There are players that struggle with the current overland difficulty...

  • rpa
    rpa
    ✭✭✭✭✭
    ✭✭
    First game in MMO genre I ever played was Wildstar from open beta & launch. That one was - in misjudgement - targeted to hardcode players and overland low level zones were packed with aggressive mobs with plenty of harder prime mobs sprinkled in.

    I died a lot.

    New player who does not know even basics of genre will suck hard. And duration of suck will be longer if they do not consult guides for help, either from ignorance or not wanting to spoil it.
  • Rave the Histborn
    Rave the Histborn
    ✭✭✭✭✭
    Vhozek wrote: »
    Is what I keep hearing. Who exactly is struggling with it? Do they pile up 50x enemies on top of themselves?
    I personally think we need overland to be a bit more difficult. There is no way someone just spawned onto the world and said "I have the ability to kill absolutely ANYTHING that stands in my way right this very moment at level 1".
    Is this not supposed to be an RPG? Not everyone wants to roleplay level 1 GOD and even those who choose to handicap themselves can't seem to stop being level 1 GOD.

    https://youtu.be/PqPq2FBGkoo
    https://youtu.be/PqPq2FBGkoo

    Overland isn't supposed to be hard. Go do actual content if you want it to be hard.

    Not everyone wants to roleplay level 1 GOD and even those who choose to handicap themselves can't seem to stop being level 1 GOD.

    How is your video any different then playing level one Skyrim? You might wanna go play a different game.
  • Contaminate
    Contaminate
    ✭✭✭✭✭
    Vhozek wrote: »
    Is what I keep hearing. Who exactly is struggling with it? Do they pile up 50x enemies on top of themselves?
    I personally think we need overland to be a bit more difficult. There is no way someone just spawned onto the world and said "I have the ability to kill absolutely ANYTHING that stands in my way right this very moment at level 1".
    Is this not supposed to be an RPG? Not everyone wants to roleplay level 1 GOD and even those who choose to handicap themselves can't seem to stop being level 1 GOD.

    https://youtu.be/PqPq2FBGkoo
    https://youtu.be/PqPq2FBGkoo

    Overland isn't supposed to be hard. Go do actual content if you want it to be hard.

    Not everyone wants to roleplay level 1 GOD and even those who choose to handicap themselves can't seem to stop being level 1 GOD.

    How is your video any different then playing level one Skyrim? You might wanna go play a different game.

    Overland is 95% of the entire game, which shouldn’t be entirely for 10 minute-in newbies as it is currently.

    It teaches bad habits and it teaches that really basic things are optional, like blocking, dodging, and interrupts.

    There’s no teaching or testing to any of these mechanics in ESO’s overland, which means they’ve failed at one of the most basic aspects of game/progression designs in the majority of the game’s content.
  • Broyston
    Broyston
    ✭✭✭
    From what I have seen, and this is also in dungeons in a PUG, some players do not use skills, at all, just light attack endlessly. I think some kind of skill tutorial is needed.
  • Xologamer
    Xologamer
    ✭✭✭✭
    easy solution: make every area as hard as carglorn and carglorn double so hard as it is atm (should be a group area not a solo...)
  • FierceSam
    FierceSam
    ✭✭✭✭✭
    ✭✭✭✭
    Fiewiel wrote: »
    Long time ago when I couldn’t playit was easy to die in the starter areas of a mmorpg. Not anymore. My guess is Im old fashioned.

    Fixed it for you.

    It’s really hard for experienced players to recall how bad they were when they started. The fact that overland is easy for you now is an indication that player skill does have a massive impact on success.

    New players do not know how to play, are given only the most rudimentary tutorial, no practice areas and zero feedback. I’m not surprised they die to mobs. Experienced players know how to deal with mobs, I’m not surprised they find it easy to beat them armed only with their wit.
  • Michae
    Michae
    ✭✭✭✭✭
    ✭✭

    What's exactly with this wanting more challenge by changing stats of mobs? ESO combat isn't really skill based, you can solve it using macros (which I don't do), it's not something that requires any finesse, just learn to press the buttons in a correct order. Making overland mobs hit harder or take longer to kill doesn't make the game more fun, it makes it tedious.
    Neither side is right or wrong. There is no such thing as one solution/playstyle fits all. When i first started this game, i came into it with years of experience in the genre. I have even played TES 2-5. I also have a lot of experience in MMOs. While i wouldnt call the game difficult as a noob, I did die often. I still die pretty often but it was far more frustrating then that it is now.

    Then i was learning how to just move around, how to fight, how to pull mobs, etc. I didnt know any game mechanics or classes or races or what did what. I looked up real quick a good race for the class i wanted to play but wanted to learn the rest on my own. I had to use soul trap to make more soul gems because i would die and running back to where i was from a shrine took forever. I had to buy potions and lockpicks( potions are horrible about dropping as a newbie but i get dozens on max characters where i just junk them.. its backwards). I didnt have any gear and no money. I remember thinking 100 gold was a lot. I was trying to learn a lot at a time and for it to be more difficult would have been more frustrating and would definitely up the number of people who quit.

    My wife is one of those people. She isnt a big fan of the murdery parts as she calls them. She does it sometimes but she is a true carebear. She isnt even a gamer. This is first real video game she has ever played. She knows she will have to do some killing, but because she is not a gamer she struggled to the point i created a new character to level with her. Starting out, i did 90% or more of the damage. She would have never lasted if the game had been much harder even with my help. Today she has no issue doing overland solo(CP350). ZOS would have missed out on her sub money had the game been more difficult.

    Today i can create a character, only assign a couple of hundred CP because boring and faceroll most overland in the same gear i would have used a few years ago. My wife can solo on a new character with CP but would struggle some. You see its not a one size fits all. For some it is going to be to hard and for others to easy. It is also going to change based on your knowledge of game play.

    Of course someone who has enough game play experience to have 310 CP can easily whack down a mob. Hell, my wife was face punching harpies on a level 12 necro because she through it was funny. only a few pieces of gear, no weapon, no abilities no potions, green food buff though. And of course i can make a video of even my CP800 being owned by a small pull because im playing like im a 7 year old that just started 5 minutes ago. Both videos prove we can manipulate the game to satisfy our argument.

    Traditional games made up for this because people who wanted easier contents would just run lower level stuff. People who wanted harder content would fight mobs a few levels above them. Everyone was happy because everyone could play their way. The 1T system doesnt allow that...

    But it could. There is nothing saying that we couldnt incorporate a difficulty setting that the user can change. It could only apply to overland but id probably apply it to the whole game except pvp of course. Not everyone wants to play on hard mode. And many people would like to experience all of the content they paid for without dedicating their life to becoming experts at the game.

    I would do 5 difficulty settings and bring trials dungeons and overland closer together in terms of hardness. right now you have super easy to insane. Bring them a little closer together. Make overland harder and end game so it doesnt scale like gear from XPacks in WoW.

    One the new difficulty scale:
    1) Beginner(default for first character): Overland is about 50% easier. Base and early DLC dungeons are about 150% easier. Early trials are 200% easier.
    2) Experienced casual: Overland is what it is now. Base and early DLC dungeons are about 75% easier. Early trials are 100% easier.
    3) Normal (default): Overland is about 100% harder. Base and early DLC dungeons and early trials are about what they are now.
    4) Veteran: Overland is about 250% harder. Base and early DLC dungeons and early trials are 100% harder.
    5) Elite: Overland is about 400% harder. Base and early DLC dungeons are about 250% harder. Early trials are 200% harder.

    You would change your setting on the gameplay settings screen. The difficulty setting would adjust your interaction with the game world, rather than the actual NPCs. Basically like it is now where all the mobs are the same level, but you scale. You can still play with people on different difficulties just like a level 18 can run a dungeon with a CP810. Once the game world is readjusted the difficulty levels really only act as buff modifiers to the individual. NPC health would be scaled to Elite level( so quite high) and when a person in beginner mode attacked it the modifier would just multiple his damage to bring it in line with Elite.

    Loot and XP would scale on based on difficulty. With normal being the current mix of loot. Beginner would be mostly trash drops and low XP. Elite would have a much better chance of higher quality and gold drops in some places. Motifs, more rare blueprints, and other special drops would drop more often at higher end difficulty and very rarely in beginner.


    The difficulty slider cames up a lot in various threads like this and while I don't essentially think it's a bad idea I always roll my eyes at "there would be no rewards for playing on harder difficulty, just the challenge". I call bs on that. Add sliders with no rewards for playing on hard mode and you'll se people complaining that they can't show off that they are hardcore.
    "I bear the cruel weight of certainty. Total, absolute, relentless certainty. People rarely comprehend the luxury of doubt... the freedom that comes with indecision. I envy you."
    Sotha Sil

    @Michae PC/EU
  • Scottfree2
    Scottfree2
    ✭✭✭
    This game does a rotten (well non existent really) job of explaining to the new players that full gear sets are really important, food/drink buffs are really important, best damage is achieved by maxing out yre preferred damage skill type (magica or stamina), nor does it cover the concept of rotations, let alone give any examples so they can see what the hell that is

    ... of course some new players are struggling.
  • DrOuttaSight
    DrOuttaSight
    ✭✭✭
    The game has to kick some gamers on their a$$'$ in order for them to progress.
    Forums are for........... venting/letting off steam
    Feed the needy Not the greedy
    In Virtual Space No One Can Hear You Scream!!!

    PC EU Clockwork Server
  • MartiniDaniels
    MartiniDaniels
    ✭✭✭✭✭
    ✭✭✭✭✭
    Michae wrote: »
    What's exactly with this wanting more challenge by changing stats of mobs? ESO combat isn't really skill based, you can solve it using macros (which I don't do), it's not something that requires any finesse, just learn to press the buttons in a correct order. Making overland mobs hit harder or take longer to kill doesn't make the game more fun, it makes it tedious.
    Neither side is right or wrong. There is no such thing as one solution/playstyle fits all. When i first started this game, i came into it with years of experience in the genre. I have even played TES 2-5. I also have a lot of experience in MMOs. While i wouldnt call the game difficult as a noob, I did die often. I still die pretty often but it was far more frustrating then that it is now.

    Then i was learning how to just move around, how to fight, how to pull mobs, etc. I didnt know any game mechanics or classes or races or what did what. I looked up real quick a good race for the class i wanted to play but wanted to learn the rest on my own. I had to use soul trap to make more soul gems because i would die and running back to where i was from a shrine took forever. I had to buy potions and lockpicks( potions are horrible about dropping as a newbie but i get dozens on max characters where i just junk them.. its backwards). I didnt have any gear and no money. I remember thinking 100 gold was a lot. I was trying to learn a lot at a time and for it to be more difficult would have been more frustrating and would definitely up the number of people who quit.

    My wife is one of those people. She isnt a big fan of the murdery parts as she calls them. She does it sometimes but she is a true carebear. She isnt even a gamer. This is first real video game she has ever played. She knows she will have to do some killing, but because she is not a gamer she struggled to the point i created a new character to level with her. Starting out, i did 90% or more of the damage. She would have never lasted if the game had been much harder even with my help. Today she has no issue doing overland solo(CP350). ZOS would have missed out on her sub money had the game been more difficult.

    Today i can create a character, only assign a couple of hundred CP because boring and faceroll most overland in the same gear i would have used a few years ago. My wife can solo on a new character with CP but would struggle some. You see its not a one size fits all. For some it is going to be to hard and for others to easy. It is also going to change based on your knowledge of game play.

    Of course someone who has enough game play experience to have 310 CP can easily whack down a mob. Hell, my wife was face punching harpies on a level 12 necro because she through it was funny. only a few pieces of gear, no weapon, no abilities no potions, green food buff though. And of course i can make a video of even my CP800 being owned by a small pull because im playing like im a 7 year old that just started 5 minutes ago. Both videos prove we can manipulate the game to satisfy our argument.

    Traditional games made up for this because people who wanted easier contents would just run lower level stuff. People who wanted harder content would fight mobs a few levels above them. Everyone was happy because everyone could play their way. The 1T system doesnt allow that...

    But it could. There is nothing saying that we couldnt incorporate a difficulty setting that the user can change. It could only apply to overland but id probably apply it to the whole game except pvp of course. Not everyone wants to play on hard mode. And many people would like to experience all of the content they paid for without dedicating their life to becoming experts at the game.

    I would do 5 difficulty settings and bring trials dungeons and overland closer together in terms of hardness. right now you have super easy to insane. Bring them a little closer together. Make overland harder and end game so it doesnt scale like gear from XPacks in WoW.

    One the new difficulty scale:
    1) Beginner(default for first character): Overland is about 50% easier. Base and early DLC dungeons are about 150% easier. Early trials are 200% easier.
    2) Experienced casual: Overland is what it is now. Base and early DLC dungeons are about 75% easier. Early trials are 100% easier.
    3) Normal (default): Overland is about 100% harder. Base and early DLC dungeons and early trials are about what they are now.
    4) Veteran: Overland is about 250% harder. Base and early DLC dungeons and early trials are 100% harder.
    5) Elite: Overland is about 400% harder. Base and early DLC dungeons are about 250% harder. Early trials are 200% harder.

    You would change your setting on the gameplay settings screen. The difficulty setting would adjust your interaction with the game world, rather than the actual NPCs. Basically like it is now where all the mobs are the same level, but you scale. You can still play with people on different difficulties just like a level 18 can run a dungeon with a CP810. Once the game world is readjusted the difficulty levels really only act as buff modifiers to the individual. NPC health would be scaled to Elite level( so quite high) and when a person in beginner mode attacked it the modifier would just multiple his damage to bring it in line with Elite.

    Loot and XP would scale on based on difficulty. With normal being the current mix of loot. Beginner would be mostly trash drops and low XP. Elite would have a much better chance of higher quality and gold drops in some places. Motifs, more rare blueprints, and other special drops would drop more often at higher end difficulty and very rarely in beginner.


    The difficulty slider cames up a lot in various threads like this and while I don't essentially think it's a bad idea I always roll my eyes at "there would be no rewards for playing on harder difficulty, just the challenge". I call bs on that. Add sliders with no rewards for playing on hard mode and you'll se people complaining that they can't show off that they are hardcore.

    Man, this is all wrong. First of all using macro which will deal higher dps then you do manually will require even more skill... I believe some people use it to cheese dummy parses, but in real content, I can't imagine how this will work will all lag spikes and target switching etc..

    Second, about fact that mob HP/damage doesn't impact difficulty. It does impact. It worked in hundreds of games. Just launch un-modded Skyrim on legendary difficulty and I'll see far you will go without using advanced tactics and specific builds as well as positioning and good aim. Yeah, there are illusion&conjuration which can make a lion's share of work for you but you need to live up to the point when those 2 will be leveled properly.
  • yeey
    yeey
    ✭✭
    Go kill Bittergreen.
  • Bam_Bam
    Bam_Bam
    ✭✭✭✭✭
    I realize there's a lot of making fun of those players going on here, but I think this deserves a serious answer.

    Remember Doshia?

    When I see new players coming to the forums with issues in overland content, its usually for quest bosses. K'Tora from Summerset was a big recent offender.

    So what's the problem?
    Usually its some combination of the following:
    1. ESO doesn't really teach that hybrids or tanky builds aren't very effective compared to going all magicka or all stamina.
    2. ESO isn't very effective at teaching new players to do DPS rotations over a sustained fight. Just like Doshia was the first boss to teach older players they needed AOEs, some of those bosses are the first real "mechanics check" that new players experience. Essentially, its the first time they really have to learn how to fight or sustain even a short rotation.
    3. ESO's battle leveling is prone to creating unexpected problems for new players who don't know how it works. If you don't keep your weapons and gear up to par, its very easy to wind up weak and squishy at the wrong moment.

    Most players who struggle, do so because they don't understand the basic "meta" of ESO Leveling or ESO combat. They try to "play they way they want" only to hit bosses that are slightly more challenging and then realize (as I once did) that their build just isn't very effective.

    Given some pointers about to how build effectively for ESO, they do just fine.


    To be clear, I think the answer is that ESO has to do a better job of teaching new players - particularly when it comes to how to DPS.

    Doshia was absolutely horrible to fight - I remember that if she got as far as the 'orbs' stage of the fight - you were going to die. People used to group up for that b4st4rd lol
    Joined January 2014
    PC EU - PvE & BGs & PvP (Vivec)
    Grand Master Crafter

    #DiscordHypeSquad

    Stream
    Lims Kragm'a
    Bam Bam Bara
  • grannas211
    grannas211
    ✭✭✭✭✭
    We need roaming bosses ala IC and the Sewers In the base game zones.
  • Olauron
    Olauron
    ✭✭✭✭✭
    Vhozek wrote: »
    Is what I keep hearing. Who exactly is struggling with it? Do they pile up 50x enemies on top of themselves?
    I personally think we need overland to be a bit more difficult. There is no way someone just spawned onto the world and said "I have the ability to kill absolutely ANYTHING that stands in my way right this very moment at level 1".
    Is this not supposed to be an RPG? Not everyone wants to roleplay level 1 GOD and even those who choose to handicap themselves can't seem to stop being level 1 GOD.

    https://youtu.be/PqPq2FBGkoo
    https://youtu.be/PqPq2FBGkoo

    Make a video in the Halls of Regulation delve. Make a video with the Halls of Regulation delve boss. Show us how it is impossible to die there.

    And no, not everyone has healing and not everyone has healing every time slotted.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • jcm2606
    jcm2606
    ✭✭✭✭✭
    ✭✭
    Olauron wrote: »
    Vhozek wrote: »
    Is what I keep hearing. Who exactly is struggling with it? Do they pile up 50x enemies on top of themselves?
    I personally think we need overland to be a bit more difficult. There is no way someone just spawned onto the world and said "I have the ability to kill absolutely ANYTHING that stands in my way right this very moment at level 1".
    Is this not supposed to be an RPG? Not everyone wants to roleplay level 1 GOD and even those who choose to handicap themselves can't seem to stop being level 1 GOD.

    https://youtu.be/PqPq2FBGkoo
    https://youtu.be/PqPq2FBGkoo
    And no, not everyone has healing and not everyone has healing every time slotted.

    You SHOULD be, though, you SHOULD be slotting a healing skill, and you SHOULD be using that healing skill to survive.

    "Play the way you want" SHOULD NOT mean "ignore almost all mechanics, ignore almost all defensive tools, and be fine". It SHOULD mean "follow mechanics, but use ANY tool to follow them".

    By saying "not everyone has healing and not everyone has healing every time slotted", and backing that up by building the vast majority of PvE content around those players, you're allowing them to play like actual, legitimate potatoes, and you're removing the need for them to better themselves.

    What is the point of playing an MMORPG, when you don't need to get better? This is not a single player game. You SHOULD NOT be fine by choosing to ignore proper gameplay conventions, you SHOULD be punished for that, you SHOULD be pushed into that. But, currently, the game DOESN'T push you into that, it allows you to play like an actual, legitimate potato, and it rewards you for it!

    You're not helping newer players by coddling them, you're harming them. The entire reason we see newer players struggle in group content, is because overland has reinforced bad behaviours. Overland allows them to NOT slot a heal, NOT block attacks, NOT dodge attacks, NOT break stuns as soon as possible. When players jump into content that DOES ask this of them, there's a large disconnect.

    The only way to fix that disconnect is to either nerf group content to not ask this of newer players, which will make the problem WORSE since it's MOVING the problem, not SOLVING it, OR, they can instead tweak overland to gradually enforce the proper style of play, AS IT SHOULD HAVE BEEN FROM THE START.

    The fact that we're arguing about progression in an MMORPG, which is an ENTIRE genre known FOR it's long term progression, is insane. People are happy leaving the game at a point where it lets players put in less than 5% effort to actually learn the game, then immediately jumps up to 25+% once you enter group content, where mechanics matter. That fact that people happy leaving the game at that point, is insane.
  • Olauron
    Olauron
    ✭✭✭✭✭
    jcm2606 wrote: »
    You SHOULD be, though, you SHOULD be slotting a healing skill, and you SHOULD be using that healing skill to survive.
    Wrong. Absolutely wrong. When I am levelling a character I am levelling his skills. Surprising, yes? Who would have guessed? But still... I am levelling skills. And if I don't have healing skills yet or I have already levelled them to maximum, I don't need them in the slot bar because that will slow down levelling other skills. That slowing down is inappropriate.
    And some classes are not really good at healing (with class or guild skills). StamNB is very situational until he gets Siphoning Strikes. Healing from killing by Killer's Blade will not help you when you are fighting with a single boss.
    jcm2606 wrote: »
    "Play the way you want" SHOULD NOT mean "ignore almost all mechanics, ignore almost all defensive tools, and be fine". It SHOULD mean "follow mechanics, but use ANY tool to follow them".
    I don't need any stupid mechanics in the overland. What I need is to burn through overland with a CP character as fast as it is possible doing my daily quests. 5 minutes a daily delve quest (including loading screens) max.
    jcm2606 wrote: »
    The fact that we're arguing about progression in an MMORPG, which is an ENTIRE genre known FOR it's long term progression, is insane. People are happy leaving the game at a point where it lets players put in less than 5% effort to actually learn the game, then immediately jumps up to 25+% once you enter group content, where mechanics matter. That fact that people happy leaving the game at that point, is insane.
    I don't care about genre. For me it is single-player TES game unless I want to use its co-op features to play with my friends in dungeons or trials.
    Edited by Olauron on November 16, 2019 11:23AM
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • jcm2606
    jcm2606
    ✭✭✭✭✭
    ✭✭
    Olauron wrote: »
    When I am levelling a character I am levelling his skills. Surprising, yes? Who would have guessed?

    If you can't find a healing skill somewhere, the problem is not with the game. Sorry, but it's the truth. There's a ton out there, you just need to use them.
    Olauron wrote: »
    And some classes are not really good at healing (with class or guild skills). StamNB is very situational until he gets Siphoning Strikes. Healing from killing by Killer's Blade will not help you when you are fighting with a single boss.

    Vigor, if you're good with doing some PvP to unlock it. If not, or until you get it: Strife, Bloodthirst, Blood Craze, Draining Shot.
    Olauron wrote: »
    I don't need any stupid mechanics in the overland. What I need is to burn through overland with a CP character as fast as it is possible doing my daily quests. 5 minutes a daily delve quest (including loading screens) max.

    That's all well and good, but what you enjoy, I absolutely hate. The fact that overland is *** easy in ESO, is why I don't do it. It bores the *** out of me, I almost fall asleep if I don't have something else on in the background, such as a show, movie or video.

    I only do overland and questing while leveling, but the moment I hit 50, I'm either in PvP, or parking that character until the situations arises where I can use it for group content. That is how little I enjoy overland, and it has nothing to do with the core questing experience, everything to do with the gameplay just not being there.

    My other MMO, GW2, I've basically been in overland for 90% of my play time, because it's actually engaging, it's actually enjoyable. Starter zones are fairly easy, with not many oppressive mechanics, while end game zones can be absolutely brutal if you're not paying attention. A large portion of GW2's end game, is overland, due to the world events. And, you know what? I'm actually enjoying questing, so much more in GW2, because it's actually engaging.

    I'd seriously quest in ESO, if the gameplay was even a little bit more engaging. The quests are well written, the voice acting is top notch, and you can tell that most of Zenimax's effort goes into questing. But sadly, the gameplay lets it down for not only me, but many others.
    Olauron wrote: »
    I don't care about genre. For me it is single-player TES game unless I want to use its co-op features to play with my friends in dungeons or trials.

    I'm sorry, but it's not a single player TES game. Just because it's something specific to you, doesn't mean the game is what you think it is. Hate to break it to you, but it's the truth.

    To me, ESO is a PvP-first, PvE-second game, because I find the PvP infinitely more enjoyable (when it actually works), and I find the PvP has far more potential playtime before it becomes stale. Because ESO is a PvP-first, PvE-second game to me, does it mean the vast majority of the game should tailor itself to what I want? No.

    And neither should it, for what you want. This is why I'm in favour of an optional difficulty option being implemented, in tandem with an overhaul to mechanics, and maybe an overhaul to specific mob stats per mob type with a redistribution of mob types through the world (harder mob types are more prevalent in "end game" zones). Don't want a hard questing experience? Great, you can turn the difficulty down!

    What a player gets out of the game shouldn't dictate what the game is. Overland shouldn't just be for casuals, it should be for everybody. It should be scalable, with content available for all skill levels, with the ability for players to opt into a harder experience, if they want it. It should act as a common starting point, for all other content to branch out from, and the difficulty ramp should correspond to the particular type of content you're chasing after (ie, overland should prepare you for what's to come in group content or PvP, not just go from 5% to 25+% instantly).
    Edited by jcm2606 on November 16, 2019 11:39AM
  • Olauron
    Olauron
    ✭✭✭✭✭
    jcm2606 wrote: »
    If you can't find a healing skill somewhere, the problem is not with the game. Sorry, but it's the truth. There's a ton out there, you just need to use them.
    It still doesn't mean that such skill needs levelling every time to be not a waste in the bar.
    jcm2606 wrote: »
    Vigor, if you're good with doing some PvP to unlock it. If not, or until you get it: Strife, Bloodthirst, Blood Craze, Draining Shot.
    I have 10 characters and I don't have Vigor and will never have Vigor on all and any of them. That is just absurd to go to PvP to get a heal for overland PvE content.
    Other skills may help if you happen to level up that weapon skill line. Strife is OK.. a little... except it is fully levelled very soon and has to go from the bar.
    jcm2606 wrote: »
    I'm sorry, but it's not a single player TES game. Just because it's something specific to you, doesn't mean the game is what you think it is. Hate to break it to you, but it's the truth.

    To me, ESO is a PvP-first, PvE-second game, because I find the PvP infinitely more enjoyable (when it actually works), and I find the PvP has far more potential playtime before it becomes stale. Because ESO is a PvP-first, PvE-second game to me, does it mean the vast majority of the game should tailor itself to what I want? No.
    To you, maybe. But ESO was almost like single-player TES game for overland content from day minus 4. That content was OK to do solo with whatever skills in whatever gear. Without food. If you were doing level-appropriate quests.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • jcm2606
    jcm2606
    ✭✭✭✭✭
    ✭✭
    Olauron wrote: »
    It still doesn't mean that such skill needs levelling every time to be not a waste in the bar.

    Your back bar is there for a reason. Slot a heal on your back bar, keep your front bar filled with skills you're leveling. Literally what I do when I level a character, and I do the exact same things you do (arrange my bars such that I have 1 skill from each class line, and weapon lines I want to use, slotted at all times). The tools are there for you to use, use them.
    Olauron wrote: »
    I have 10 characters and I don't have Vigor and will never have Vigor on all and any of them. That is just absurd to go to PvP to get a heal for overland PvE content.

    Then use the other skills I listed. The other skills I listed aren't even the only ones in the game. There are plenty of others.
    Olauron wrote: »
    Other skills may help if you happen to level up that weapon skill line. Strife is OK.. a little... except it is fully levelled very soon and has to go from the bar.

    Again, slot them on your back bar, and swap back whenever you need to heal. For Strife, just keep rotating it to keep the HoT up.
    Olauron wrote: »
    To you, maybe. But ESO was almost like single-player TES game for overland content from day minus 4. That content was OK to do solo with whatever skills in whatever gear. Without food. If you were doing level-appropriate quests.

    And back then, I enjoyed questing. I literally started playing GW2 a few months ago, and you know the first thing I was hit with? Nostalgia. Nostalgia for what questing in ESO was like, back when I started playing, before 1T.

    I remember that one quest boss in Stonefalls that would mimic the people it killed, and I remember legit having to wait like 10 minutes for someone to come help me kill it, because it kept destroying me. And I enjoyed that. It gave the quest actual depth, actual meaning, when it was genuinely challenging to complete.

    Now? Who cares, nuke the mob, or if you can't, who cares, mob can barely hurt you if you aren't acting like a complete potato.

    Point being, your experience is not the end-all, be-all, decides the fate of the game. Just because you play it like a single player TES, and make the choice to gimp yourself, doesn't mean the game should cater to you, forfeiting everybody else's fun. You made that choice, you live with it.
  • EmEm_Oh
    EmEm_Oh
    ✭✭✭✭✭
    Vhozek wrote: »
    Bealeb319 wrote: »
    Some players are not as good as you and that is okay?

    "Some players can't spam click and lean back their heads to nap until they no longer hear combat music"
    Yeah ok.
    Look, I'm sorry but I'm not trying to be rude. There is simply 0 (zero) arguments against more difficult overland.

    Players should have settings like D3...have an ESO Hardcore and Torment-like tier.
  • CassandraGemini
    CassandraGemini
    ✭✭✭✭✭
    Oh, look. It's another one of those "Overland needs to be harder" threads. Haven't I just seen one a couple days ago?

    Anyway, this is not going to happen, and, truthfully, it shouldn't. It's Overland. It's not supposed to be difficult or challenging. If you want to experience the story while mowing down everything in your path (as a seasoned player), or - as a new player - getting by while, hopefully, learning something about the battle system and what works and what doesn't - go do Overland. If you want a challenge, where it's all about mechanics and a real threat of dying at all times - go do vet Trials or vet DLC dungeons. It really is that simple. And as long as there are players out there who actually struggle with the Overland content, because, for example, they're new and haven't figured out yet that hybrid builds don't work (which, to be honest, you won't really figure out by yourself unless you google it or find yourself a guild and ask for help and someone tells you, so a lot of casual players may never realize this, because the game itself sure doesn't tell you), it should most definitely not be made harder!
    This poor little Bosmer stealth passive had passionate friends and a big loving family!

  • bethsheba
    bethsheba
    ✭✭✭
    No one is struggling with overland difficulty. No one.
  • Olauron
    Olauron
    ✭✭✭✭✭
    jcm2606 wrote: »
    Your back bar is there for a reason. Slot a heal on your back bar, keep your front bar filled with skills you're leveling. Literally what I do when I level a character, and I do the exact same things you do (arrange my bars such that I have 1 skill from each class line, and weapon lines I want to use, slotted at all times). The tools are there for you to use, use them.
    Back bar is for 15+ characters. But with what I can agree is that back bar is there for a reason. And the reason is to test my patience. To press a swap button and make a bet whether that was just ignored by the game or weapon will be swapped but later because of lag. From my experience it is completely unreliable for emergency healing. It is OK for something like CR where you have time to react.
    jcm2606 wrote: »
    I remember that one quest boss in Stonefalls that would mimic the people it killed, and I remember legit having to wait like 10 minutes for someone to come help me kill it, because it kept destroying me. And I enjoyed that. It gave the quest actual depth, actual meaning, when it was genuinely challenging to complete.

    Now? Who cares, nuke the mob, or if you can't, who cares, mob can barely hurt you if you aren't acting like a complete potato.
    Right now there are quest bosses and delve bosses that can do the same. And it is not true that mobs can barely hurt you. It is very easy to run out of stamina to block something to a point you will not be able to block (or break free) some CC-attack. And if you are facing 3 or more mobs being fallen or something like this will make you lose half a health while getting control back. And 3+ mobs with CC-skills are not uncommon. I would say, there are too much of them to a point of being tedious.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • Walewyn
    Walewyn
    Overland is hard enough for new players when they hit 50 and start getting champion points. With the rate at which champion points are received, new players can quickly fall behind the curve and it is a real struggle to get back to a comfortable level.

    Leave overland as it is. It is fine. I don't need every single orc I need to kill to complete one of the 50 quests in a zone to be a fight of champions.
  • Austinseph1
    Austinseph1
    ✭✭✭✭✭
    Remember that the game is being redesigned around casual players and to get them to buy crowns. There is no reason you cannot artificially create your own difficulty increase with simply unequiping gear. There is no reason to increase difficulty on the most casual content there is in the game from a financial standpoint.
  • ZOS_FalcoYamaoka
    Greetings,

    This thread has been closed due to derailment and therefore lack of constructive conversation. Please remember to keep your posts civil and purposeful.
    Staff Post
This discussion has been closed.