvl10 and Bleakrock.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***