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Zones main story quest bosses needs to be stronger!

  • eKsDee
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    Lysette wrote: »
    martygod12 wrote: »
    Ok so I am way past CP 160, got my gold gear, decent stats and some skill in the game, and now I finally got back to questing which I was really looking forward too, because it makes like 70-80% of the game.

    This is so typical - first overpowering yourself and then complain about too easy overland content - it is your fault having done it like this. Make a new character, don't overpower him/her and enjoy the questing.

    Promptly hit 50, start gearing up for end game, don't even really start getting into sweaty minmax gear before you're nearly one-shotting mobs. Really not that hard.
  • Malthorne
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    Questing in ESO is really well done. I think the experience could be improved for a lot players if they offered a more challenging difficulty option. Having a final boss die within a few short seconds really diminishes the perceived threat the villains presented to the player or world. I want these fights to feel as epic as possible.

    Introduce an Armory Inspection and connect forum account to game account

    I am very much in favor of this idea.
    Edited by Malthorne on April 15, 2020 3:35PM
  • Ri_Khan
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    What is with people and their obsession with increased difficulty, many people play ESO to relax and not to be challenged.

    [Snip]. Some of us just like to play games and last time I checked, ESO qualifies...

    game /ɡām/
    noun
    1. a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck.
    adjective
    1. eager or willing to do something new or challenging.

    The majority of the time this topic comes up, nobody's asking for an overall increase of difficulty across the board for everyone. We'd simply like to see some kind of hardmode or vet OPTION integrated so that enemies don't fall over dead the second we look at them. That is all.

    [Edited for bait]
    Edited by ZOS_Volpe on April 15, 2020 5:22PM
  • Everest_Lionheart
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    Lysette wrote: »
    martygod12 wrote: »
    Ok so I am way past CP 160, got my gold gear, decent stats and some skill in the game, and now I finally got back to questing which I was really looking forward too, because it makes like 70-80% of the game.

    This is so typical - first overpowering yourself and then complain about too easy overland content - it is your fault having done it like this. Make a new character, don't overpower him/her and enjoy the questing.

    This is why I hesitate moving on to do Cadwell’s silver and gold on my main. Plus I feel the story would be more engaging by playing as a different race/class within the alliance itself. On the other hand easy skill points to round out my main in crafting as well as the other passives in my TG and brotherhood trees would be nice too.
  • worrallj
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    I think an easier way to accomplish the same thing is to give players a "no cp mode," just a way to set all your CP to zero without paying 3k gold or having to respec. CP is probably the biggest reason overland content has to be so easy, and supposedly they're trying to get rid of CP anyway.

    I agree deliberately running with crappy gear is a bad solution. Adds inventory management overhead and it's just silly.
    Edited by worrallj on April 15, 2020 3:51PM
  • martygod12
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    Ri_Khan wrote: »
    What is with people and their obsession with increased difficulty, many people play ESO to relax and not to be challenged.

    [Snip]. Some of us just like to play games and last time I checked, ESO qualifies...

    game /ɡām/
    noun
    1. a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck.
    adjective
    1. eager or willing to do something new or challenging.

    The majority of the time this topic comes up, nobody's asking for an overall increase of difficulty across the board for everyone. We'd simply like to see some kind of hardmode or vet OPTION integrated so that enemies don't fall over dead the second we look at them. That is all.
    [Edited for bait]

    Amen, all people who are against it just have two arguments. That some players dont find the game easy and that if you want challenge you should do vet dungeons :D It is like talking to a wall :D

    We want an OPTION not forced increased difficulty for everyone.

    We want to do the questing which is majority of the game content not dungeons which are few and you have completed then all in a few days and then you just do the same thing all over again. Yea real fun :D
    Edited by ZOS_Volpe on April 15, 2020 5:23PM
  • martygod12
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    Malthorne wrote: »
    Questing in ESO is really well done. I think the experience could be improved for a lot players if they offered a more challenging difficulty option. Having a final boss die within a few short seconds really diminishes the perceived threat the villains presented to the player or world. I want these fights to feel as epic as possible.

    Introduce an Armory Inspection and connect forum account to game account

    I am very much in favor of this idea.

    Exactly my point, the quests are great but no challenge is absolutely killing them and making them boring, which is really shame and all that time and effort from the devs if being wasted, cause most vet players just speedrun through them for the skill points, because they don´t want to do a reading simulator.
  • Xologamer
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    Olauron wrote: »
    No. They are good as they are. Anyone can make any content harder by removing gold gear and taking white non-set weapon. There is no need to do anything on dev side when making content harder is always in players hands.

    this is not how a human work if u have the ability u will make it easier (beside that i soloed the mino worldboss in gold coast with a lvl 3char without any equip...)
    Edited by Xologamer on April 15, 2020 3:55PM
  • Everest_Lionheart
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    martygod12 wrote: »
    martygod12 wrote: »
    What is with people and their obsession with increased difficulty, many people play ESO to relax and not to be challenged.

    games are supposed to be a challenge, thats one of the most iportant aspects of games being fun for me.

    Fixed that for ya.

    Not everyone plays games for the same reason. For every person who wants to beat their head against the Cliff Of Challenge™ until they've overcome it, proving their worth, there's at least a couple who aren't into that.


    ---

    every time I see one of these threads, I ask people to give examples of other MMOs where the normal zone questing would be "challenging" for a Raid-geared-and-skilled "endgame" player. Because I certainly remember new expansions coming out in WoW, and having the raiders plow through the zones until they got to the new 'endgame', where they could finally run into mechanics and actual gear upgrades.

    Yeah, but ESO questing is somehow better than in other MMOS in terms of writting, atmosphere, story etc. and it is really shame that those good quests are totally unenjoyable because of the lack of the difficulty.

    And yeah everyone plays games for different reason, but as I said I dont want to force it to be difficult for everyone I just want that option If I want bigger challenge

    They make up for it a bit by extending these quests sometimes. I’ve just started Vvardenfell and have found the side quests to be really engaging even if the enemies I encounter can be overwhelmed with ease. There are a lot more elements it seems to side questing in DLC versus the base game. More things to do to complete quests as opposed to go here, so the thing, come back, collect reward.

    Also with titles under my belt like Kingmaker, Champion of Anequina and Savior of Elsweyr to my name I should al least strike fear into the hearts of my enemies and not have to spend more than a minute on on a minor boss. I’ve killed dragons for crying out loud! 😆
  • Xologamer
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    this games overland is to easy this is a fact and not discussable but zos will never ( :c ) change that cause than 0815plebs wouldnt be able to get anythink
  • Lysette
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    This is very easy to solve - just do not do all quests on the same character - distribute them to several and you won't outlevel the content. Use normal gear - blue with eventually one purple piece for example.Do it with stuff it is designed for, pretty average gear - as in mediocre gear, not average vet gear.
    Edited by Lysette on April 15, 2020 4:04PM
  • Olauron
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    martygod12 wrote: »
    We want an OPTION not forced increased difficulty for everyone.

    We want to do the questing which is majority of the game content not dungeons which are few and you have completed then all in a few days and then you just do the same thing all over again. Yea real fun :D

    Dev time and money would better be spent on balancing the game for all and not tweaking for neglectable percent. That way not only overland will become less trivial for more skilled players, but dungeons, arenas and trials will become more accessible to less skilled players.
    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.
  • martygod12
    martygod12
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    Olauron wrote: »
    martygod12 wrote: »
    We want an OPTION not forced increased difficulty for everyone.

    We want to do the questing which is majority of the game content not dungeons which are few and you have completed then all in a few days and then you just do the same thing all over again. Yea real fun :D

    Dev time and money would better be spent on balancing the game for all and not tweaking for neglectable percent. That way not only overland will become less trivial for more skilled players, but dungeons, arenas and trials will become more accessible to less skilled players.
    Olauron wrote: »
    martygod12 wrote: »
    We want an OPTION not forced increased difficulty for everyone.

    We want to do the questing which is majority of the game content not dungeons which are few and you have completed then all in a few days and then you just do the same thing all over again. Yea real fun :D

    Dev time and money would better be spent on balancing the game for all and not tweaking for neglectable percent. That way not only overland will become less trivial for more skilled players, but dungeons, arenas and trials will become more accessible to less skilled players.

    Yes, this is true, but I am still not seeing them doing anything about this.
  • Lysette
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    Xologamer wrote: »
    Olauron wrote: »
    No. They are good as they are. Anyone can make any content harder by removing gold gear and taking white non-set weapon. There is no need to do anything on dev side when making content harder is always in players hands.

    this is not how a human work if u have the ability u will make it easier (beside that i soloed the mino worldboss in gold coast with a lvl 3char without any equip...)

    Well, maybe it is just time for you to move on - and leave the game to us who are actually enjoying it.
  • martygod12
    martygod12
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    Lysette wrote: »
    This is very easy to solve - just do not do all quests on the same character - distribute them to several and you won't outlevel the content. Use normal gear - blue with eventually one purple piece for example.Do it with stuff it is designed for, pretty average gear - as in mediocre gear, not average vet gear.

    Actually It is not, using normal gear would not solve anything, it will just make bosses a bullet sponges, which will be even more boring. And if you are playing you kinda want to enjoy whole story with one character, not to mention all the achievments and skill points you miss by not doing all the quests.
  • martygod12
    martygod12
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    Lysette wrote: »
    Xologamer wrote: »
    Olauron wrote: »
    No. They are good as they are. Anyone can make any content harder by removing gold gear and taking white non-set weapon. There is no need to do anything on dev side when making content harder is always in players hands.

    this is not how a human work if u have the ability u will make it easier (beside that i soloed the mino worldboss in gold coast with a lvl 3char without any equip...)

    Well, maybe it is just time for you to move on - and leave the game to us who are actually enjoying it.

    Or maybe you could just play your enjoayble game, and let players who don´t enjoy it have more challenge if they want, because it will not affect your gameplay at all :)
  • Lysette
    Lysette
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    martygod12 wrote: »
    Lysette wrote: »
    This is very easy to solve - just do not do all quests on the same character - distribute them to several and you won't outlevel the content. Use normal gear - blue with eventually one purple piece for example.Do it with stuff it is designed for, pretty average gear - as in mediocre gear, not average vet gear.

    Actually It is not, using normal gear would not solve anything, it will just make bosses a bullet sponges, which will be even more boring. And if you are playing you kinda want to enjoy whole story with one character, not to mention all the achievments and skill points you miss by not doing all the quests.

    Well, that is why you run into problems - you want it all on the same character.
  • martygod12
    martygod12
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    Lysette wrote: »
    martygod12 wrote: »
    Lysette wrote: »
    This is very easy to solve - just do not do all quests on the same character - distribute them to several and you won't outlevel the content. Use normal gear - blue with eventually one purple piece for example.Do it with stuff it is designed for, pretty average gear - as in mediocre gear, not average vet gear.

    Actually It is not, using normal gear would not solve anything, it will just make bosses a bullet sponges, which will be even more boring. And if you are playing you kinda want to enjoy whole story with one character, not to mention all the achievments and skill points you miss by not doing all the quests.

    Well, that is why you run into problems - you want it all on the same character.

    I kinda growed to my character, I worked hard to get gear and everything I wanted, I don´t want to start from scratch with other char, just because the devs are unable to balance the difficulty.
  • tomofhyrule
    tomofhyrule
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    I've always felt that levelling is way too easy in this game, so I've specifically been avoiding XP bonuses just to stay low level to get the MQ done. And yet I'm still almost 50 and I'm not even halfway through Shadowfen.

    But I'm fine with that. I play to take screenshots and write my character's story. I like to walk (yes, walk) through the environment and look at the scenery. I don't want to struggle my way through an overworld and die because two rats showed up. That would definitely put a damper on my enjoyment.

    I don't agree that we need a hard mode for overland. Overland is for new players, and it's still easy to get mobbed when you're farming or something else, even if you don't want to. We don't need to turn off masses of new players since a few people want vet trial-level overworld as well. It's the same argument as people complaining about DPS powerhouses speedrunning nFGI and leaving their group in the dust. Yes, it's part of the game... but that content is designed for new players, so it's probably a bit on the easy side for endgame players.

    And about options - there are loads of people who ask to have the option of content X being more available to playstyle Y: "Why can't we have hardmode overland as an option?" "Why can't we have solo dungeons as an option?" "Why can't we have PvE Cyrodiil as an option?" "Why can't we have tem battlegrounds/solo battlegrounds as an option?"

    I'll admit, I'm all for options (I'm PvE so I'll take Cyro, but I'd love a solo-mode dungeon mode), but I realize that this is content that's not designed for my playstyle. I also realize that spreading more players out is probably a bad idea - imagine a newb trying to get as group in /zone to take down Haynekthamet - a WB in a non-starter non-trading hub zone. Now imagine if all of the better players were in a different 'hardmode instance.' How is the new player going to even have a chance to find people? Two other new players who just happen to be questing there at the same time? Now you need to join guilds just to do overland content?

    It's the same argument that people make against solo dungeons ("The queue is already long enough, and now you're going to allow a mode where people don't have to group? How will we get our team?!") or Cyrodiil ("There's only one campaign with people anyway! You can't play Cyro if half the players leave!") or battlegrounds ("If we let only groups in, then it'd take forever to find two other 4-player groups since there are so few!")

    So yeah, Magistrix Vox went down easier than Bittergreen the guar, and way easier than Kra'gh the Dreugh King. Because Vox is a boss for solo new players and the others are designed for groups. I don't think this makes the story invalid - I don't expect Bittergreen to get Veloth's Judgement and try to take down Almalexia - because I spend my time reading the lore and realizing the disconnect between story and gameplay. To imagine Mannimarco being a fight like Balorgh, where you need a coordinated group taking him down - it sounds more believable from a story point, but imagine trying to do that in game. It's hard enough to coordinate random dungeons, and then we'd need to coordinate for the main quest? We already have people who get annoyed with people in dungeons stopping just to pick up the quest and speedrunning through dialogue (never mind the people who actually want to read it, or even hear it), do we need to do that with the main quest as well?
  • Lysette
    Lysette
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    .
    martygod12 wrote: »
    Lysette wrote: »
    Xologamer wrote: »
    Olauron wrote: »
    No. They are good as they are. Anyone can make any content harder by removing gold gear and taking white non-set weapon. There is no need to do anything on dev side when making content harder is always in players hands.

    this is not how a human work if u have the ability u will make it easier (beside that i soloed the mino worldboss in gold coast with a lvl 3char without any equip...)

    Well, maybe it is just time for you to move on - and leave the game to us who are actually enjoying it.

    Or maybe you could just play your enjoayble game, and let players who don´t enjoy it have more challenge if they want, because it will not affect your gameplay at all :)

    it will effect my gameplay, if those bosses would be more challenging - this is an RPG not an FPS and doesn't have to be challenging. it is about story content.
  • Lysette
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    I've always felt that levelling is way too easy in this game, so I've specifically been avoiding XP bonuses just to stay low level to get the MQ done. And yet I'm still almost 50 and I'm not even halfway through Shadowfen.

    But I'm fine with that. I play to take screenshots and write my character's story. I like to walk (yes, walk) through the environment and look at the scenery. I don't want to struggle my way through an overworld and die because two rats showed up. That would definitely put a damper on my enjoyment.

    I don't agree that we need a hard mode for overland. Overland is for new players, and it's still easy to get mobbed when you're farming or something else, even if you don't want to. We don't need to turn off masses of new players since a few people want vet trial-level overworld as well. It's the same argument as people complaining about DPS powerhouses speedrunning nFGI and leaving their group in the dust. Yes, it's part of the game... but that content is designed for new players, so it's probably a bit on the easy side for endgame players.

    And about options - there are loads of people who ask to have the option of content X being more available to playstyle Y: "Why can't we have hardmode overland as an option?" "Why can't we have solo dungeons as an option?" "Why can't we have PvE Cyrodiil as an option?" "Why can't we have tem battlegrounds/solo battlegrounds as an option?"

    I'll admit, I'm all for options (I'm PvE so I'll take Cyro, but I'd love a solo-mode dungeon mode), but I realize that this is content that's not designed for my playstyle. I also realize that spreading more players out is probably a bad idea - imagine a newb trying to get as group in /zone to take down Haynekthamet - a WB in a non-starter non-trading hub zone. Now imagine if all of the better players were in a different 'hardmode instance.' How is the new player going to even have a chance to find people? Two other new players who just happen to be questing there at the same time? Now you need to join guilds just to do overland content?

    It's the same argument that people make against solo dungeons ("The queue is already long enough, and now you're going to allow a mode where people don't have to group? How will we get our team?!") or Cyrodiil ("There's only one campaign with people anyway! You can't play Cyro if half the players leave!") or battlegrounds ("If we let only groups in, then it'd take forever to find two other 4-player groups since there are so few!")

    So yeah, Magistrix Vox went down easier than Bittergreen the guar, and way easier than Kra'gh the Dreugh King. Because Vox is a boss for solo new players and the others are designed for groups. I don't think this makes the story invalid - I don't expect Bittergreen to get Veloth's Judgement and try to take down Almalexia - because I spend my time reading the lore and realizing the disconnect between story and gameplay. To imagine Mannimarco being a fight like Balorgh, where you need a coordinated group taking him down - it sounds more believable from a story point, but imagine trying to do that in game. It's hard enough to coordinate random dungeons, and then we'd need to coordinate for the main quest? We already have people who get annoyed with people in dungeons stopping just to pick up the quest and speedrunning through dialogue (never mind the people who actually want to read it, or even hear it), do we need to do that with the main quest as well?

    I tend to walk as well sometimes and just enjoy the landscape and scenery.
  • ProfessorKittyhawk
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    The main quest fights need to be relatively easy so as to not overwhelm new players. But at the same time, I feel there should be some mechanics they have to pay attention to to add some semblance of challenge because I feel like that's where the problem with pugs in dungeon queues come in. Nobody wants to adhere to the mechanics and get angry and frustrated when the group keeps doing because someone wants to ignore mechanics.

    I feel there's a line where difficulty and accessibility should meet. The original versions of Doshia and Lyris doppelganger seemed a touch too difficult back when the game was first released but after being nerfed, and then One Tamriel causing everything to scale, as well as the introduction of champion points further empowering our characters, it makes them both laughably easy. Maybe a bit less so for brand new players without cp or knowledge on how the fights work but nowhere near what they were back in the day.

    I understand the need to have content be accessible to new players, which is why I wish a veteran instance of zones was still a thing where enemies had more hp, hit a bit harder, and maybe had more advanced skills and mechanics to make playing through zones more interesting and engaging. But with everything else going on in the game between constant new content and instabilities and bugs to work through, I don't see this happening.

    I wouldn't mind something in the same vein as OG Craglorn. Even as it is there are things there that present challenges to single players. I can attest to how fun it was doing the "group oriented" areas there as it was somewhat challenging and kept me on my toes and felt rewarding to complete. But seeing how poorly the original Craglorn was received and got nerfed is not encouraging. They even held back Murkmire and reworked it to be a normal dlc zone instead of the originally intended adventure zone like Craglorn. :/
  • martygod12
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    Lysette wrote: »
    .
    martygod12 wrote: »
    Lysette wrote: »
    Xologamer wrote: »
    Olauron wrote: »
    No. They are good as they are. Anyone can make any content harder by removing gold gear and taking white non-set weapon. There is no need to do anything on dev side when making content harder is always in players hands.

    this is not how a human work if u have the ability u will make it easier (beside that i soloed the mino worldboss in gold coast with a lvl 3char without any equip...)

    Well, maybe it is just time for you to move on - and leave the game to us who are actually enjoying it.

    Or maybe you could just play your enjoayble game, and let players who don´t enjoy it have more challenge if they want, because it will not affect your gameplay at all :)

    it will effect my gameplay, if those bosses would be more challenging - this is an RPG not an FPS and doesn't have to be challenging. it is about story content.

    Yes only that if you actually read my OP it will not :) I or we who want more challenge just want a hardmode boss option which every player can freely choose or not sou your gameplay would not be affected at all :)
  • martygod12
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    I've always felt that levelling is way too easy in this game, so I've specifically been avoiding XP bonuses just to stay low level to get the MQ done. And yet I'm still almost 50 and I'm not even halfway through Shadowfen.

    But I'm fine with that. I play to take screenshots and write my character's story. I like to walk (yes, walk) through the environment and look at the scenery. I don't want to struggle my way through an overworld and die because two rats showed up. That would definitely put a damper on my enjoyment.

    I don't agree that we need a hard mode for overland. Overland is for new players, and it's still easy to get mobbed when you're farming or something else, even if you don't want to. We don't need to turn off masses of new players since a few people want vet trial-level overworld as well. It's the same argument as people complaining about DPS powerhouses speedrunning nFGI and leaving their group in the dust. Yes, it's part of the game... but that content is designed for new players, so it's probably a bit on the easy side for endgame players.

    And about options - there are loads of people who ask to have the option of content X being more available to playstyle Y: "Why can't we have hardmode overland as an option?" "Why can't we have solo dungeons as an option?" "Why can't we have PvE Cyrodiil as an option?" "Why can't we have tem battlegrounds/solo battlegrounds as an option?"

    I'll admit, I'm all for options (I'm PvE so I'll take Cyro, but I'd love a solo-mode dungeon mode), but I realize that this is content that's not designed for my playstyle. I also realize that spreading more players out is probably a bad idea - imagine a newb trying to get as group in /zone to take down Haynekthamet - a WB in a non-starter non-trading hub zone. Now imagine if all of the better players were in a different 'hardmode instance.' How is the new player going to even have a chance to find people? Two other new players who just happen to be questing there at the same time? Now you need to join guilds just to do overland content?

    It's the same argument that people make against solo dungeons ("The queue is already long enough, and now you're going to allow a mode where people don't have to group? How will we get our team?!") or Cyrodiil ("There's only one campaign with people anyway! You can't play Cyro if half the players leave!") or battlegrounds ("If we let only groups in, then it'd take forever to find two other 4-player groups since there are so few!")

    So yeah, Magistrix Vox went down easier than Bittergreen the guar, and way easier than Kra'gh the Dreugh King. Because Vox is a boss for solo new players and the others are designed for groups. I don't think this makes the story invalid - I don't expect Bittergreen to get Veloth's Judgement and try to take down Almalexia - because I spend my time reading the lore and realizing the disconnect between story and gameplay. To imagine Mannimarco being a fight like Balorgh, where you need a coordinated group taking him down - it sounds more believable from a story point, but imagine trying to do that in game. It's hard enough to coordinate random dungeons, and then we'd need to coordinate for the main quest? We already have people who get annoyed with people in dungeons stopping just to pick up the quest and speedrunning through dialogue (never mind the people who actually want to read it, or even hear it), do we need to do that with the main quest as well?

    I dont think the game looks that great to just enjoy the scenery but ok, but everyone feels it differently.

    The point is not to buff the main story bosses so hard that you´d need a group to kill them. Just make them hard enough so they can be soloed but give at least some challenge. Again all this only as an OPTION for those who want it. If you feel they are challenging enough you play the quest in normal mode, if you want more challenge you switch the quest to vet mode adn have stronger boss simple as that.
  • martinhpb16_ESO
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    Totally agree with the OP but this is flogging a dead horse.

    Too many people complain that the overland difficulty should be set at zero so they can selfishly enjoy absolutely every single aspect even if it means leaving a significant chunk of their community out in the cold.

    The lack of any difficulty in overland is one of the reasons I will switch to another MMO should something worthwhile become available.
    At least the spelling is difficult for you.
    Hew's Bane*
  • martygod12
    martygod12
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    Totally agree with the OP but this is flogging a dead horse.

    Too many people complain that the overland difficulty should be set at zero so they can selfishly enjoy absolutely every single aspect even if it means leaving a significant chunk of their community out in the cold.

    The lack of any difficulty in overland is one of the reasons I will switch to another MMO should something worthwhile become available.

    Sadly true, I quit the game because of this seven months ago. I came back like two weeks ago cause I got that ESO vibe and I just thought I will give it another go and try to enjoy the quests even if they are ridiculously easy. But I just can´t and now I think I will leave the game again.

    Basically no point for playing as it is now.
  • martygod12
    martygod12
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    Totally agree with the OP but this is flogging a dead horse.

    Too many people complain that the overland difficulty should be set at zero so they can selfishly enjoy absolutely every single aspect even if it means leaving a significant chunk of their community out in the cold.

    The lack of any difficulty in overland is one of the reasons I will switch to another MMO should something worthwhile become available.

    Seriously you just need to wait when Beyond Skyrim comes out if you want a good Elder Scolls game where most of Tamriel is available.
  • Major_Lag
    Major_Lag
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    Darkstorne wrote: »
    They need optional hard mode scrolls, that only appear if you are level 50+ (to save new players from a rough lesson :tongue:)

    Guarantee a purple quality zone item for beating the hard mode version of the boss so there's a nice incentive to the challenge (they aren't farmable bosses after all) :smile:
    Yes, give us a Scroll of Glorious Overland Battle, please :)

    Make it work the same as Pelinal's scroll from MYM event, so that it's not consumed on activation.

    Or it could be a memento from completing nMA, for example. Since anyone who can finish nMA is already far too strong for the overland content as it currently is.
  • JKorr
    JKorr
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    martygod12 wrote: »
    Ok so I am way past CP 160, got my gold gear, decent stats and some skill in the game, and now I finally got back to questing which I was really looking forward too, because it makes like 70-80% of the game.

    I am currently doing DC Main Quests in their zones and most recently I have finished tha Alik´r zone quest. The story was really good and catchy and the finale had really good epic build up, BUT then I faced the mighty necromancer, biggest danger to the whole Country and he dropped dead after 4 second fight. And all the epicness was gone, the quality of the story (while really good) was totally destroyed by absolutelly lack of challenge. So I say something must really be done about the strenght of the Main Quest zone bosses. I am not talking about mob, I am not talking about those small side quest bosses, just the Main bosses In the zone, which are always described as extremely dangerous and powerfull, so they should be like this.

    So I dont know if I am right now, but it seems that for the Main zone story boss fights you usually are in a solo instance of that certain dungeon or room (place) where the fight takes place, so why just dont have some option where you can choose if you want normal or veteran version of the quests and then when you enter the boss mini zone you will simply be sent to the normal or veteran instance of that certain boss fight, dependent on whether you are doing normal or veteran difficulty. No extra rewards nothing, just more challenging boss (I am thinking somewhere like early zones world bosses or maybe a little weaker, so you can solo it but it will give you a hard time).

    I know lot of people doesn´t want normal and veteran instances of the zone, so this will kinda sort it right? The zone will stay the same so player base won´t be split and only thing which will be split will be just that small boss zone, which will have normal or veteran instance depending on if you want some extra challenge or not. Because right now all the quest, while good and really well written are really boring because of the totall lack of challenge.

    What do you think?

    Considering the original idea of the game was for the player to do the faction zone quests *first*, the bosses are working as intended. A normal below level 50 character without cp will have a not impossible challenge.

    You leveled up past the level cap, golded out your gear, and then went back to what is essentially the beginner's stages of the game. Gee. Wonder why all the bosses are so easy to take down.....

    Personal opinion only; ZOS really shouldn't have totally opened the game and started new players in the new chapters/dlc zones. Some of that content is very hard for a brand new level 1 player, and there is no easy way to find the original starting quest of the original game, so they can start of with the faction quests and level a character normally.
  • martygod12
    martygod12
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    JKorr wrote: »
    martygod12 wrote: »
    Ok so I am way past CP 160, got my gold gear, decent stats and some skill in the game, and now I finally got back to questing which I was really looking forward too, because it makes like 70-80% of the game.

    I am currently doing DC Main Quests in their zones and most recently I have finished tha Alik´r zone quest. The story was really good and catchy and the finale had really good epic build up, BUT then I faced the mighty necromancer, biggest danger to the whole Country and he dropped dead after 4 second fight. And all the epicness was gone, the quality of the story (while really good) was totally destroyed by absolutelly lack of challenge. So I say something must really be done about the strenght of the Main Quest zone bosses. I am not talking about mob, I am not talking about those small side quest bosses, just the Main bosses In the zone, which are always described as extremely dangerous and powerfull, so they should be like this.

    So I dont know if I am right now, but it seems that for the Main zone story boss fights you usually are in a solo instance of that certain dungeon or room (place) where the fight takes place, so why just dont have some option where you can choose if you want normal or veteran version of the quests and then when you enter the boss mini zone you will simply be sent to the normal or veteran instance of that certain boss fight, dependent on whether you are doing normal or veteran difficulty. No extra rewards nothing, just more challenging boss (I am thinking somewhere like early zones world bosses or maybe a little weaker, so you can solo it but it will give you a hard time).

    I know lot of people doesn´t want normal and veteran instances of the zone, so this will kinda sort it right? The zone will stay the same so player base won´t be split and only thing which will be split will be just that small boss zone, which will have normal or veteran instance depending on if you want some extra challenge or not. Because right now all the quest, while good and really well written are really boring because of the totall lack of challenge.

    What do you think?

    Considering the original idea of the game was for the player to do the faction zone quests *first*, the bosses are working as intended. A normal below level 50 character without cp will have a not impossible challenge.

    You leveled up past the level cap, golded out your gear, and then went back to what is essentially the beginner's stages of the game. Gee. Wonder why all the bosses are so easy to take down.....

    Personal opinion only; ZOS really shouldn't have totally opened the game and started new players in the new chapters/dlc zones. Some of that content is very hard for a brand new level 1 player, and there is no easy way to find the original starting quest of the original game, so they can start of with the faction quests and level a character normally.

    Well I doubt that the DLC zones Story quests Will ve somehow much challenging. And even if you do just questing with a fresh lvl 1 character you get to cp 160 And be op way before you even start DLC zones. Other thing Is that overland Is do easy even if you Are not level 50. No one Is basically able to kill you even that.

    Yeah the fact that you actually need a tutorial and News to find on internet in which order you should do the quests for them to actually make sense Is just a teribble game design.

This discussion has been closed.