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• PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT) https://forums.elderscrollsonline.com/en/discussion/682784

Zones main story quest bosses needs to be stronger!

  • Sylvermynx
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    When it comes right down to it (and speaking as someone who has had major issues dealing with combat in this game, with satellite ping, and zone quest line bosses), I'd actually be perfectly happy for those who are advocating an option - a selection for one character at a time - to have a solo instance with a harder version of the end boss.

    Now, I'm going to state unequivocally that I wouldn't EVER opt for harder - because 750ms ping on even a one-gem boss gets my character dead pretty fast if I have even the least bit of distraction, like husband insisting I pay attention to some stupid CRAP on tv.... yeah, happens a lot.... or the phone rings and it's someone I need to talk to.... or the dog needs out.... RIGHT NOW.... or even a bit more ping than expected so I can't heal or use a pot.

    But as an option.... I'm for it.
  • YandereGirlfriend
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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 isn't an entirely accurate characterization.

    When I first picked up the game, I knew literally nothing about mechanics or builds or rotations or anything (I had never played an MMO before) and just walked around Skyrim-style in found white/green armor and weapons from the Prophet rewards.

    That still didn't stop me from sleepwalking through boss fights though. Even to a fresh newbie player, I remember thinking "Uh, that's it?" after basically all of the Summerset main quest bosses and subsequently the DC quest arc.

    I surmise that's due to the incredible buffs that you receive for being under CP160, of being up-scaled to the world. I found that challenge was greatest in the 50-160CP region, where your "newbie" buffs begin to taper off but before you have end-game equipment or strong mechanical knowledge.

    Overall, I think it would be genuinely nice to allow for another difficulty mode in order to add a modicum of a challenge (to be consistent, I also support adding an easier "story" mode for dungeons) back to Overland content.

    I would love to do the Morrowind and Clockwork City main quests without resorting to self-nerfing. We hear so often that people should be allowed to play the way they desire, and this would seem to be yet another way.
    Edited by YandereGirlfriend on April 16, 2020 1:35AM
  • Everest_Lionheart
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    It’s easy to get OP in all of the games out there. Before I started ESO a month ago I came from playing AC Odyssey where I also face rolled 99% of the content. Now some bosses had harder fights because of mechanics, much like the group dungeon bosses here. If the mechanics didn’t keep me from going full aggro in that game than I would have probably nuked those bosses into oblivion too. Overland content there I murdered 97% of the population of Greece from the shadows.

    Before that I similarly rolled through FO4 once I started leveling up my character and adding perks. With my perks I could assassinate a full mob before they even knew I was there. Survival mode went to the opposite extreme but if you grind enough you still basically become the Demigod of Boston except you eat a lot more often!

    Before that I rolled through Jedi Fallen Order. I got tripped up on the final boss only because it introduced a hyper speed version of the same mechanics so the rhythm you get through the game goe south the window and suddenly you have to react at 5x normal speed. But hey it’s a Jedi game so they expect you to transition into full Jedi yourself to win. Still easy enough after about a dozen fails.

    At the opposite extreme you have games like Dark Souls and Sekiro where the name of the game is dying and dying often and in the most frustrating way possible. Those games are for the hardcore. You need masochistic tendencies to keep going back. Those are hardcore games for a hardcore fan base.

    ESO is still an RPG at its core wrapped up in an MMO. It’s appealing to a broader base and there are many ways to play. Yes the content gets easy once you grind your chars up, but show me an RPG that isn’t a face roll when you over level. The grinding portion of most of those games I played even in my childhood was crazy long and extremely mindless. All the final fantasy games (and I go all the way back to the NES on this) were a straight level grind to beat boss, rinse, repeat. If you were hardcore like me you could go to the cap for endgame and have an lolfest when the boss could barely scratch you. Dragon Warrior (Dragon Quest) same idea, though the first one leveled you close to the cap to be able to beat the final boss.

    So getting to the option of a harder mode for more seasoned players, while a decent option also cuts at the MMO aspect of the game. You’ll start separating your pools of players in 2 because most will gravitate to that vet content and leave the little guys to fend for themselves with situation like world bosses. It’s an artificial thinning of the pool for sake of bumping up the difficulty. So you’ll likely end up with players crossing into the vet pool, and we see how defensive people get when weaker players queue up for vet dungeons. That’s a can of worms that probably shouldn’t be opened.
  • YandereGirlfriend
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    To keep a unified instance (e.g. keeping a normal and hypothetical 'veteran' Overland instance the same) you could simply apply a hidden debuff to the veteran characters wherein they take whatever additional scaling factor of damage is required to get them from Effective Level 66 (e.g. CP160, what Overland instances are scaled to) to Effective Level 80 (e.g. CP300 veteran dungeon) levels of incoming and outgoing damage.

    See, easy.
  • Everest_Lionheart
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    To keep a unified instance (e.g. keeping a normal and hypothetical 'veteran' Overland instance the same) you could simply apply a hidden debuff to the veteran characters wherein they take whatever additional scaling factor of damage is required to get them from Effective Level 66 (e.g. CP160, what Overland instances are scaled to) to Effective Level 80 (e.g. CP300 veteran dungeon) levels of incoming and outgoing damage.

    See, easy.

    More calculations server side that way. Do we want to open that can of worms? Also could be a mechanic that gets exploited particularly if they tie achievements or rewards to a harder mode.
  • Bpryr_125
    Bpryr_125
    A Thought.

    A Potion you can purchase That lowers your Stats & Dmg/Healing by 25% 1hr duration. Stack-able . Can not be removed or dispelled. 200gp each. Not trade able


    A quick easy instead of equipping white gear & adjusting CPs every time.
    This would not effect new players & would also give experianced players an option if wished to give their Character a Challenge instead of the other options
    Edited by Bpryr_125 on April 16, 2020 2:22AM
  • Nestor
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    Nestor wrote: »
    Malthorne wrote: »
    You want a challenge? fight without armor, weapons or CP, it is your fault you spent them and made yourself overpowered.

    I already tried. I did most of southern Elsweyr main story naked and punched everything to death. It really wasn’t difficult.



    There is no Hand to Hand in the game, so how did you punch anything?

    Video or it did not happen.

    OK, so I tried this (never did before because it is kind of silly). Wolves and single mobs, not too much of a problem, although boring as could be. Multiple mobs, not so much. Bosses? World Bosses solo? Dragons solo? Need to see a video.

    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • YandereGirlfriend
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    To keep a unified instance (e.g. keeping a normal and hypothetical 'veteran' Overland instance the same) you could simply apply a hidden debuff to the veteran characters wherein they take whatever additional scaling factor of damage is required to get them from Effective Level 66 (e.g. CP160, what Overland instances are scaled to) to Effective Level 80 (e.g. CP300 veteran dungeon) levels of incoming and outgoing damage.

    See, easy.

    More calculations server side that way. Do we want to open that can of worms? Also could be a mechanic that gets exploited particularly if they tie achievements or rewards to a harder mode.

    The scalar wouldn't be a dynamic value, it's constant.

    So yes, you're making an extra multiplication for each damage tick but that's already going on dozens of times per tick with CP, dynamic stats, etc. In other words, it isn't going to materially affect performance from where it is already.

    You could also hypothetically "cheese" by having lowbies battle a boss and then a "veteran" player come in for their single hit and quest reward but... who really cares?

    It's still going to be Overland content with the same Overland gear as rewards. I wouldn't even bother making new Achievements but even if they did that scenario really isn't any different from all of the sleazy "carry" schemes advertised in Craglorn for Trifecta Achievements, Arena weapons, Trial clears, etc.
  • ImmortalCX
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    What they should do is a quick dps check right when the fight starts. If you are wrecking the boss, it should instantly get tons more armor, resitances, and hit harder.

    In fact, if the dps ever gets higher than that threshold, because there are multiple players, they should up the hardiness and hitting power of the boss.

    A beginner would be unlikely to do 20K+ dps by himself, so it wouldnt ruin anyones game.
  • Banana
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    Molags nuts could have used a buff all those years ago when I rolled him first try with little effort
  • Lysette
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    martygod12 wrote: »
    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 :)

    if it would be so easy - I'm not playing pvp, but my game play is always effected indirectly by it nevertheless - a lot of changes are done by ZOS, which effect my game play as well. And I fear that such an option would as well have indirect effects, which might make the game unplayable for me, because I have a high ping and if enemies are much harder i can't survive.

    To give an example - what happens if you are fighting with an upscaled enemy and I come along and get into the fight - what about AoE effects of that monster then? In a way the ememies do not have to get stronger, but you would have to get a debuff to achieve that.
    Edited by Lysette on April 16, 2020 5:45AM
  • Lysette
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    Bradyfjord wrote: »
    Zone mobs seem, to me, to be designed with the idea that a leveling player may not have access to good equipment. Also inherent would be the assumption that said new player may not know much about their character's abilities.

    That said, I find it hard to disagree with an option like a scroll of challenge to make particular mobs/zones more challenging. Make the mobs deal x2 damage, and drop x2 gold.

    And there is the problem - you want as well better rewards.
  • Lysette
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    Major_Lag wrote: »
    Wa2p wrote: »
    But, no additional rewards, no bonus items, no bonus gold. You're doing this harder mode because it's a way to make overworld enjoyable, that's your prize.
    Nope. Veteran difficulty in dungeons doesgive better rewards - in that case, monster helm drops, and increased quality of all gear drops.

    So it only stands to reason that vet overland should also have better rewards, in agreement with how the vet mode toggle works in existing vet content.

    Ah now we are at the real intention - you want better rewards.
  • Mayrael
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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.

    Pff... Recently when we had issues with PC EU I created a toon on PC NA, no gear, no potions, no CPs, just some random skills. Guess what? I could kill 100k hp mobs without Hp loss below 85-90% and these are just a bit weaker than so called bosses. Maybe I should pretend I don't know play to make it harder? Overland is so dumbly easy that you die there only if you are afk...

    I'm an old player, who raised on games that required thinking, solving riddles, being cunning. Give us veteran mode, please... We can't play overland quests and story because it doesn't feel challenging at all. Can't we find middle ground or OPTIONAL veteran mode? Just for the sake of immersion. When I hear about scary boss terrorising region it would be nice that he would be actually scary, not some wet noodle...


    Somehow in games like Witcher, Skyrim etc.etc. players love to play on hardest difficulty because they seek for challenge and still these are very popular games, why ESO has to be dumbed down to some mobile game farming simulator?


    And from another point of view. Recently new player joined one of my guilds. He struggled with killing dragon in one of main Elsweyr quests while having 8 lvl, he asked for help, so I've made some gear for him, explained him what he can do. Now 3 days later he's 36 lvl, cutting through mobs like a badass, yesterday he spent an hour practising his skills on dummy, because he loves how his player skills are improving.

    Most of the time "I'm not able to do overland content" posts are because of lazyness, lack of will to improve yourself... and isn't it the whole reason of RPG games? Progress? Development?
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • Smitch_59
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    Reading this topic reminds me of another topic a while back, in which folks were advocating for and against an easy/solo mode for dungeons. Lots of the same arguments are being made here, both pro and con.

    Perhaps everyone would be happy if both options were implemented; i.e., a hard mode toggle for WB (and/or all overland) and an easy/solo mode option for dungeons. More difficulty options to suit more play styles.
    By Azura, by Azura, by Azura!
  • Lysette
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    Mayrael wrote: »

    Somehow in games like Witcher, Skyrim etc.etc. players love to play on hardest difficulty because they seek for challenge and still these are very popular games, why ESO has to be dumbed down to some mobile game farming simulator?

    i guess you would be surprised how many play those on easy or in story mode only - or use a god mode mod, if available. I'm not saying that I would want this, i don't actually, but there are plenty of people out there, who are playing like this.

  • Mayrael
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    Smitch_59 wrote: »
    Reading this topic reminds me of another topic a while back, in which folks were advocating for and against an easy/solo mode for dungeons. Lots of the same arguments are being made here, both pro and con.

    Perhaps everyone would be happy if both options were implemented; i.e., a hard mode toggle for WB (and/or all overland) and an easy/solo mode option for dungeons. More difficulty options to suit more play styles.

    When it goes to dungeons the only thing I hate are mechanics forcing us to play in group, like pressure plates, unbreakable CCs that has to be broken by other players etc. etc.

    Few days ago I was soloing normal Moongrave Fane, because I like challenge, I don't like to rush through story, I like to take my time exploring dungeon. It was one of my best PvE experiences from a very long time.
    Even trash mobs between bosses was dangerous, and fight with Nisaazda & Grundwulf - oh man, pure nightmare, but when I've done it felt awesome.

    All we want are options. Seriously, I don't want to dumb my build down, I don't want force anyone to travel our path through pain and glory either, we just want to have an option to be challenged, to have fights we will remember.
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • martygod12
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    Lysette wrote: »
    martygod12 wrote: »
    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 :)

    if it would be so easy - I'm not playing pvp, but my game play is always effected indirectly by it nevertheless - a lot of changes are done by ZOS, which effect my game play as well. And I fear that such an option would as well have indirect effects, which might make the game unplayable for me, because I have a high ping and if enemies are much harder i can't survive.

    To give an example - what happens if you are fighting with an upscaled enemy and I come along and get into the fight - what about AoE effects of that monster then? In a way the ememies do not have to get stronger, but you would have to get a debuff to achieve that.

    Thats why the boss fights in zone story quests should be solo instances when you can always choose difficulty. That way it would affect only you, and it will also not break the immersion for you as someone wrote above, when you enjoying the atmosphere and then out of nowhere some crazy orc in pink suit runs to the boss and one shots him and all the atmosphere is gone.
  • Mayrael
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    Lysette 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.

    LOL this is an insane perspective.

    You are actually a crazy person if you believe that the ability to just run around naked and use twigs for weapons is an argument to support how laughably easy bosses are

    Question - would you take a harder option without an increase in rewards in comparison to normal?-

    I would. Just for the sake of immersion and satisfaction I can handle harder content :)
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • Mayrael
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    Olauron wrote: »
    Mayrael wrote: »
    I'm an old player, who raised on games that required thinking, solving riddles, being cunning. Give us veteran mode, please... We can't play overland quests and story because it doesn't feel challenging at all. Can't we find middle ground or OPTIONAL veteran mode? Just for the sake of immersion. When I hear about scary boss terrorising region it would be nice that he would be actually scary, not some wet noodle...
    You 'we want option' are funny people. You are on a ship with the fire on a lower deck and a leak on a middle deck. And you want an optional ventilation on upper deck to move away the steam that comes from the boiling water on middle deck. Like yes, that is exactly the best solution.
    A free hint: any problem should be fixed at its cause, while fixing only the consequences has little sense.
    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.

    LOL this is an insane perspective.

    You are actually a crazy person if you believe that the ability to just run around naked and use twigs for weapons is an argument to support how laughably easy bosses are
    You have the tools to fix the consequences yourself. You don't want to do it. Waisting dev resourses on fixing the same consequences is meaningless.

    And players have tools to fix their inability to beat easiest content in the game, but they don't want to do it.

    Next thing about content. So spell bow skill line would not be waste of resources but adding option for more challenging content would be? I think it would be simpler to say you don't like the idea.

    To easy game is boring. I stopped to do overland PvE with introduction of Morrowind and One Tamriel - before I have leveled 6 toons with just doing quests, it was fun and rewarding to upgrade builds, test them, adjust, actually think about how to improve myself, now It's pointless, it's boring and dull. If you like fine, but why you want to stop us from having fun? What are you afraid of?
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • martygod12
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    You have the tools to fix the consequences yourself. You don't want to do it. Waisting dev resourses on fixing the same consequences is meaningless.

    What you still dont understand is that even if you dumb yourself down as much as you can (no CP, white non set gear no OP skills) you just cant dumb your human skill which you got from playing the game.

    Believe me most of players who have hundrets of CP are experienced and have some skill with the game and you just cant turn that off.

    And if you at least a little know what are you doing in the combat, then even running around naked and punching everything wont help you to have a challenge because even on lvl 1 mobs and quest bosses are incapable of killing you and you will have to intentionally play badly in order to get some challenge which is idiotic idea and I am pretty sure that this is also by human nature almost impossible :D

    Problem is that the game is too easy even for a lot new players playing ESO for the first time. Man I remember when I started playing and I rarely even died when questing. Golding my gear before coming back to questing only changed that the enemies died much faster, but were still weak as before when I even was not lvl 50 and started doing CP.

    The difficulty of the game overland as it is now looks like it is designed for 5-10 years old kids or people who are playing their first game ever in their whole life and dont even know where the buttons on the keybord are. I am sorry for being harsh, but I cant see how for at least somehow experienced gamer this came can offer even a little bit of challenge when questing even if you are totally new to the game. Thats how pathetic the overland difficulty is. It is lame even compared to other MMOS.

    And if we cant have vet overland why dont give us at least OPTIONAL vet boss fights, so we can enjoy the game more. Quests are like 60-70% of the game which is rather unfair. There is just nothing absolutely nothing in the quests, no change of pace nothing ever slowing you down nothing. You just read a dialog in a point A, then steamroll everything in you path towards the point B, where you read another dialog and then continue to steamroll everything towards point C and over and over again. And that gets reallly tedious, boring and repetitive way too fas, which is really shame because the quests are really well written, they have good plots, characters, epic buildups: yes epic buildups which are then completelly killed by a stupid, dissapointing retardely easy boss fight, which just kills the whole quest atmosphere.



  • eKsDee
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    Lysette 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.

    LOL this is an insane perspective.

    You are actually a crazy person if you believe that the ability to just run around naked and use twigs for weapons is an argument to support how laughably easy bosses are

    Question - would you take a harder option without an increase in rewards in comparison to normal?-

    I would, because the main reason why I don't quest is because it's so damn easy. Almost fall asleep just doing quests.
  • Olauron
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    Mayrael wrote: »
    Olauron wrote: »
    Mayrael wrote: »
    I'm an old player, who raised on games that required thinking, solving riddles, being cunning. Give us veteran mode, please... We can't play overland quests and story because it doesn't feel challenging at all. Can't we find middle ground or OPTIONAL veteran mode? Just for the sake of immersion. When I hear about scary boss terrorising region it would be nice that he would be actually scary, not some wet noodle...
    You 'we want option' are funny people. You are on a ship with the fire on a lower deck and a leak on a middle deck. And you want an optional ventilation on upper deck to move away the steam that comes from the boiling water on middle deck. Like yes, that is exactly the best solution.
    A free hint: any problem should be fixed at its cause, while fixing only the consequences has little sense.
    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.

    LOL this is an insane perspective.

    You are actually a crazy person if you believe that the ability to just run around naked and use twigs for weapons is an argument to support how laughably easy bosses are
    You have the tools to fix the consequences yourself. You don't want to do it. Waisting dev resourses on fixing the same consequences is meaningless.

    And players have tools to fix their inability to beat easiest content in the game, but they don't want to do it.

    Next thing about content. So spell bow skill line would not be waste of resources but adding option for more challenging content would be? I think it would be simpler to say you don't like the idea.

    To easy game is boring. I stopped to do overland PvE with introduction of Morrowind and One Tamriel - before I have leveled 6 toons with just doing quests, it was fun and rewarding to upgrade builds, test them, adjust, actually think about how to improve myself, now It's pointless, it's boring and dull. If you like fine, but why you want to stop us from having fun? What are you afraid of?

    Nope, players don't have the tools, because no sane player will practice their... rotations on the target doll for hours just to do story quests. They will just leave and, more importantly, will not return to buy next story chapter.

    New skill line is new content. New content is not a waist of resources, when it is aimed at large enough audience.
    Option to fix a consequence instead of the cause (that will not help as those with 90k+ dps will say 'it is too easy' nonetheless) is a waist of resources.

    I don't like the idea of using neverending bandages instead of proper fixing, true. What you (as it seems from you responses) fail to get that proper fixing will also fulfill your wish to make bosses and even overland harder, so I am not against the idea, I am agaist the solution.
    martygod12 wrote: »
    You have the tools to fix the consequences yourself. You don't want to do it. Waisting dev resourses on fixing the same consequences is meaningless.

    What you still dont understand is that even if you dumb yourself down as much as you can (no CP, white non set gear no OP skills) you just cant dumb your human skill which you got from playing the game.

    Believe me most of players who have hundrets of CP are experienced and have some skill with the game and you just cant turn that off.
    No, you are wrong. I fully understand it. And it is exactly what should be fixed on the dev side.
    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.
  • Silent99
    Silent99
    ✭✭
    Lysette 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.

    LOL this is an insane perspective.

    You are actually a crazy person if you believe that the ability to just run around naked and use twigs for weapons is an argument to support how laughably easy bosses are

    Question - would you take a harder option without an increase in rewards in comparison to normal?-

    A lot of overland rewards arent very good anyway , i dont think most ppl quest for the quest rewards so id be totally fine if the rewards were the same.
    Olauron wrote: »
    martygod12 wrote: »
    You have the tools to fix the consequences yourself. You don't want to do it. Waisting dev resourses on fixing the same consequences is meaningless.

    What you still dont understand is that even if you dumb yourself down as much as you can (no CP, white non set gear no OP skills) you just cant dumb your human skill which you got from playing the game.

    Believe me most of players who have hundrets of CP are experienced and have some skill with the game and you just cant turn that off.
    No, you are wrong. I fully understand it. And it is exactly what should be fixed on the dev side.

    You want devs to somehow reduce the skill lvl of endgame players? Not sure how that is possible other than dumbing down core game mechanics. That would be removing one of the most fun parts of eso combat in both pvp and pve. The fact that eso combat is more skill based sets it apart from some other mmos that just rely on mashing 1 button...

    Edited by Silent99 on April 16, 2020 11:35AM
  • Mayrael
    Mayrael
    ✭✭✭✭✭
    ✭✭✭✭✭
    Olauron wrote: »
    Mayrael wrote: »
    Olauron wrote: »
    Mayrael wrote: »
    I'm an old player, who raised on games that required thinking, solving riddles, being cunning. Give us veteran mode, please... We can't play overland quests and story because it doesn't feel challenging at all. Can't we find middle ground or OPTIONAL veteran mode? Just for the sake of immersion. When I hear about scary boss terrorising region it would be nice that he would be actually scary, not some wet noodle...
    You 'we want option' are funny people. You are on a ship with the fire on a lower deck and a leak on a middle deck. And you want an optional ventilation on upper deck to move away the steam that comes from the boiling water on middle deck. Like yes, that is exactly the best solution.
    A free hint: any problem should be fixed at its cause, while fixing only the consequences has little sense.
    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.

    LOL this is an insane perspective.

    You are actually a crazy person if you believe that the ability to just run around naked and use twigs for weapons is an argument to support how laughably easy bosses are
    You have the tools to fix the consequences yourself. You don't want to do it. Waisting dev resourses on fixing the same consequences is meaningless.

    And players have tools to fix their inability to beat easiest content in the game, but they don't want to do it.

    Next thing about content. So spell bow skill line would not be waste of resources but adding option for more challenging content would be? I think it would be simpler to say you don't like the idea.

    To easy game is boring. I stopped to do overland PvE with introduction of Morrowind and One Tamriel - before I have leveled 6 toons with just doing quests, it was fun and rewarding to upgrade builds, test them, adjust, actually think about how to improve myself, now It's pointless, it's boring and dull. If you like fine, but why you want to stop us from having fun? What are you afraid of?

    Nope, players don't have the tools, because no sane player will practice their... rotations on the target doll for hours just to do story quests. They will just leave and, more importantly, will not return to buy next story chapter.

    New skill line is new content. New content is not a waist of resources, when it is aimed at large enough audience.
    Option to fix a consequence instead of the cause (that will not help as those with 90k+ dps will say 'it is too easy' nonetheless) is a waist of resources.

    I don't like the idea of using neverending bandages instead of proper fixing, true. What you (as it seems from you responses) fail to get that proper fixing will also fulfill your wish to make bosses and even overland harder, so I am not against the idea, I am agaist the solution.
    martygod12 wrote: »
    You have the tools to fix the consequences yourself. You don't want to do it. Waisting dev resourses on fixing the same consequences is meaningless.

    What you still dont understand is that even if you dumb yourself down as much as you can (no CP, white non set gear no OP skills) you just cant dumb your human skill which you got from playing the game.

    Believe me most of players who have hundrets of CP are experienced and have some skill with the game and you just cant turn that off.
    No, you are wrong. I fully understand it. And it is exactly what should be fixed on the dev side.
    Olauron wrote: »
    Mayrael wrote: »
    Olauron wrote: »
    Mayrael wrote: »
    I'm an old player, who raised on games that required thinking, solving riddles, being cunning. Give us veteran mode, please... We can't play overland quests and story because it doesn't feel challenging at all. Can't we find middle ground or OPTIONAL veteran mode? Just for the sake of immersion. When I hear about scary boss terrorising region it would be nice that he would be actually scary, not some wet noodle...
    You 'we want option' are funny people. You are on a ship with the fire on a lower deck and a leak on a middle deck. And you want an optional ventilation on upper deck to move away the steam that comes from the boiling water on middle deck. Like yes, that is exactly the best solution.
    A free hint: any problem should be fixed at its cause, while fixing only the consequences has little sense.
    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.

    LOL this is an insane perspective.

    You are actually a crazy person if you believe that the ability to just run around naked and use twigs for weapons is an argument to support how laughably easy bosses are
    You have the tools to fix the consequences yourself. You don't want to do it. Waisting dev resourses on fixing the same consequences is meaningless.

    And players have tools to fix their inability to beat easiest content in the game, but they don't want to do it.

    Next thing about content. So spell bow skill line would not be waste of resources but adding option for more challenging content would be? I think it would be simpler to say you don't like the idea.

    To easy game is boring. I stopped to do overland PvE with introduction of Morrowind and One Tamriel - before I have leveled 6 toons with just doing quests, it was fun and rewarding to upgrade builds, test them, adjust, actually think about how to improve myself, now It's pointless, it's boring and dull. If you like fine, but why you want to stop us from having fun? What are you afraid of?

    Nope, players don't have the tools, because no sane player will practice their... rotations on the target doll for hours just to do story quests. They will just leave and, more importantly, will not return to buy next story chapter.

    New skill line is new content. New content is not a waist of resources, when it is aimed at large enough audience.
    Option to fix a consequence instead of the cause (that will not help as those with 90k+ dps will say 'it is too easy' nonetheless) is a waist of resources.

    I don't like the idea of using neverending bandages instead of proper fixing, true. What you (as it seems from you responses) fail to get that proper fixing will also fulfill your wish to make bosses and even overland harder, so I am not against the idea, I am agaist the solution.
    martygod12 wrote: »
    You have the tools to fix the consequences yourself. You don't want to do it. Waisting dev resourses on fixing the same consequences is meaningless.

    What you still dont understand is that even if you dumb yourself down as much as you can (no CP, white non set gear no OP skills) you just cant dumb your human skill which you got from playing the game.

    Believe me most of players who have hundrets of CP are experienced and have some skill with the game and you just cant turn that off.
    No, you are wrong. I fully understand it. And it is exactly what should be fixed on the dev side.

    For new player 100% of content is new and even they are getting bored with the overland PvE after week or two.

    Nobody is asking to bring level of overland content to level of vet trial, stop exaggerate, nobody said that (and if you would read one of my posts above actually ive meet new player who after few days of playing yesterday spent over an hour mashing a dummy because he don't want to be a potato player, he enjoys getting better at game. Imagine his disappointment when he won't feel progress anymore). On top of this, practicing rotations is same at least at the same level of sanity as taking down equipment and pretending you can't play just to feel the challenge. One more thing, nobody, literally nobody won't get close to even 60k DPS on overland content because of lack of buffs bit this is just dumb argument.

    ...and we are asking for the Dev side fix for to easy content.

    What do you understand as "proper fix"? Because if you think about performance than sorry to disappoint you, but it's not going to get better anytime soon if ever at all... and even if, better performance = easier rotations/combos = even easier content (maybe we should leave lag as it is to bring up the difficulty...🤔).
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • Olauron
    Olauron
    ✭✭✭✭✭
    Silent99 wrote: »
    You want devs to somehow reduce the skill lvl of endgame players? Not sure how that is possible other than dumbing down core game mechanics. That would be removing one of the most fun parts of eso combat in both pvp and pve. The fact that eso combat is more skill based sets it apart from some other mmos that just rely on mashing 1 button...
    Devs should reduce the resulting gap between endgame players and new players. There should be significant diminishing returns for improving the skill. There should be no big steps, especially in the upper part. The higher you go, the smaller the resulting increase for much more effort.
    Mayrael wrote: »
    What do you understand as "proper fix"? Because if you think about performance than sorry to disappoint you, but it's not going to get better anytime soon if ever at all... and even if, better performance = easier rotations/combos = even easier content (maybe we should leave lag as it is to bring up the difficulty...🤔).
    That is not so. Simpler rotations = better performance, complex rotations = bad performance. More calculations per second = bad performance, less calculations per second = better performance.

    Proper fix (decreasing the skill gap) will also improve performance. But also it will positively affect overland, dungeons and trials. With ideal execution it is possible to remove normal and veteran dungeons and keep just dungeons with optional (voted) hard mode, that will greatly improve group finder, but I don't believe in the possibility of ideal execution.
    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.
  • Parasaurolophus
    Parasaurolophus
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    ✭✭
    martygod12 wrote: »
    And if we cant have vet overland why dont give us at least OPTIONAL vet boss fights, so we can enjoy the game more. Quests are like 60-70% of the game which is rather unfair. There is just nothing absolutely nothing in the quests, no change of pace nothing ever slowing you down nothing. You just read a dialog in a point A, then steamroll everything in you path towards the point B, where you read another dialog and then continue to steamroll everything towards point C and over and over again. And that gets reallly tedious, boring and repetitive way too fas, which is really shame because the quests are really well written, they have good plots, characters, epic buildups: yes epic buildups which are then completelly killed by a stupid, dissapointing retardely easy boss fight, which just kills the whole quest atmosphere.

    You read my mind. Sometimes eso questing just looks like a visual novel.
    Edited by Parasaurolophus on April 16, 2020 12:47PM
    PC/EU
  • Septimus_Magna
    Septimus_Magna
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    Normal overland doesnt have to change, some people just want to enjoy the story which is fine.

    For more experienced players there is absolutely no challenge while questing, I dont get immersed while questing like I used to back when the game was launched. Every boss at the end of a long quest is weaker than a random mob in a vet dungeon. The only real solo challenge is vMA, of course you can solo many normal/vet dungeons and world bosses but its just not the same.

    I would be happy with a simple veteran overland mode in which the mobs have a lot more health and deal a bit more damage. It would make the fights at the end of a quest a lot better if you have to chip away 3m health, avoid hits, heal yourself and manage sustain. The incoming damage is so low for high CP players that you dont need a self-heal or damage shield.

    There could be a motivation for running veteran overland like gaining more XP or higher chance for sets items to drop. To be honest I dont really care about that, I would be happy not the steamroll through every quest like I am fighting low level mudcrabs.
    Edited by Septimus_Magna on April 16, 2020 1:49PM
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Ri_Khan
    Ri_Khan
    ✭✭✭✭✭
    Actually, the title is "Zones main story quest bosses" and the OP talked about the DC Main Quests. Specifically Alik'r. Not the Main Quest.

    Those are not instanced...

    Doh! I guess that's what I deserve for calling a kettle black eh? o:) The "zone main story quests" are actually referred to as "Faction Quests" so confusion and semantics aside, I still think OP's proposal would be great for both type of bosses. Some kind of optional Scroll of Glorious Battle or something... anything would be better than how it is now. I still have 7 characters that I can't be bothered to run any of this content with because of how ridiculously boring the game-play is.

    And to everyone who suggests doing it naked without weapons... You have got to be kidding me, I don't think I've ever seen worse advice given here. This isn't about how us players that have hit max CP are cheesing the game, it's about the game design itself and where it's lacking.
  • ZOS_FalcoYamaoka
    Greetings,
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