Very much this.Kingslayer513 wrote: »I would like to see leveled zones come back with a base level, and once you are leveled higher than the base it would scale with your level all the way up to cp160.
For example, a level 40 zone would stay level 40 until you hit that level, then it continue to scales up with your level to a max of cp160.
I feel like ESO is missing the sense of progression that existed before One Tamriel. Being able to safely go to any zone and do any quest line on a level 3 character is not a good thing.
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 ***
I don't get what's the fascination of some players in making content "hard". And when I say "hard" I really mean tedious. I traverse the overland mostly for getting mats, doing some minor quests or rp with my friends. If I had to stop every corner for a big fight, it gets old really quick. You want harder content? Go do some vet content or go run in IC. Or even better, go play Dark Souls.
But there should be a way for us to adjust how we scale to the content. I am maxed level and I want to be able to not be bored by overland content. Implementing a system so that I can increase the difficulty somehow would be great. Bastion and Transistor by Supergiant Games come to mind as they both allow you to increase the difficulty which coincides with better rewards if you would like.
I apologize that you specifically get the response on this, but I'm just really tired of seeing this suggestion a thousand times.
You CANNOT scale overland content to player levels. You also CANNOT add difficulty modifiers like the Idol system. Multiple people have to be able to exist and play against the same mobs simultaneously, which makes independent scaling like what everyone keeps asking for impossible.
A much better option I feel would be adding in harder mobs in certain areas within each zone, especially around areas that are considered dangerous in the lore or story. That way not only does questing feel a bit less static in terms of its pacing, but it also doesn't make traveling and gathering a complete chore.MellowMagic wrote: »Honestly all they need to do is make quest bosses not purple tier but orange tier strength. With about 50-100% percent more health than public dungeon bosses. Yes more newer players will die more but the experience of getting better will feel so much more satisfying.
This isn't "harder." It's longer, and in reality just more tedious. Expecting players to do 50-100% more damage in a solo environment than they have to in a group environment also doesn't really make any sense. Honestly, an easy way to make story bosses more challenging would just be to increase their action speed. Most players don't need a five-second telegraphed wind-up for every attack.
You can however modify my player character's stats or how it interacts with the consistent NPCs, correct? Currently you can kind of do this by removing your cp and gear. A more robust system implemented allowing you to retain cp buff and gear interaction, like the tactician passive and proc sets, would at least allow me to practice builds while questing and would be appreciated. Providing rewards for those who take on the challenge might also expand replayability or content interest.