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Quest bosses level scalling

martygod12
martygod12
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Does anyone else feels like the common quests bosses should be somehow level scalled so they can be stronger? (much stronger). It is always so dissapointing when you are doing the quest and then the grand finale, the boss fight takes like 5 seconds cause they are so damn weak.
  • zvavi
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    Well the good news are, they are all level scaling. Heck, your character is level scaling to the universe. So essentially, it is another make overland stronger/give us vet overland post, am i correct?
  • Skwor
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    This was the result of One Tamrial and since that change resulted in significantly increasing the casual population it is very unlikely to change. Boses used to be a good deal harder.

    I do however agree with you.
    Edited by Skwor on August 15, 2019 10:49AM
  • Chilly-McFreeze
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    zvavi wrote: »
    [...] make overland stronger/give us vet overland[...]

    Yes, please. Would be a shame if everyone with thumbs couldn't enjoy the main content of some DLCs because it's braindead easy.
  • jainiadral
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    I'm all for people having access to vet instances/zone maps. Not in favor of global scaling at all, especially after all the nerfs.
  • Skwor
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    jainiadral wrote: »
    I'm all for people having access to vet instances/zone maps. Not in favor of global scaling at all, especially after all the nerfs.

    Sorry, but the game global scales everything ever since One Tamriel.
  • jainiadral
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    Skwor wrote: »
    jainiadral wrote: »
    I'm all for people having access to vet instances/zone maps. Not in favor of global scaling at all, especially after all the nerfs.

    Sorry, but the game global scales everything ever since One Tamriel.

    UPscaling, then.
  • Dusk_Coven
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    I'd rather enjoy the benefits of having levelled and acquired all my gold gear and have them code the boss to flop around dying on the ground while they finish delivering all their in-combat dialog lines.
  • martygod12
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    Yeah but you are scaling or everything scales with you only to cp160 And then it stops am I right?

    So thats my point after cp160 And after you get your gear set you want then 90% of the game content stops being challenging at all which Is such a shame because there Is ton of quality content in the game

    But every quest the npcs are buliding up the villains like they are some kind of unbeatable demigods And then you kill them in like five seconds in the boss fight And just like that you are victorious And the great powerfull villain Is actually strong as a mud crab that Is So ridiculous :D

    Again Its a shame because there Are lots of awesome stories in the game but without a proper boss fight is all that atmosphere around useless And the finale is Always dissapointing.

    So there should be some scaling at least for all the bosses (except the world ones), fór example some buffs (more health,damage etc) every 20 cp points earned or something like that.

    Or the veteran zones would be a option too, tougher all opponents but also better rewards.

    Zos should really do something about this So the game remain challenging even after a while .
  • therift
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    Adjusting boss level scale wouldn't accomplish anything.

    However, the players proposing such are essentially correct. The proper solution would be to buff boss health, damage, and resistances (18.2k instead of 9.1k). That, I believe, would be fairly simple to implement since it's a change in existing database values.

    A better improvement, which would require considerable development time, would be to add additional mechanics and/or adds, perhaps 'light' versions of mechanics/boss adds found in dungeons. That would provide a means of introducing some basic dungeon mechanics.

    Balance would be a major concern to keep delve and quest bosses soloable for novice players.
  • Jagdkommando
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    Yeah quest mobs very weak, i personally soloed all world bosses in all zones, so this is also wrong, but who cares?
    Zos not giving any *** anyway
  • martygod12
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    Yes the buffs seems like the good solution, if they can balance it out. I mean I am cp 347 right Now have decent stats and skill And I have only finished two zones and main quest cause I ve been you know levelling And then gathering gold to craft gold gear set And now I can finally start questing And I am So dissapointed cause the quests overall are good written And interesting but they Are also sooo boring cause they Are ridiculously easy
    Edited by martygod12 on August 15, 2019 3:15PM
  • martygod12
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    @ZOS_GinaBruno make the game harder please
  • KerinKor
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    therift wrote: »
    Adjusting boss level scale wouldn't accomplish anything.

    However, the players proposing such are essentially correct. The proper solution would be to buff boss health, damage, and resistances (18.2k instead of 9.1k). That, I believe, would be fairly simple to implement since it's a change in existing database values.

    A better improvement, which would require considerable development time, would be to add additional mechanics and/or adds, perhaps 'light' versions of mechanics/boss adds found in dungeons. That would provide a means of introducing some basic dungeon mechanics.

    Balance would be a major concern to keep delve and quest bosses soloable for novice players.
    Easier solution .. let those wanting a challenge have access to harder dungeons .. er, wait, they're called VET dungeons for a reason and they already exist.

    Open world shouldn't be remotely as hard as 'vet' content and doesn't need "basic dungeon mechanics", amazingly that's what DUNGEONS are for.

    /amazing
  • AcadianPaladin
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    I encounter plenty of players trying to do basic alliance quests who struggle with the quest bosses. If a casual can't complete the basic content, that quite understandably creates a rage quit situation. There is loads of very difficult content available if you seek it out. To accommodate all abilities and player goals there needs to be a wide range of difficulty levels.

    As a CP 1200 I don't mind a bit that some quests are elegantly easy. Just like I don't mind one shotting bandits and such - makes for a refreshing change from fighting foes with +2m HP. Now, for those who want more challenging basic overland/questing content, I've no problem with somehow making that an option for them that does not affect new/casual players.

    Tldr: Leave the difficulty alone unless an optional means for those who want harder play can be devised.
    PC NA(no Steam), PvE, mostly solo
  • SassiestAssassin
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    I wish at least solo instances were scaled. I just finished the last of the main DC quest for Cadwell’s Silver, and the Big Bad died so so quickly.

    But on the flip side, I remember struggling on my first toon with an instanced DB boss (the Black Dragon, I think) so much so I had to get someone to help me.

    It would be cool to have toggled difficulty at least on instanced bosses, if overland toggling is too difficult to implement
    Edited by SassiestAssassin on August 15, 2019 3:42PM
    *slams a gallon of Respecting Support Roles juice on the table* Take a sip, babes.
  • SirAndy
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    Skwor wrote: »
    jainiadral wrote: »
    I'm all for people having access to vet instances/zone maps. Not in favor of global scaling at all, especially after all the nerfs.
    Sorry, but the game global scales everything ever since One Tamriel.

    No. Ever since 1T the whole game world is set at CP160.

    *you* (the player) are scaled up to that level if you are below 50. After that, you gain strength through CP which is where the current power creep comes from.

    Having a world that dynamically scales to the players CP level would create all sorts of sync issues between different level players.

    An optional veteran mode for normal overland/delve play might work for people that play solo.
    popcorn.gif

  • martygod12
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    KerinKor wrote: »
    therift wrote: »
    Adjusting boss level scale wouldn't accomplish anything.

    However, the players proposing such are essentially correct. The proper solution would be to buff boss health, damage, and resistances (18.2k instead of 9.1k). That, I believe, would be fairly simple to implement since it's a change in existing database values.

    A better improvement, which would require considerable development time, would be to add additional mechanics and/or adds, perhaps 'light' versions of mechanics/boss adds found in dungeons. That would provide a means of introducing some basic dungeon mechanics.

    Balance would be a major concern to keep delve and quest bosses soloable for novice players.
    Easier solution .. let those wanting a challenge have access to harder dungeons .. er, wait, they're called VET dungeons for a reason and they already exist.

    Open world shouldn't be remotely as hard as 'vet' content and doesn't need "basic dungeon mechanics", amazingly that's what DUNGEONS are for.

    /amazing

    Srsly dude I know that there Are dungeons, trials etc which are really challenging And I dont say that the Common quest bosses should be as challenging, but the could at least put up a decent fight and not die after few seconds
  • Skwor
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    SirAndy wrote: »
    Skwor wrote: »
    jainiadral wrote: »
    I'm all for people having access to vet instances/zone maps. Not in favor of global scaling at all, especially after all the nerfs.
    Sorry, but the game global scales everything ever since One Tamriel.

    No. Ever since 1T the whole game world is set at CP160.

    *you* (the player) are scaled up to that level if you are below 50. After that, you gain strength through CP which is where the current power creep comes from.

    Having a world that dynamically scales to the players CP level would create all sorts of sync issues between different level players.

    An optional veteran mode for normal overland/delve play might work for people that play solo.
    popcorn.gif

    Sigh.... You basically told me no then went on to say it does. All you added was it caps at 160, which for overland and public dungeons it does, I agree.

    As I recall vet group dungeons are tuned for 300 cp.

    The whole CP power creep is garbage. Gear is where the power problems are. The concept of power creep in general though is silly, those using it just want to stop vertical progression which kills MMOs
    Edited by Skwor on August 15, 2019 3:56PM
  • martygod12
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    I encounter plenty of players trying to do basic alliance quests who struggle with the quest bosses. If a casual can't complete the basic content, that quite understandably creates a rage quit situation. There is loads of very difficult content available if you seek it out. To accommodate all abilities and player goals there needs to be a wide range of difficulty levels.

    As a CP 1200 I don't mind a bit that some quests are elegantly easy. Just like I don't mind one shotting bandits and such - makes for a refreshing change from fighting foes with +2m HP. Now, for those who want more challenging basic overland/questing content, I've no problem with somehow making that an option for them that does not affect new/casual players.

    Tldr: Leave the difficulty alone unless an optional means for those who want harder play can be devised.

    I can understand that, when I was new to the game I also struggled with some basic quest bosses, but after a while when your character gets really good all that just stopped being even remotely challenging And that Is bad.

    What I want Is scaling or buffs after certaing level (cp 160), i mean if you get to cp160 you Are playing the game for a while and have some skill also you char is really good at that time and i cant see any reason why the stuff around shouldn get harder So it remains at least some challenge
    Edited by martygod12 on August 15, 2019 3:56PM
  • SirAndy
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    Skwor wrote: »
    SirAndy wrote: »
    Skwor wrote: »
    jainiadral wrote: »
    I'm all for people having access to vet instances/zone maps. Not in favor of global scaling at all, especially after all the nerfs.
    Sorry, but the game global scales everything ever since One Tamriel.
    No. Ever since 1T the whole game world is set at CP160.
    *you* (the player) are scaled up to that level if you are below 50. After that, you gain strength through CP which is where the current power creep comes from.
    Having a world that dynamically scales to the players CP level would create all sorts of sync issues between different level players.
    An optional veteran mode for normal overland/delve play might work for people that play solo.
    popcorn.gif
    Sigh.... You basically told me no then went on to say it does. All you added was it caps at 160, which for overland and public dungeons it does, I agree.
    As I recall vet group dungeons are tuned for 300 cp.
    The whole CP power creep is garbage. Gear is where the power problems are. The concept of power creep in general though is silly, those using it just want to stop vertical progression which kills MMOs

    Sigh, the world is not scaled at all, which is what you said.
    Instead, the player is scaled up to match (and exceed) the world level if they are below level 50.

    There's an important difference between those two and that difference is also the reason while a sliding world scale to match your personal level would be very difficult to implement.
    shades.gif

    Edited by SirAndy on August 15, 2019 6:53PM
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