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Sancre Tor, this is how easy the game has become.

  • The Uninvited
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    kind_hero wrote: »
    I say these quests should be buffed slightly, same with Sancre Tor (I remember it being difficult)

    There we go, someone who understands. Slightly buffed, that's all I'm saying here.
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • starkerealm
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    For the very last time, and for everyone that is saying I went in with fully crafted gear set, food and skills...

    All I did was LIGHT ATTACKS ffs!

    You say that like light attacks don't do significant damage.

    As you already know, your light attack damage scales of your weapon/spell damage and max stamina/magicka (depending on the weapon.) This means you already understand how to stack light attack damage, so you already know how to build into it. More than that, you chose build into it when you ate food.

    You're, literally, taking (low end) vet dungeon DPS into a quest encounter and saying, "this isn't hard."
  • The Uninvited
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    For the very last time, and for everyone that is saying I went in with fully crafted gear set, food and skills...

    All I did was LIGHT ATTACKS ffs!

    You say that like light attacks don't do significant damage.

    As you already know, your light attack damage scales of your weapon/spell damage and max stamina/magicka (depending on the weapon.) This means you already understand how to stack light attack damage, so you already know how to build into it. More than that, you chose build into it when you ate food.

    You're, literally, taking (low end) vet dungeon DPS into a quest encounter and saying, "this isn't hard."

    I never said that light attacks don't do significant damage. The food I ate is max health/stam recovery. I was at level 21 with level 16 gear, which I would hardly call "vet dungeon DPS".

    All I am saying is, light attacks shouldn't be the only thing needed to complete a quest that was supposed to be just a tiny bit harder than the rest of overland.
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • exeeter702
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    Also, I'm below level 50 so if I'm not mistaken CP doesn't work yet. So, this is all due to the level scaling of gear and food.

    Cp most definitely works if that is an alt and you have spent your cp points on him.
  • starkerealm
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    For the very last time, and for everyone that is saying I went in with fully crafted gear set, food and skills...

    All I did was LIGHT ATTACKS ffs!

    You say that like light attacks don't do significant damage.

    As you already know, your light attack damage scales of your weapon/spell damage and max stamina/magicka (depending on the weapon.) This means you already understand how to stack light attack damage, so you already know how to build into it. More than that, you chose build into it when you ate food.

    You're, literally, taking (low end) vet dungeon DPS into a quest encounter and saying, "this isn't hard."

    I never said that light attacks don't do significant damage. The food I ate is max health/stam recovery. I was at level 21 with level 16 gear, which I would hardly call "vet dungeon DPS".

    You were probably pushing in the 10-15k DPS range at a minimum. While that's not going to result in a comfortable vet dungeon experience, that's more than enough DPS to clear a lot of base game vet dungeons if you have another DPS with comparable damage.
    All I am saying is, light attacks shouldn't be the only thing needed to complete a quest that was supposed to be just a tiny bit harder than the rest of overland.

    The irony here is, again, a new player won't know that, and will probably try to mix in some active abilities. They'll reduce their damage prolonging the fight. Not as relevant to this specific example, but they won't understand getting out of the red, which will wreck them, and that does come up in Sancre Tor, just not on the final fight.

    If you want an appreciation for how different your outgoing damage experience is from theirs, try it again on a 160 tank with only light attacks.
  • TequilaFire
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    I wonder if the players that are OK with a quest with a major protagonist quest boss being easy are the same ones that complain about players coming into Vet dungeons with out a clue how to play.
    So you fail once or twice, that is how you learn.
  • exeeter702
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    The only Main Story quest that ever used to scare me was the ine where you had to go get the ring and fight all those Redguard ancestors. Even then, it wasn't that bad, just made you use mechanics. Overland PvE and quests have always been pretty easy, with a couple exceptions.

    ESO is a huge contrast from FFXIV in this regard, where in FFXIV you can die in overland if you pull 1 mob too many.
    Unless you are a healer, in which case you are an immortal god.

    Lol not sure what version of 14 you play/ed but its overland is about as threatening as an inebriated homeless elderly woman. Perhaps you meant ff11.
  • starkerealm
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    I wonder if the players that are OK with a quest with a major protagonist quest boss being easy are the same ones that complain about players coming into Vet dungeons with out a clue how to play.
    So you fail once or twice, that is how you learn.

    Most of the time, when you're seeing players hitting vet content without a clue, they ground up to 160, 300, 810, or whatever, they didn't get there playing content. Usually, when you see players hitting vet content who actually got to where they are organically, there will be some issues, but it's not the same situation.

    Of course, I say that, but you'll also see the players who will rage kick if they see a DPS running something that Alcast didn't personally sign off on.
  • The Uninvited
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    For the very last time, and for everyone that is saying I went in with fully crafted gear set, food and skills...

    All I did was LIGHT ATTACKS ffs!

    You say that like light attacks don't do significant damage.

    As you already know, your light attack damage scales of your weapon/spell damage and max stamina/magicka (depending on the weapon.) This means you already understand how to stack light attack damage, so you already know how to build into it. More than that, you chose build into it when you ate food.

    You're, literally, taking (low end) vet dungeon DPS into a quest encounter and saying, "this isn't hard."

    I never said that light attacks don't do significant damage. The food I ate is max health/stam recovery. I was at level 21 with level 16 gear, which I would hardly call "vet dungeon DPS".

    You were probably pushing in the 10-15k DPS range at a minimum. While that's not going to result in a comfortable vet dungeon experience, that's more than enough DPS to clear a lot of base game vet dungeons if you have another DPS with comparable damage.
    All I am saying is, light attacks shouldn't be the only thing needed to complete a quest that was supposed to be just a tiny bit harder than the rest of overland.

    The irony here is, again, a new player won't know that, and will probably try to mix in some active abilities. They'll reduce their damage prolonging the fight. Not as relevant to this specific example, but they won't understand getting out of the red, which will wreck them, and that does come up in Sancre Tor, just not on the final fight.

    If you want an appreciation for how different your outgoing damage experience is from theirs, try it again on a 160 tank with only light attacks.

    You are someone that seems to want to discuss in a reasonable way, I appreciate that.

    Not sure about the 10-15K dps range, but I will grant you the fact that new players won't know about some things.

    But even back then, doing the quest on new characters and knowing what you were up against, we would go in with crafted gear (like I said "albeit Ashen Grip and so on") and we would still need to use a healing skill or dodge/block/kite here and there.

    It's just seems it has been dumbed down or nerfed too much these days.

    Once again, I am not asking for it too be super hard for new players. Just a slight buff in comparison to let's say the regular overland quests.
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • exeeter702
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    I wonder if the players that are OK with a quest with a major protagonist quest boss being easy are the same ones that complain about players coming into Vet dungeons with out a clue how to play.
    So you fail once or twice, that is how you learn.

    That is part of the core issue for alot of people. Even for unseasoned accounts playing through the game fresh, ESO does very and I mean VERY little to push players outside their comfort zone during their leveling experience. There are very few valuable lessons learned because the developers believe giving slaps on the wrist is a step too far. This is what happens when you attempt to create your game for every possible demographic. Its difference between introducing the tools needed to overcome your designed obstacle and achieve a win condition, and respecting your players enough to let them fail and learn vs telling your players that it's ok, you wont lose in our game, we have something for even the most laxed players.

    There are those that want to turn their brain to 11 when they sit down to engage themselves in a video game and their are those that only want to shut their brain of entirely when they sit down to play a video game.

    Overland content is still too easy even for brand new player.
  • The Uninvited
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    If I have any means to prove my point, this might be it.

    I am doing the Village of the Lost public dungeon in Coldharbour right now. The bosses there pose a greater threat than Mannimarco in the main quest...
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • luen79rwb17_ESO
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    Honestly, for questing I only expect a good dialogue, story, etc. I want the kill X thing done as fast as it can be.
    Edited by luen79rwb17_ESO on February 9, 2020 9:12PM
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • starkerealm
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    Not sure about the 10-15K dps range, but I will grant you the fact that new players won't know about some things.

    I'm making an educated guess based on what your light attack damage should be, with that gear at that level. I'm also lowballing, it's possible your DPS is higher than this.

    Base game vet dungeons can be cleared with 20k group DPS. It's not fun, but it is entirely doable.
    But even back then, doing the quest on new characters and knowing what you were up against, we would go in with crafted gear (like I said "albeit Ashen Grip and so on") and we would still need to use a healing skill or dodge/block/kite here and there.

    It's just seems it has been dumbed down or nerfed too much these days.

    As I recall, the biggest problem with the Manimarco fight, back in the day, was the ghost swarms. Not Manimarco himself. He was always kind of a pushover. Once you had a way to deal with the ghosts, the boss fight was pretty easy.
    If I have any means to prove my point, this might be it.

    I am doing the Village of the Lost public dungeon in Coldharbour right now. The bosses there pose a greater threat than Mannimarco in the main quest...

    This was always true. Manimarco was level 40, Village of the Lost was either level 49 or level 50 (I forget which.) Also, back then, public dungeons were brutal. You were supposed to bring a full party into those to complete them. Village of the Lost was supposed to be harder than Manimarco, and I think the place holds up in that respect.
  • The Uninvited
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    If I have any means to prove my point, this might be it.

    I am doing the Village of the Lost public dungeon in Coldharbour right now. The bosses there pose a greater threat than Mannimarco in the main quest...

    This was always true. Manimarco was level 40, Village of the Lost was either level 49 or level 50 (I forget which.) Also, back then, public dungeons were brutal. You were supposed to bring a full party into those to complete them. Village of the Lost was supposed to be harder than Manimarco, and I think the place holds up in that respect.

    My point being, is that doing Village of the Lost solo now, feels like doing Sancre Tor solo back then.
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • starkerealm
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    If I have any means to prove my point, this might be it.

    I am doing the Village of the Lost public dungeon in Coldharbour right now. The bosses there pose a greater threat than Mannimarco in the main quest...

    This was always true. Manimarco was level 40, Village of the Lost was either level 49 or level 50 (I forget which.) Also, back then, public dungeons were brutal. You were supposed to bring a full party into those to complete them. Village of the Lost was supposed to be harder than Manimarco, and I think the place holds up in that respect.

    My point being, is that doing Village of the Lost solo now, feels like doing Sancre Tor solo back then.

    You're also at a place where you can comfortably do group content alone. Some of that is power creep, but a lot of that is down to, you now know what you're doing.

    There's three things to keep in mind: First: You are more powerful than you used to be. Second: You've had five years to get better as a player. Third: Manimarco was overtuned at launch. A lot of solo content was balanced around beta players who, by the end of the beta, had gotten pretty good. There were a number of choke points where players struggled in solo-only encounters. Those got tuned down over time, even before One Tamriel, and that includes Manimarco.

    That content designed around a 4 man group feels like what you remember from a solo instance kinda illustrates that point.
  • morrowjen
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    kringled_1 wrote: »
    Also, I'm below level 50 so if I'm not mistaken CP doesn't work yet. So, this is all due to the level scaling of gear and food.

    If you've assigned cp on that character it definitely works.

    You mean all this time my baby toons didn't have to be babies?! :'(

    In all seriousness, I never knew this so thank you for the info.
  • The Uninvited
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    If I have any means to prove my point, this might be it.

    I am doing the Village of the Lost public dungeon in Coldharbour right now. The bosses there pose a greater threat than Mannimarco in the main quest...

    This was always true. Manimarco was level 40, Village of the Lost was either level 49 or level 50 (I forget which.) Also, back then, public dungeons were brutal. You were supposed to bring a full party into those to complete them. Village of the Lost was supposed to be harder than Manimarco, and I think the place holds up in that respect.

    My point being, is that doing Village of the Lost solo now, feels like doing Sancre Tor solo back then.

    You're also at a place where you can comfortably do group content alone. Some of that is power creep, but a lot of that is down to, you now know what you're doing.

    There's three things to keep in mind: First: You are more powerful than you used to be. Second: You've had five years to get better as a player. Third: Manimarco was overtuned at launch. A lot of solo content was balanced around beta players who, by the end of the beta, had gotten pretty good. There were a number of choke points where players struggled in solo-only encounters. Those got tuned down over time, even before One Tamriel, and that includes Manimarco.

    That content designed around a 4 man group feels like what you remember from a solo instance kinda illustrates that point.

    Valid points, but I would like to make some remarks.

    First: This is true, no arguing with that
    Second: Again, I only used light attacks. Not just on Mannimarco, but throughout the whole quest. 5 years of experience seems a bit irrelevant in that matter.
    Third: It was over-tuned at launch, but it has been tuned down too much these days.
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • FierceSam
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    If I have any means to prove my point, this might be it.

    I am doing the Village of the Lost public dungeon in Coldharbour right now. The bosses there pose a greater threat than Mannimarco in the main quest...

    Interesting example. That’s because there’s a challenge hierarchy in the game

    Overland questing is at one end of the scale, DLC dungeons and trials are at the other.

    Public dungeons are somewhere in the middle. The clue is in the name and the notion that these are dungeons designed for multiple players to play in as a group, rather than deliberately designed solo content.

    I’d never expect a quest to be as hard as a public dungeon because quests aren’t designed to be failed (and that is no easy development task). Dungeons of all types are designed to be a challenge and the expectation is that you may fail (repeatedly). That’s where players will begin to be encouraged to ‘get good’, not when they’re questing.

    Amazingly, when I bimble into the Village of the Lost with my tooled up L21, it’s facerolltastic.. but that’s because public dungeons aren’t a challenge to me any more (what with my crafted gear, CP, buffs and years of playing the game under my belt), but I recognise they might still be a challenge to some (just as they were to the me who was playing when I first was a L21 character and had useless gear, skills and playing ability). And I recognise that the ‘public dungeon’ challenge level is fairly consistent across multiple zones (as it has been since 1Tamriel). I don’t want to [snip] up their game just because I selfishly want the easiest part of the game to provide me with the same sense of challenge I now only get from DLC dungeons.

    I understand that some people are so caught up in the storyline that they feel the central characters should be the biggest, baddest threats in all Tamriel, but the reality of the game is that they’re not. They are just pawns on the threatboard - hell some of Molag Bal’s minions’ minions in the IC sewers pose more of a threat than he does.

    But that’s OK because even as impotent as you see him Molag Bal is still a significant threat to many, many players. And one who they feel a real sense of triumph beating the first time.

    And I wouldn’t want to change that just because I want my 23rd go round to feel like it did the first time.

    [edited for profanity bypass]
    Edited by ZOS_Icy on May 28, 2022 5:51PM
  • Sylvermynx
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    Boy do I get the stuff @idk, @starkerealm, and @FierceSam are saying. I hadn't played any mmo for 5 years when I started this one. The last one I played, RIFT, was like WoW Jr. So even though I read up on this game before deciding to play, I was very shocked by how hard killing things was with my level 20....

    I finally realized that a lot of that was my mega ping (bad satellite, only available connection). I started with a stamblade. Well.... keeping her alive was REALLY hard (I was trying to use bow, as that's what I'd played in WoW, RIFT, and all previous TES that had bow classes available) - just ask @kringled_1....

    I finally opted for warden. That worked some better - because the pet runs server-side so my ping doesn't affect it (or at least that's what it seemed like was happening); but the bear didn't hold aggro at all well. My warden spent a lot of time running trying to stay alive, and once or twice I actually managed to dodge roll (but most of the time things like dodge roll, bar swap etc. simply didn't work - that ping situation again).

    I was using the Crown Store tri-food, so I knew that much anyway. I, like someone else above, however did not know for a long time that you could not both eat and drink.... (this game is pretty bad about explaining anything). It took me about 5 tries to get through Daughter of Giants on the warden. On the NB, it took me until level 25 to get past that Ancient Clannfear....

    A year and a half later, I know a lot more about the game, gameplay, and combat - and I have better internet (still satellite, but my ping isn't quite as high, and the route to the sat and back seems to work better with the game servers). Now, I've got through Castle of the Worm, but I haven't tried Valley of the Blades yet - because I have 3 IRL friends who have really GOOD internet who had trouble with the leftover Yokudans.

    My first warden is now CP309; I might be trying it on her shortly. She (and my second account warden main, at baby CP47) are wearing 5 piece Hundings, 5 piece NMG, and agility jewelry. I don't have and may never have monster sets - for one thing, I'm not much into group content (WAY too much ping even now.... I don't think it would be kind at all to expect other people to put up with it); for another, at this point, I'm able to stay alive, kill things pretty fast, and I'm now considering trying quest lines with "mini bosses" (the ones that used to wipe the floor with my girls); and even the "impossible" NB is now easier by far for me to play, and I'm heading her to 50 next.

    But I do remember how absolutely despondent I was about 3 months into the game. I was ready to quit - I was trying to do the final boss fight in the Psijic quest line, and I literally could not get to first base. I had to ask one of my friends to do the quest line himself to the appropriate phase, so he could help me get past the boss. I was very grateful.... and he, like kringled_1, said "Wow. You weren't kidding about the lag, were you?"

    Nope. I wasn't.
  • Sevn
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    One thing that always gets forgotten is a universal agreement of difficulty level. When you say "slightly buffed" there's simply no way to apply that unilaterally across the board for everyone.

    What you deem as slight still might not be challenging enough or too much of a challenge. How many different levels would be needed? 3? 6? 9?

    I think when you look at it that way and actually look around and observe newer players still having trouble with enemies you sneeze at you have a better understanding why overworld quests are designed for the lowest skilled players who I believe make up the bulk of the population.

    Edit- That last part from Fiercesam is the problem for us vets that enjoy challenging content. We are actively seeking that 1st euphoric feeling from content that we have outgrown but desperately want to rekindle from that same content.

    Unless you can forget everything you have learned over the past years there is no getting that high back from that same content.
    Edited by Sevn on February 10, 2020 12:43AM
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • TequilaFire
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    Those quests are solo instances and really should level to the player better.
  • Cirantille
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    This is obvious troll topic.

    No one in the world can defend the overland content by saying they are crafting sets with bonus pieces and craftable food.

    Reminds me of my days in July 2019. Level 1 recipe, no bank space no eso+ no money to buy space whatsoever
    Gathering whatever I get from Auridon quests together
    Living on crown store food by daily log ins
    I use them accordingly for more difficult quests so they wont run out
    Using sip of health potions till I get my alchemy leveled up

    So easy yeah

    For my level 6 doing daily WBs easy, because she runs with Julianos and Seducer pieces with witchmothers potent brew lol

  • FierceSam
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    Sevn wrote: »

    Edit- That last part from Fiercesam is the problem for us vets that enjoy challenging content. We are actively seeking that 1st euphoric feeling from content that we have outgrown but desperately want to rekindle from that same content.
    .

    I think it’s precisely this desire to experience the same sense of genuinely beating something that drives us all on in both the game and life. And why we each go out to seek ever more complex challenges rather than just doing the same things over and over.

    That’s why for me now one of the great periods in ESO is the release of new DLC dungeon content. That short period where no one really knows how to play it and every group starts with players going ‘First time here... all thoughts welcome’ and no one is bothered too much about your CP or dps and it’s all new, shiny and exciting. Rising to that challenge and defeating that dungeon together is to me way more euphoric and awesome than doing the main story quest the first time. And certainly a good many levels above doing it for the 3rd or 4th time.

    So I’m still getting my thrills from ESO, they’re just a different level of thrills, from a different type of content. I’ve got a long way to go before I’ve done all the thrilling stuff.

    And it’s because there’s still lots of stuff I haven’t done and loads of cool people to play with that I’m not too het up that questing content is super easy for me. I can get my thrills there and know that newer, less experienced players can get their thrills in the stories, just like I once did.
  • Sylvermynx
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    Sevn wrote: »
    <snipped>

    Unless you can forget everything you have learned over the past years there is no getting that high back from that same content.

    See, that's a major issue for me. My very first PC game was titled (I think...) Stonegate. I still have it, and set up a DOS box session to play it for kicks and giggles a few years ago. I remember EVERY quest. I remember how to do all the tricks and traps. I remember where all the "good stuff" was. Also true of the SSI Gold Box Forgotten Realms games. True of Arena, and every TES single player title since.

    I never forget.... and actually, I don't need maps or cues or websites now that I've been in ESO for a year and a half. Yep. I may be old - antique in fact! - but my game memory is THAT good.

    Of course.... I can't always figure out how to get from Costco to the "normal grocery" - but that's more because this town is SO bollixed for travel....
  • Mr_Walker
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    No, OP, it's ameasure of how awesome you've become.
  • Na0cho
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    @op

    Cp makes a huge difference. Sometimes when I make new players I purposefully leave it off to make it tougher. It’s just too bad you can’t turn off the scaling.
  • MashmalloMan
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    Wow. People are super defensive about this in a condecending manor to OP as if they're just disagreeing for the sake of arguing @The_Uninvited. I fully understand what you're trying to say. In the tutorial, it tries to teach you about the main mechanics of the game, block/roll/dodge, but when you get into overland or main story quests, it's like the game entirely forgets these mechanics when it should be the best time to teach them this.

    It's fair to say the level scaling is too much. In case people weren't aware. Using gear that matches your level, aka the stars you find at the top of the character sheet will make EVERYTHING more powerful. Major Brutality which is suppose to give 20% weapon damage gives something like 30%. Your HP becomes tank level of HP.

    On paper, this is how it has to be done since they can't make enemies stronger as you get closer to level 50, so they have to work in the reverse by making the player stronger, then weaker until they get closer to max level. This is fine, the good intention is there.. but it definitely hurts the experience for new players rather then helping them.
    1. Making your player more powerful from a low level gives them a false sense of how the progression in the game works. I've had many players speak with me, thinking they were doing something wrong ( I hang out in the starting chapters/zones sometimes), because they actually started to notice their inflated stats, buffs and debuffs began to get weaker as they leveled. No one and I mean no one, enjoys progressing in an RPG just to get weaker. We all enjoy vertical progression at those early levels, thats why it's fun to make new characters and get stronger while you're learning the game. Instead the reverse happens.
    2. This idea of reverse upscaling low players instead of making content harder, is too much and too broad. If this is the solution ZOS MUST go with. Make it hidden to the player. There is no reason to show a player, this set gives 50 WPD to equip it and find out it gives 350 WPD, when the set at max level should give 300 WPD. This is extremely confusing for new players. It's not just sets though, it's Minor/Major buffs, base stats. It's everything. Why would you upscale buffs and debuffs to the point where players think Major Brutality is suppose to give +30% WPD...
    3. We can agree, overland quests are meant for new players. Most people understand this. The problem is, over 50% of the new content in this game per year is designed for overland, quests and exploration. Hell those are some of the reasons this MMO is so amazing. Yet players who understand the game mechanics, have CP and use food can't possibly enjoy any of it because it's like playing Olbivion on ultra easy mode. It takes away all fun out of the new content and frankly turns off players who want to enjoy the new DLC and Chapters. There is absolutely no reason ZOS can't implement a difficulty slider or buff/debuff system that gives gives level 50, 160cp+ players a more challenging experience . If ZOS can upscale level 10-49, then they sure as hell can downscale level 50, 160cp+ players too.
      • Inb4 someone says "The game can barely handle ability effects, it can't possibly handle a difficulty slider."
      • Give 3 options that each progressively make your character weaker, but offer a modest bonus to experience/gold/drop rate. Which, by the way, this buff to drop rate already exists on the PTS. If you play a 4 man dungeon with a player that has never done it before, you get a buff in your character sheet that increases drop rate by an unknown amount, but also your gold gain by like 5% I think. You can also look at eso plus and racial passives for all the % increase modifiers they've implemented.

    Can we stop acting like new players need to be coddled like newborn babies. It should be easy, but acting like they won't understand what to do in a mmo rpg rated 18+ is like saying a new player in Call of Duty won't understand how to press fire to shoot their weapon, it takes all of an hour to learn most of the basic mechanics of a game..

    You don't need to destroy the new player experience to make it more enjoyable for veteran players. Some more meaningful mechanics on player quested bosses would go a long way in teaching them how the game works, as well as tuning down at least the Major/Minor buff scaling so that these random and fluxuating stats don't further confuse new players.
    Edited by MashmalloMan on February 10, 2020 1:54AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • starkerealm
    starkerealm
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    Those quests are solo instances and really should level to the player better.

    How?

    The determinate factor is player skill, not raw stats. How do you adapt to player skill?

    That's not as simple a question as it appears.
  • Sylvermynx
    Sylvermynx
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    Those quests are solo instances and really should level to the player better.

    How?

    The determinate factor is player skill, not raw stats. How do you adapt to player skill?

    That's not as simple a question as it appears.

    Yeah. Seriously, I had NO CLUE how to play (and.... whoosh.... the game didn't explain it.... and DOUBLE whoosh - previous games of the mmo variety were.... mega different....)

    There might be algorithms that could parse "player skill" - but I wouldn't bet on two things.... one: there actually ARE those algorithms; and two: that any given game developers would be willing to use them if they existed.
  • Aptonoth
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    No combat in any mmo has ever been hard or challenging.
This discussion has been closed.