Maintenance for the week of September 8:
• [COMPLETE] PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT)

to power creep or not to power creep?

thissocalledflower
thissocalledflower
✭✭✭✭
See, here;s the thing. When i see people claiming that power creep has ruined pve for them i have to wonder

because there is a certain circumstance i am thinking about that occurs when someone first tries something and it seems really intense to them and then the more they try it the less intense it ever seems to be after that

so when people say thinks like overland has gotten to easy, "remember when it would scare you and now it just seems not so interesting" i have to wonder.... have you learned to play the game well where as when you first started you had no clue? do you create an alt and assign to them all your available cp before you start playing it? Do you start your new alt with 6 trait or higher training gear (or even 3 trait training gear in some cases - torugs and seducer is truly powerful for a healer after all)?

and do you then wonder why overland content or questing seems to not give you the same intense experience?


please think about this. think about tolerance and intolerance. theres something there you should think about, maybe...
After careful consideration (and oh! so much deliberation) we have concluded that you circumstance sounds too much like a l2p issue for it to be just a mere coincidence.
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    In my case, absolutely most of it was inexperience. I had a few vet ranks under my belt before I figured out what this whole "food buff" thing was and boy did that make my game easier!

    Now I regularly play through the new Chapters first on a new character with No CP with found gear, and its amazing how much I can handle just because I know how to play - how to handle wave-based boss fights, how to manage my meager resources, which passives are useful, etc.

    And its useful to see posts from true newbies who don't know those techniques. Just like how Doshia was a wake-up boss for pre-One Tamriel players, K'tora served as a wakeup boss for new Summerset players.

    On the other hand? Once you learn how to play ESO, overland content does quickly lose all danger. When overland content relies primarily on player inexperience for its difficulty, its worth considering that almost the only people who find it challenging are going to be brand new players.
    Edited by VaranisArano on February 10, 2020 2:36AM
  • Bradyfjord
    Bradyfjord
    ✭✭✭✭✭
    The overworld is not the right gauge for difficulty. Also, if people are like I was when starting out, I assumed that the game worked like other games. But it works quite differently, even with all the similarities with other games.

    But there is power creep in eso. It's in how buffs/nerfs are given to abilities and sets more so than cp. Though cp does play a part.
  • karekiz
    karekiz
    ✭✭✭✭✭
    ✭✭
    Honestly Necromancer wouldn't have probably existed with the ult it has if they didn't want some form of power creep. Neither would stagger I would imagine.
  • Gonadius
    Gonadius
    As a new player, I have to say I find the game post level 20 to be overly easy. Admittedly, I haven't ventured into dungeons (well, I have twice. Once sneaking around solo somewhere in Morrowind to complete Neramo's quest (which was the most difficult thing I've done) and once grouped in Alik'r in the dwarven eye thingy questline (putting a dungeon at the end of a solo questchain… <Grumble, mumble...> ). Since level 30 or 40, I've died a handful of times and found very little to be even slightly challenging. Which surprised me, as with 'inspiration' post-50, my gear was often 30 to 50 'levels' out of date.
  • Anotherone773
    Anotherone773
    ✭✭✭✭✭
    ✭✭✭
    I made a second account a month or so ago. No ESO plus, no blue/purple food, no full CP. The only thing i did was send over 45k of which was used on inventory upgrade and a horse( i thought they were 10k gold. The are 42.5k gold now?)

    The game is definitely much harder without all those little perks. After i was held at sword point and forced to do the Elsweyr tutorial, i decided to try to get some gear being carried on dragons. Cant do the good dragons because i dont have the DLC, so i had to run for what may have been two or three days to each dragon. Since north Elsweyr is not as popular for dragon killing i struggled as rarely any heals. Not many players doing the dragons so it took 3-5 minutes to kill one. I died a lot. Not efficient.

    Ive recently done elsweyr a lot, so im thinking of taking my newbie back to a starter isle where i can be somewhat coddled and shielded from the horrors of Tamriel. Some times i want to "cheat" and mail myself some gold/food/gear or get ESO plus so i dont have to play inventory management online. I am trying to experience Tamriel "roughing it" though and rough it is.
  • Royaji
    Royaji
    ✭✭✭✭✭
    ✭✭✭✭✭
    It's fine to have some content suitable for new players. You know, like starter islands.

    But there is a massive problem with having all of your overland content (which is a major part of your new "stuff" every year) designed around bow light attack spamming from the nearest bush. It's not cool having massive chunks of content fail miserably at keeping me interested and engaged just because I dared to play this game for longer than two weeks.
  • Mr_Walker
    Mr_Walker
    ✭✭✭✭✭
    ✭✭✭✭
    Bradyfjord wrote: »
    The overworld is not the right gauge for difficulty. Also, if people are like I was when starting out, I assumed that the game worked like other games. But it works quite differently, even with all the similarities with other games.

    But there is power creep in eso. It's in how buffs/nerfs are given to abilities and sets more so than cp. Though cp does play a part.

    CP plays its part at lower cp levels, in effect it's almost like regular levelling up. Higher cp, it's mathematically almost insignificant. You don't go from 50K dps to 80K dps on the back of 10 cp points
  • Ksariyu
    Ksariyu
    ✭✭✭✭
    I'd say this isn't really a matter of power creep or not. As far as overland is concerned, the main issue is that combat in 90% of overland content is incredibly slow-paced, with the very few mechanics that most enemies have being telegraphed seemingly hours before they actually happen. Whether or not new players have difficulty with overland seems to come down to their experience in gaming overall, rather than their experience within ESO specifically, and I think for a lot of people that's where the rub is. Of course, it's definitely true that someone who's already played through the game will have an even easier time, but again, that's due more to knowledge of the game rather than stats.

    Side note for @Gonadius

    I'm pretty sure those dungeons you're referring to aren't actually the multiplayer zones that this game considers dungeons, and are more likely delves at most. With the exception of Undaunted quests (Endgame), the only quests that take place inside dungeons, either instanced or public, are started inside their respective dungeons. Also, none of the solo questlines involve multiplayer dungeons in any way.
  • Naftal
    Naftal
    ✭✭✭✭✭
    The issue is that all overland is the same level and players aren't. We need a veteran overland mode with seperate progression and rewards.
  • Drako_Ei
    Drako_Ei
    ✭✭✭✭✭
    Its hard to reduce power creep with out damaging casual players, if not impossible.

    The top dogs are pulling 100k+ dps right now

    And there are some people doing 10k - 15k.

    If you take 10k dps away, endgame players will adapt, casual players will quit because of so many votekicks
    Edited by Drako_Ei on February 10, 2020 4:23AM
  • Anotherone773
    Anotherone773
    ✭✭✭✭✭
    ✭✭✭
    Drako_Ei wrote: »
    Its hard to reduce power creep with out damaging casual players, if not impossible.

    The top dogs are pulling 100k+ dps right now

    And there are some people doing 10k - 15k.

    If you take 10k dps away, endgame players will adapt, casual players will quit because of so many votekicks

    From my experience as a healer in a dungeon, most players seem to do between 10-25k once above 300 CP. It is far more rare to get players doing 40k plus.

    I think at some point they are just going to have to introduce progressive group content and start doing either progressively harder zones or something. Players want to feel like they are getting somewhere but many players, me included love the feel of 1T.

    Maybe if we kept Tamriel itself like 1T but also intro new zones not on the map that are progressive "vet zones" Maybe make the normal 1T zones and and replace the dungeon only DLC and the DLC zone with two mini vet zones instead with progressively hard content.

    One of those zones could contain a progressive style dungeon in which each sections gets noticeably harder and new sections can be added later. And then a trial that is the same way. In the last quarter i have not mentioned yet, one of these random progressive dungeons and random progressive trial would have new sections added on the end of it.

    That way Tamriel as we see it on the map keeps its 1T theme for all the casuals, but the DLCs give players who want to be challenged more challenging content without having to make it novice friendly.
  • eso_lags
    eso_lags
    ✭✭✭✭✭
    ✭✭
    🤔🙄
  • Cactus_Back
    Cactus_Back
    ✭✭✭✭
    There's definitely some truth to that. When I just started out, I was wondering why I couldn't kill ***. But then I stopped DPSing with a shield and it got a bit easier lol.
  • JumpmanLane
    JumpmanLane
    ✭✭✭✭✭
    ✭✭
    Gonadius wrote: »
    As a new player, I have to say I find the game post level 20 to be overly easy. Admittedly, I haven't ventured into dungeons (well, I have twice. Once sneaking around solo somewhere in Morrowind to complete Neramo's quest (which was the most difficult thing I've done) and once grouped in Alik'r in the dwarven eye thingy questline (putting a dungeon at the end of a solo questchain… <Grumble, mumble...> ). Since level 30 or 40, I've died a handful of times and found very little to be even slightly challenging. Which surprised me, as with 'inspiration' post-50, my gear was often 30 to 50 'levels' out of date.

    Uhhhhh....I'm sure you'll find that there are a TON of things you'll find challengeing should you try them. Try Cyro. I hear that can be a challenge...at times. I went as soon as I got the invite at level 10...
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    DPS parses show the power creep is not only real but strong. It has nothing to do with to do with a new fight getting easier after learning to do it right. It has nothing to do with getting used to how combat works in this game. It actually exists.

    Of course, when someone does compare how the game felt when they first started playing vs now there is some aspect of them getting better in the game but that is not power creep.

    BTW, power creep is good for a game as well. It helps more clear older content that were once challenging for them. That is not a bad thing as top raiders are more focused on the newest raids. Overland has never been that difficult and I have not seen challenging overland in any MMORPG in a long time.
  • Kombinator
    Kombinator
    ✭✭✭
    Power creep is inevitable on the long run. But overworld was never about hardcore challenge, and it should never be about it. Lately i switched my heavy armor to medium so i can do Orsinium questline faster, and took a while to get used to the increased damage taken, but only once i had tough situation without pulling a half army on myself.

    For vet. dunegons it is quite clear, that base game ones are much easier, than DLC ones. But the playerbase is often the same which can make DLC ones frustratingly difficult sometimes. Some people are literary braindead, and couldn't follow the simplest mechanics.

    For dungeons i think, that the best solution would be switching difficulties, or introducing a new ones. I would prefer the latter to avoid player outrage.

    New difficulty solo: dungeon becomes easy enough to solo it. The boss mechanism doesn't change, but gives you more time to react, and deals much less damage, and has much less health of course. Great for learning mechanics for first time, and do the quest. Be warned, that certain aoes/attacks, that meant to be fatal would still deal HUGE damage. Clearly showing, that dude you meant to avoid/block that.

    Quest only available for solo difficulty. Quest no longer gives skillpoint, and reward reduced to a normal overworld quest. However the achievement for doing it for first time on normal would give the reward of the original quest. Including the skill point.

    DLC dungeons would be nerfed both for normal, and vet. to match the base-game style.

    New difficulty elite: this one would be hardcore players. The drop has chance to be lengedary, but mostly epic. However droprates are greatly increased. This difficulty would be pushed to the limit for both DLC, and base-game, and would not be available for anyone below 160CP.

    Last but not least i would make a limit to all dungeons through dungeon finder. You cannot enter vet. dungeon without having the normal achievement first, and you can't enter elite dungeon without having the vet. first. This limitation would be account wide. Premades are not affected, and doing it on vet. or elite would automatically unlock the lower level achievements.
    Edited by Kombinator on February 10, 2020 10:31AM
  • RD065
    RD065
    ✭✭✭✭
    I went to Murkmire for the first time last week and I gotta say it was intense. It was a level 20 character with no CP.
  • Gonadius
    Gonadius
    Ksariyu wrote: »
    I'm pretty sure those dungeons you're referring to aren't actually the multiplayer zones that this game considers dungeons, and are more likely delves at most. With the exception of Undaunted quests (Endgame), the only quests that take place inside dungeons, either instanced or public, are started inside their respective dungeons. Also, none of the solo questlines involve multiplayer dungeons in any way.

    The quest Tharayya's Trail in the Alik'r Desert starts in the Santaki delve, moves on through two more delves, then completes in the Volenfell dungeon.
  • thissocalledflower
    thissocalledflower
    ✭✭✭✭
    Gonadius wrote: »
    Ksariyu wrote: »
    I'm pretty sure those dungeons you're referring to aren't actually the multiplayer zones that this game considers dungeons, and are more likely delves at most. With the exception of Undaunted quests (Endgame), the only quests that take place inside dungeons, either instanced or public, are started inside their respective dungeons. Also, none of the solo questlines involve multiplayer dungeons in any way.

    The quest Tharayya's Trail in the Alik'r Desert starts in the Santaki delve, moves on through two more delves, then completes in the Volenfell dungeon.

    Probably a lot of people miss that quest because they have done it in the wrong order
    After careful consideration (and oh! so much deliberation) we have concluded that you circumstance sounds too much like a l2p issue for it to be just a mere coincidence.
Sign In or Register to comment.