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Okay, that damage is absolutely ridiculous.

  • Sarousse
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    I'm playing new world alpha right now, mobs hit hard, doing a 1v2 or v3 is very challenging, it's so damn cool not to one shot everything.

    The sad thing is that eso devs will never go back on this part.
  • SaintSubwayy
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    Mr_Walker wrote: »
    Zos needs and wants to attract players of all skills to be able to play the game. They don't cater specifically for your needs. There's plenty of challenging content out there.

    while thats true...the game is still too easy if what OP says is true (havent played GM)
    The game doesnt teach anything to new players besides the buildhelper...which only tells you about which skills to use but not teaching how and when you should use which skill.

    PC EU
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  • Tigerseye
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    BohnT2 wrote: »
    Mr_Walker wrote: »
    Zos needs and wants to attract players of all skills to be able to play the game. They don't cater specifically for your needs. There's plenty of challenging content out there.

    There's a difference of challenging and being an insult to the playerbase treating them like a squirrel with brain damage.
    We're talking about things that toddlers could do.

    The whole game and every player would highly benefit from having at least mildly challenging overland content.

    This requires the game to properly teach people what to do but it will be worth it in the long run, to use another analogy, the current overland content is the equivalent of not teaching children how to read.
    There is a huge gap that the devs want to close but it's not because content is too hard but content that is too easy and doesn't teach anything.

    But it comes at no suprise that handing a test to someone who can't even read let alone write which forces him to write a novel that he will fail and has no chance of doing it unless he was taught elsewhere.

    To make things even worse, the game tries to teach people the base mechanics with the tutorial but then decides to just stop making use of those taught mechanics.
    A new player stepping into the game will be overwhelmed by so many things, new skill, new world, lots of options, quests etc that he'll forget everything about the first 15 min over the course of the next hundred hours he'll spend with doing overland quests because the game just never encourages you to use those things again.


    No matter what the devs will try unless they teach people properly they'll never close the gap and this will be for the disadvantage of both sides.
    Endgame players will stop because their content gets deleted and every minor piece of skillful gameplay gets removed like bash weaving this patch and so many other things over the past.
    For new players they will keep to mindlessly walk around the world and be unhappy because they can't improve.

    I know what you mean but, unless you can select your difficulty level, it needs to be separate challenging/teaching content, because otherwise (if regular content is too hard for them) a lot of new players will just give up and leave.

    I don't even mean rage quit, necessarily, but just wander off thinking the game isn't for them.

    People should look up Wildstar if they want to know what happens to games that are built to be challenging, across the board.

    People were so excited for it and some people loved it, but it didn't last long.

    Despite being specifically sold on the basis that it would be hard.

    I'll choose to ignore the bash weaving example as "skillful gameplay", as I don't want to go there again, too deeply, here...

    Suffice to say that ZOS teaching people to use intended mechanics (like interrupt) properly would make perfect sense, but them teaching people to use "embraced" unintended mechanics would be quite another matter.

    So, I'm not overly surprised they don't teach things like weaving, beyond a hint on a loading screen, because it would be fairly embarrassing for them to have to do so.

    Considering that people can and do, apparently, just program light attack weaving (auto-attack, effectively) onto a gamepad, ZOS just need to give us an auto-attack option as part of the game.
    Edited by Tigerseye on June 15, 2020 7:36AM
  • Eifleber
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    Mr_Walker wrote: »
    Zos needs and wants to attract players of all skills to be able to play the game. They don't cater specifically for your needs. There's plenty of challenging content out there.

    " plenty"?? There is not.

    If you cater 95% of the content for 5% of the players there's something wrong.

    Playing since dec 2019 | PC EU
  • JTD
    JTD
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    Sadly a game can be to easy and i think ESO fell into the trap of creating an mmo for everybody. The thing is Elder Scrolls players, a generalization, are not mmorpg-players. As a result this game caters to everybody and no-one.

    For me the only content i find difficult are the Veteran HM (some dungeons/trials) - not just because of the mechanics or the dps checks but most because of communication issues. I enjoy going for the trifecta's or the achievements in (vet)dungeons/trials that is fun.

    The story is OK - questing is just face rolling the little enemies you have to kill to get to the next conversation/section. The is no challenge to this whatsoever. At least in SP-ES games you could crank up your own difficulty.

    But then... i have so many friends in this game and the lore - endgame i like so i stay. Sometimes i sub often i don't.
  • mocap
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    not all quests are well written and when you want at least a good hit from mobs to compensate poor storytelling, you get nothing in that way too.
  • NupidStoob
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    Mr_Walker wrote: »
    Zos needs and wants to attract players of all skills to be able to play the game. They don't cater specifically for your needs. There's plenty of challenging content out there.

    Pretty sure minimum age to play this game is like 14? Maybe 12 in some countries. So there is no need to have questing be designed for 3 year olds. If you read OPs message you can literally afk during these fights which is a clear indicator.

    A majority of this game is story content. All these stories about world ending plots and incredibly powerful enemies become so meaningless if they die in a hit or two. It's absolutely forgettable. I can hardly recall anything about the chapter bosses we had so far.

    Besides all that there would be plenty of ways for ZoS to make content more difficult for the people that want it more difficult while keeping it as easy as it is now for the people that want that so the "need" for easy content is hardly an argument against more challenging.

  • Tigerseye
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    JTD wrote: »
    Sadly a game can be to easy and i think ESO fell into the trap of creating an mmo for everybody. The thing is Elder Scrolls players, a generalization, are not mmorpg-players. As a result this game caters to everybody and no-one.

    Well, at launch, even regular mobs were fairly challenging.

    But, apparently, there were complaints and so, it evolved in the way it did.



  • mairwen85
    mairwen85
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    I personally feel the chapter boss should have something that sets them apart from every other standard mob in the game. It doesn't have to be raid level complexity, or even world boss level, but at the very least, interesting. More health does not equate to challenge or fun, but what if, say, there were environmental mechanics, or a sequence of interactions that have to be completed. Not asking for 1 shots or requirement to group, but a solo-able, memorable encounter. It can be casual without being face-roll. The only real challenge here is the lack of ZOS creativity.
  • NupidStoob
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    mairwen85 wrote: »
    More health does not equate to challenge

    In ESOs case it would though, because even if there are interesting mechanics we wouldn't know for many bosses as they just drop dead before they have a chance to do anything. The majority of quest and delve bosses have 150k HP. In a game where someone that has a halfway decent idea of what to do can do 30-50k dps the fight is basically over instantly.

    ZoS tried to address that a little with forced invulnerability phases of some bosses (like dragonhold last boss), but all this does is introducing a wait time until you burn the boss down to the next phase.

  • JTD
    JTD
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    Tigerseye wrote: »
    Well, at launch, even regular mobs were fairly challenging.
    But, apparently, there were complaints and so, it evolved in the way it did.

    Sadly yes, I've been playing ESO since beta on and off and ive seen the changes first hand.. from veteran ranks, which weren't ideal, to onetamriel and the following power creep of the players while mobs stay at cp160 with to little to offer. I do not advocate for being able to set your own difficulty though, water flows the way of the least resistance and so do players.


  • Chilly-McFreeze
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    You guys must think fairly low of new players if overland difficulty is where you set the bar for them.
  • Olauron
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    Noxavian wrote: »
    Mr_Walker wrote: »
    Noxavian wrote: »

    There is something objectively wrong about everyone on any level being able to beat the boss of the main story.

    Subjectively wrong. Not objectively wrong. Objectively wrong would be the statement 2+2=7.


    name 1 game where a starting level (equivalent to ESO's level 3) character can beat the final boss with no glitches/hacks/or extreme skill.
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  • olsborg
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    Overland content is only there because something has to be there, to be seen, to make the world seem alive, but thats all. Theres no actual content there, because its like playing a game with godmode on.

    PC EU
    PvP only
  • Eliahnus
    Eliahnus
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    Noxavian wrote: »
    name 1 game where a starting level (equivalent to ESO's level 3) character can beat the final boss with no glitches/hacks/or extreme skill.
    Starting levels in TES get extreme stat boost, even beyond normal level 50 stats.
  • Faulgor
    Faulgor
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    Even for ESO quest bosses, this one was incredibly easy.
    I fully expected there to be more, but then the chapter was over.
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  • mairwen85
    mairwen85
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    NupidStoob wrote: »
    mairwen85 wrote: »
    More health does not equate to challenge

    In ESOs case it would though, because even if there are interesting mechanics we wouldn't know for many bosses as they just drop dead before they have a chance to do anything. The majority of quest and delve bosses have 150k HP. In a game where someone that has a halfway decent idea of what to do can do 30-50k dps the fight is basically over instantly.

    ZoS tried to address that a little with forced invulnerability phases of some bosses (like dragonhold last boss), but all this does is introducing a wait time until you burn the boss down to the next phase.

    Yes but more health alone wont do much, just a few more ticks to burn off; that's where I was going with that comment--more health is not challenge, it's prolonging the face-roll. It's just bad design and lack of imagination that's the problem here. So much so that even as players we're conditioned to expect the same dull cut and paste crap.
    Edited by mairwen85 on June 15, 2020 10:35AM
  • Mayrael
    Mayrael
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    With this "difficulty" we currently have why even bother to have fights? Let us just jump from point to point to show us locations and read dialogues?! Why pretend you have to something meaningful? Wouldn't it be easier for new players to not have to fight at all? Let's change this game into Elder Sims Online :)


    Overland and story should be easy so you could finish it without anyone, completely alone, but not as easy as "you can't die"! It should prepare you for more challenging stuff, it should teach you about roll dodge, break free, red circles, positioning and such things - not by one shots for sure, but it should be meaningful nevertheless.

    If not the game, then other players will check your skills and call you out. What's less stressful? Repairing boss fight 2 times or being called "noob" by other players in first dung you enter? Wouldn't you like to have "tutorial" that shows you how to play while you level up?
    Say no to Toxic Casuals!
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    "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
  • Eifleber
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    NupidStoob wrote: »
    All these stories about world ending plots and incredibly powerful enemies become so meaningless if they die in a hit or two.
    It's absolutely forgettable. I can hardly recall anything about the chapter bosses we had so far.
    Sad but true ... :s


    Playing since dec 2019 | PC EU
  • adriant1978
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    Agree that story boss fights should promote and reinforce basic combat tactics like interrupt, roll dodge, break free, don't stand in the fire, etc.

    But damn if I ever see one with DPS checks / enrage mechanics, and a requirement for weaving and animation cancelling ... :s

    As a very casual player I already feel excluded from most endgame content because of my miserable DPS and I don't need the story telling me that I hit like a wet noodle as well.
    Edited by adriant1978 on June 15, 2020 10:58AM
  • mairwen85
    mairwen85
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    So what now you want to turn everything elitist mode so only the 1% qqers can play? go ... urself elitist pos

    I think it's more that the big bad evil should be memorable. This isn't a binary thing. It's not 0 (face-roll) vs 1 (one shots and 60 million health) -- there is a huge scale of choice that could be implemented. All people want really is a casual friendly, but ultimately enjoyable boss battle that makes use of combat elements like block, interrupt etc. It doesn't have to be punishing or gruelling or require more than 1 person to tackle it. It just requires the designers to employ a bit of imagination so that all their hard work in creating the overarching world threatening evil isn't a wet fart. Why is that so hard to understand?

    edit to add:
    I agree with the poster above me. That retains the casual friendly element.
    Edited by mairwen85 on June 15, 2020 10:58AM
  • Nemeliom
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    What I loved the most from Skyrim was the sense of "every enemy can kill you". You had to be careful, hone your skills, plan some fight, and when you where out in the wilderness, watch out for the skies!

    I don't have that same feeling in ESO, and that is why I play mostly pvp, because I can find that feeling there.
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  • Ghanima_Atreides
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    Agree that story boss fights should promote and reinforce basic combat tactics like interrupt, roll dodge, break free, don't stand in the fire, etc.

    But damn if I ever see one with DPS checks / enrage mechanics, and a requirement for weaving and animation cancelling ... :s

    As a very casual player I already feel excluded from most endgame content because of my miserable DPS and I don't need the story telling me that I hit like a wet noodle as well.

    I agree with the above.

    Although that brings me to my own concern, which is that I'm not sure a compromise between "accessible for new/casual players" and "challenging for endgame players" is possible. Even if they made bosses hit harder, or basic mechanics less easy to ignore, it would still be trivial for people who are used to soloing group dungeons. They'd just take a few more hits to kill. The only way to challenge them would be to increase the difficulty level so much, that new and casual players would be curbstomped.

    As a casual player who actually thinks overland and quest boss difficulty is too low, I don't know what solution could be found that would please everyone.
    Edited by Ghanima_Atreides on June 15, 2020 11:10AM
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  • eKsDee
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    So what now you want to turn everything elitist mode so only the 1% qqers can play? go ... urself elitist pos

    Nobody asked for that, so you pretty much just admitted to reading the title, reading a few words into the OP until it mentioned "overland" and "difficulty" in the same sentence, and just went off on a tirade about how "you guys want everything to be vet trial difficulty, you complete elitists".

    No, next to nobody is asking for that, and certainly not anybody in this thread. We're asking for overland to be a few steps above what it is currently, so players at least have to use their brains to win fights.

    Not only is the lack of challenge alienating anybody who actually knows how to play, it's actively harming newer players because they're never taught how to properly play until they reach content that expects them to know how to play, and are promptly sworn at and kicked by group members because they're not pulling their weight.

    As I said in another thread, overland should basically boil down to this -- if you don't know the mechanic, you will die; if you know the mechanic, you'll possibly die if you make a mistake; if you make a mistake, you'll have a chance or two to recover; if you fail to recover, you will die.

    That's it. That's all I want overland to be. Make me block and dodge telegraphed attacks, make me step out of red, make me follow fight mechanics. If I screw up and miss a mechanic or make a mistake, punish me for doing so and give me a chance to recover. If I fail to recover, my punishment is death, and having to restart the fight.

    It's basic gameplay mechanics that are present in even normal dungeons beyond the first few accessible during levels 10-30, and yet overland completely ignores them.
    Edited by eKsDee on June 15, 2020 11:28AM
  • FabresFour
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    FabresFour wrote: »
    That was one of the most deplorable things I have ever seen in my life.

    Goodness, you've lead a charmed life.

    Dude, I live in Brazil, of course I was using a hyperbole there.

    But it is still absolutely pathetic.

    In addition: I don't think the overland should be challenging. I just think it should be a little better thought.

    I have always been a quest player since 2014. I play to read the content and have fun this way. But to do that, I had to do a low level set, even though it was a high level. Completely changing my weapons to not match my skills, simply because if I didn't, my enemies, even the bosses, would last for 2 seconds.

    I am not a hardcore gamer, I am extremely casual. And even for me, that content is monstrously pathetic.
    @FabresFour - 2305 CP
    Director and creator of the unofficial translation of The Elder Scrolls Online into BR-Portuguese.
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  • FabresFour
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    Hurbster wrote: »
    Story content is meant to be accessible to everyone. That's why we have vet content, arenas, PVP, and trials. Heck, they even beefed up world bosses.

    Being accessible is completely different from having nonexistent difficulty. Skyrim is much more accessible than ESO, and mobs can be more difficult.

    I know that one is singleplayer and the other is mmorpg. But still, accessibility and absurd ease in everything are completely different things.
    @FabresFour - 2305 CP
    Director and creator of the unofficial translation of The Elder Scrolls Online into BR-Portuguese.
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  • BohnT2
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    From their responses I get the feeling that some people fear that they game would become inaccessible for them and the biggest portion of the playerbase but this isn't what any reasonable person in here wants.

    A rework of the current overland content keep ZOS's principles:
    1. Accessibility for every player
    2. Accessibility for every build
    3. Freedom of choice in which order you want to do
    stuff
    (Number doesn't represent their importance)
    This however doesn't have to mean that players shouldn't improve over the course of the game.

    My proposal for a rework tries to keep all those points in mind while making the game more interesting for everyone and better at teaching players the base mechanics of the game and how to figure out new mechanics better that they encounter in other parts of the game.

    In order to stay in line with principle 3 the increasing difficulty and complexity is limited to every zone, meaning every zone starts with the same very low difficulty and then slowly begins to get harder throughout the main quest of every zone.
    Side quests are excluded from this and inherit a very basic difficulty.


    For the individual quests there has to be some restrictions which involve:
    No dps races as this excludes tanks and healers while also puts an unnecessary strain on damage dealers.
    No requirement for weaving but that doesn't mean it shouldn't be encouraged and taught.
    No requirement to be a certain class to do a quest.


    Now let's come to the most important part of this whole discussion, how to design those quests and how to implement their increasing difficulty without becoming too hard?

    Right after the Tutorial a new player knows about the basic mechanics like light attack, heavy attack, bashing to interrupt, block, dodge and using skills.


    The first quest won't be one to teach stuff but can contain things like blocking a move or using dodge in order to defeat an enemy or avoid something, it's important to attach this mechanic to something that shows the player that what he has done with block/dodge etc made the game easier for him without killing him if he doesn't do it.

    As the quests in the zone progress more of those mechanics are brought up and can be combined to help players improve further.
    By repeating those mechanics players get to know them and learn when to use them without feeling they're forced taught something.
    With quests in the second-half of a zone more mechanics can be woven into a fight like using synergies and avoiding AoEs.
    A good way of implementing AoEs that you want to step out are ones that drain your resources as this gives you a feedback that those red circles aren't good without flat out killing you.

    The last boss of each zone should combine multiple mechanics that have been involved in the whole zone but still without being hard, we're still talking about easy fights but using the mechanics will heavily help you to complete them faster and with less stress.

    To give everyone an idea of what i mean in terms of mechanics here's some ideas how to implement different mechanics:

    Dodging: the boss is attacking you with heavy attacks that you'll see coming, if you don't dodge you'll get stunned and take damage not enough to one-shot but about 50% of your health, however if you dodge it the boss hurts itself or stuns itself, this gives the player the feedback that dodging an attack reduces their damage taken and makes fights easier.


    Gaining resources: an unavoidable mechanic steals all your resources and you have to gain them back via heavy attacks or using potions, if you do this fast enough i.e. by using fully charged heavy attacks the boss takes a lot of damage if you just gain resources back with recovery you won't get this help, you can still kill the boss but it'll take you longer.

    To better implement those things into the world you'd have quest givers telling you what like in newer trials to do by giving you advices or via combat advices or simply in the quest log with hints.

    There is a plethora of ways to implement those basic mechanics that makes the game fun without making players feel forced to become "top tier" or without feeling overwhelmed as they slowly learn everything and with every new zone they explore, they learn new stuff and repeat things they've done before while exploring new content and having memories of fights, now the 7th boss in greenshade wasn't someone you can't remember but the one where you used the synergy to kill him right after you dodged his heavy attack.

    Ofc my ideas are not perfect, they can become somewhat repetitive when the first few quests retain to be very easy in each new zone players explore.

    It can easily become too hard or too easy at first when the mechanics are implemented for the first time but this can be avoided by putting things on the pts to test extensively before bringing them to the live servers.

    The whole rework will be very time consuming for the devs and it's questionable if they'd do such a big rework at this point of the game even if it would help the game and the players
  • Everest_Lionheart
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    For what it’s worth recently when this same discussion came up (it comes up a couple times per month there are at least a half dozen threads buried a few pages back...)

    Anyway I happened to be creating my new toon for the update, specifically for vMA runs not for Greymoor, I have a toon for that already. So I went into Elsweyr with my new Magplar, one of the easiest classes to play. You can find a lot more elite enemies in overland there with 100K+ HP to practice on so I set off in search of those battles. No CP applied, dropped mixed set of whatever.

    Now fortunately I know mechanics already and I had to use them to survive. The battles themselves weren’t challenging and when I ran into one of these elites at a time I could dispatch them easily, 2 at a time though it’s rare to find gave me some trouble. Some of the delve bosses required a little work too. Again in Elsweyr where those things got a bit of a boost. Standing there light attacking on a low level toon was certain death. You can’t stand there face rolling without CP applied and without certain skill morphs.

    As a new player when I first picked up ESO this year (yes I’m still new, but have logged close to 600 hours now) I died a lot. Was having a terrible time even landing attacks until I got used to the over the shoulder view and figured out how to zoom out the camera to see better behind me. There was a Lear jig curve but I never found the game all that hard in terms of the questing or zone stories.

    It was more of a challenge than AC Odyssey the game I had just come from and way less of a challenge than Sekiro the other game i currently play. That why I say the game hits the right notes. It could be a bit harder but it doesn’t need to be. Sometimes I come
    here after spending 2 hours of a boss in Sekiro because I need to unwind. Sometimes I come here to grind gold or a few extra CP to finally push my DPS to a respectable level. I barely even notice if the game is too easy because I’m still having fun, and that is what matters in the end.
  • tim99
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    wait... that was a boss?
    smilie_happy_309.gif
  • LadyNalcarya
    LadyNalcarya
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    It certainly felt too easy. I played through the main story with no weapon (well, because otherwise I wasn't able to hear boss' dialogues) and just punched that vampire lord to death. I also didnt heal and still was nowhere near dying. Don't know, imo it's just immersion breaking at this point.
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
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