nafensoriel wrote: »UPDATE: I MEANT TO SAY FOR SOME AREAS (ie. Craglorn, Coldharbour, etc.) ONLY!!!
: 100% increase in damage for all overland and public dungeons NPC. 100% increase of resistance. 200% aggro range increase (3x range). NO health increase though. Nothing changes in Dungeon/Trial. (except for mudcrabs)
Step One: Remove all champ points.
Step Two: Equip blue gear.
Step Three: Click a portal in craglorn without preloading skills.
Why just not nerf all the gear and skills and remove CP ?
And there you go, the end result is about the same as OP is suggesting.
Taleof2Cities wrote: »wrong.
i want it to be an MMO that, as a knight in a fantasy world, feel INTIMIDATED when i walk into an unknown zone, or world-famous dangerous areas...
i dont want to go to Craglorn and sees low level casuals go node picking next to the huge daedras patrolling the land.....
ah.. well, it's too much work to explain how other MMO does it better.
WUT?
If you want to feel INTIMIDATED head to the Cyrodiil zone ... where you’re guaranteed not to win every fight.
MartiniDaniels wrote: »Yes, I paid for all those DLCs but I can't do quests because of lack of challenge and rewards.. really boring, I only finished main quest after 1.5 years and only because I needed skill points. If I just wanna read or listen, I'll go read book or watch movie. Game must have GAMEPLAY. ESO overland doesn't have it. And this has nothing to do with CP etc, it was same easy and boring even when I only started playing.
Good example of proper difficulty are public dungeons. Those were quite challenging when I was newbie and even now when I play them on characters with undistributed CP they are quite dangerous.
Jem_Kindheart wrote: »I wonder if these players making threads every. Single. Day. Asking for harder overland / questing have bothered to spend the $10 to buy a new game key with zero cp and start from zero.
As an experiment and out of curiosity, I did exactly that a few weeks ago. Guess what, the content is sufficiently difficult. A new player just coming into the game today, especially after food has been nerfed once or twice a year, skills made more costly with regular patches, the price of mats and potions skyrocketing, and with the game offering very little education on how to git gud, the player would have a sufficiently difficult gaming experience overland and questing.
myskyrim26 wrote: »NO.
Go play vet dungeons solo.
MasterSpatula wrote: »While I used to think Craglorn should have remained a more challenging zone, in the end, I've come around to being a "no" on this topic for one simple reason:
Trash mobs aren't supposed to be a challenge. They're supposed to be a nuisance.
Trash doesn't exist to make the game harder. It exists to slow you down, to drag things out, to make the game feel bigger and fuller than it really is. It's like the crackers in a meatloaf or the rice under your curry.
-snip-
CaffeinatedMayhem wrote: »Still NO. Come on, this is an MMO. Why lock off certain areas for the l33t only? Yes there are people who aren't as good as you, and they have every right to be able to use every zone they can.
randomkeyhits wrote: »overland stuff is for newbies, light casuals and quest/story orientated players
-snip-
nafensoriel wrote: »UPDATE: I MEANT TO SAY FOR SOME AREAS (ie. Craglorn, Coldharbour, etc.) ONLY!!!
: 100% increase in damage for all overland and public dungeons NPC. 100% increase of resistance. 200% aggro range increase (3x range). NO health increase though. Nothing changes in Dungeon/Trial. (except for mudcrabs)
Step One: Remove all champ points.
Step Two: Equip blue gear.
Step Three: Click a portal in craglorn without preloading skills.
[sarcasm]Yes, because this sounds tremendously fun for our characters who are not specialized as min-maxed damage dealers.[/sarcasm] Which is basically all of my characters now and in the foreseeable future.
Dusk_Coven wrote: »They tried harder content that in Craglorn and other places and no one wants to go there for that "harder" content, e.g., overland portals.
And once you're finished all the questing in a zone you're basically done and won't go back except for maybe gathering nodes and surveys.
-snip-
myskyrim26 wrote: »First, you chase META. You achieve the highest DPS possible.
Next, you're bored.
Bored with overland, normal dungeons, normal everything.
-snip-
2. We're still running the same dozen to two dozen dungeons we've had for 4-5 years, so there's nothing new here.
Vet mode would offer better drops and rewards but would feel like a vet dlc.
Dusk_Coven wrote: »And you somehow think overland content will be less boring when you repeat it even more?
Dusk_Coven wrote: »Not sure the we-want-overland-harder people really know what they are asking for.
Dusk_Coven wrote: »That's where your harder content is in pretty much every MMO -- that's where the grind is. Not overland.
Dusk_Coven wrote: »Overland and story content is benchmarked for newbs -- because every expansion they want to attract new people so right off the bat those people must be able to complete their new content and walk around the world.
Dusk_Coven wrote: »How about this instead: A Monster Helm set:
- 1 piece = you stop earning any progress in level or skill line and your CP has no effect
- 2 piece = every tick you lose progress in all your skill lines and your level
Downgrade your toon to a level 3 newb and have your harder overland with 3 skill points to spend and no CP.
I have to agree. I've done this multiple times, and the real eye-opener was when I started over on the EU server with no friends, guilds, gold, or crafting ability. Wearing whatever the dead guy dropped and looking forward to the day you can craft a full white set of Innate Axiom plus Vastarie's (not to mention get into a guild that has those stations but doesn't have a 10K sales req't) is humbling.Jem_Kindheart wrote: »I wonder if these players making threads every. Single. Day. Asking for harder overland / questing have bothered to spend the $10 to buy a new game key with zero cp and start from zero.
As an experiment and out of curiosity, I did exactly that a few weeks ago. Guess what, the content is sufficiently difficult.
Just take all your armour off, equip a level one dagger and disable all your cp. You can effectively make it as difficult as you like.
SirLeeMinion wrote: »I have to agree. I've done this multiple times, and the real eye-opener was when I started over on the EU server with no friends, guilds, gold, or crafting ability. Wearing whatever the dead guy dropped and looking forward to the day you can craft a full white set of Innate Axiom plus Vastarie's (not to mention get into a guild that has those stations but doesn't have a 10K sales req't) is humbling.Jem_Kindheart wrote: »I wonder if these players making threads every. Single. Day. Asking for harder overland / questing have bothered to spend the $10 to buy a new game key with zero cp and start from zero.
As an experiment and out of curiosity, I did exactly that a few weeks ago. Guess what, the content is sufficiently difficult.
Just take all your armour off, equip a level one dagger and disable all your cp. You can effectively make it as difficult as you like.
Why should I have to undo all of my progression just to enjoy overland content? You do realise that other MMO's offer overland content, that doesn't require that, right? Hell, in GW2, overland is part of end game, thanks to meta events.
Just take all your armour off, equip a level one dagger and disable all your cp. You can effectively make it as difficult as you like.
Why should I have to undo all of my progression just to enjoy overland content? You do realise that other MMO's offer overland content, that doesn't require that, right? Hell, in GW2, overland is part of end game, thanks to meta events.
You don’t have to do it. You can be more resourceful in challenging yourself with the game as it is. Did you ever try playing Iron Man rules in D2?
Every player is playing the role of some godly adventurer in this game, so it would be stupid for a little crab to be able to stomp on you.
There are already plenty of avenues for more difficult content in this game as is.
Just take all your armour off, equip a level one dagger and disable all your cp. You can effectively make it as difficult as you like.
Why should I have to undo all of my progression just to enjoy overland content? You do realise that other MMO's offer overland content, that doesn't require that, right? Hell, in GW2, overland is part of end game, thanks to meta events.
You don’t have to do it. You can be more resourceful in challenging yourself with the game as it is. Did you ever try playing Iron Man rules in D2?
Every player is playing the role of some godly adventurer in this game, so it would be stupid for a little crab to be able to stomp on you.
There are already plenty of avenues for more difficult content in this game as is.
1. Why should I have to jump through hoops to do make the game more enjoyable? That's more so the problem. The game should be enjoyable for everybody, there should be content for everybody, and yet vet PvE'ers are left living dungeon and trial releases patch-to-patch, because there's next to no long term content for them. Do you see the disconnect here?
2. I'm not asking for a crab to stomp on me, I'm asking for that crab to not die when I sneeze at him. I'm asking for overland to actually require my, even partial, attention. Currently, it requires barely 5% of my attention, which is why I don't find it enjoyable. I'm not immersed in the gameplay, because there's nothing to be immersed in. I see a mob, I swing my sword, mob dies. What is there to even be immersed in?
Trash mobs generally have around 30k health, while a PvP build (which doesn't build nearly as much into damage as a PvE build) can deal half of that in a single cast of a burst skill. 2 casts, without light attacks, mob drops dead.
Most decent players in PvE have between maybe 75-125% of a mob's health as DPS (and so with a full rotation can kill a trash mob in under a second), and top tier players can pull 3x(!!!) the amount of a mob's health as DPS.
And now, go PUG a few normal randoms (during an event, if you're on NA), and take a look at the substantial amount of people who do like 5-10k dps with their damage dealers. And those are the ones who actually go into dungeons, instead of just doing quest content. Players who don't solo dolmens, who do take their minutes to take down a delve boss, who die to quest bosses. (I watched the Black Kiergo arena in Senchal for a while the other day, with a constant stream of players coming in and playing it. An interesting amount of them died, at least once.)
Literally just copypaste Battle Spirit (where half the solution -- damage received and healing received multipliers -- is already implemented), switch damage received from a reduction to an increase, add a damage done reduction, and the core of this new overland difficulty system is already in place. Apply this new status effect to all players while in an overland zone.
Next, add a new dropdown selection on the character sheet, where the titles and outfits are, add some difficulty options, and hook this new dropdown selection into the player's overland difficulty status effect. Scale the stat adjustments based on the chosen difficulty setting.
Boom, problem solved. Casuals can keep the difficulty on Standard or whatever, which is what it's like now. Newer players can keep it on Standard, or maybe drop down to Easy where damage done and healing received go up, while damage received goes down. Vets can jump up to harder difficulties, where damage done and healing received gradually drop, while damage received rises. Problem solved, for the most part, everybody's happy, and one person's difficulty doesn't directly impact another's.
Yes, overland doesn't try to give good players a challenge. Quest content is designed to be played by basically anyone. That's the whole point of it.
And so what? This game is huge, there are challenges for everyone.
Just take all your armour off, equip a level one dagger and disable all your cp. You can effectively make it as difficult as you like.
Why should I have to undo all of my progression just to enjoy overland content? You do realise that other MMO's offer overland content, that doesn't require that, right? Hell, in GW2, overland is part of end game, thanks to meta events.
You don’t have to do it. You can be more resourceful in challenging yourself with the game as it is. Did you ever try playing Iron Man rules in D2?
Every player is playing the role of some godly adventurer in this game, so it would be stupid for a little crab to be able to stomp on you.
There are already plenty of avenues for more difficult content in this game as is.
1. Why should I have to jump through hoops to do make the game more enjoyable? That's more so the problem. The game should be enjoyable for everybody, there should be content for everybody, and yet vet PvE'ers are left living dungeon and trial releases patch-to-patch, because there's next to no long term content for them. Do you see the disconnect here?
2. I'm not asking for a crab to stomp on me, I'm asking for that crab to not die when I sneeze at him. I'm asking for overland to actually require my, even partial, attention. Currently, it requires barely 5% of my attention, which is why I don't find it enjoyable. I'm not immersed in the gameplay, because there's nothing to be immersed in. I see a mob, I swing my sword, mob dies. What is there to even be immersed in?
You will need to jump through more hoops if you got your wish 😂
I want mobs to take longer to kill, because currently they drop dead in 1-2 skill casts.
I want to have to pay attention to what I'm doing, because currently I'm literally put to sleep by overland content, to the point where I need a show/movie/video playing on my other monitor to keep me awake and engaged.
The game should be like that. Gameplay and mechanics shouldn't be optional.
I want mobs to take longer to kill, because currently they drop dead in 1-2 skill casts.
I want to have to pay attention to what I'm doing, because currently I'm literally put to sleep by overland content, to the point where I need a show/movie/video playing on my other monitor to keep me awake and engaged.
The game should be like that. Gameplay and mechanics shouldn't be optional.
I have eight characters, four of them are at CP level and do between 6k and 15k DPS, so a single mob takes from two to five seconds to die. Groups of three take anything between ten seconds and half a minute depending on the ratio between AOEs and single target skills.
Craglorn mobs, with higher HPs and bigger groups, take two to four times as long to beat, but that's it.
Fighting mobs is just Dance Dance Revolution with more buttons to push: you can make it longer, you can make the buttons sequences more complex, but as far as paying attention goes everything is just muscle memory after a few repetitions.