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Why ask for content to be made harder? Just put on green gear and take out some cp

  • Daemons_Bane
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    zvavi wrote: »
    zvavi wrote: »
    zvavi wrote: »
    @Recent As long as you are paying for the extra bagspace for gear and every champion point respec I am game.

    The game just opened up half your bank for you already.. and 3k should be doable for most people running the vet trials

    3k daily few times a day is a lot. Imagine respecting between dungeons, every single time. That's easily over 50k a week. Which is over 2 million yearly. Doable? Ye. Worth it? Hell no. Especially since even with add-ons all these resets are way too much work to actually enjoy overland. Refer to one of the previous posters explaining how making yourself weaker doesn't make the bosses more enjoyable.

    I get 10-12k from one vet trial run, and that's just from Undaunted Plunder.. so I feel fairly safe when I say that there's no problem paying.. regarding the extra "work" as you call it, try and remember how much extra "work" would be added for thousands of people, if they up the difficulty to suit a few players who are too good to want to downgrade themselves a bit

    When did I ever ask for content to be made harder? Most ask for an optional difficulty increase. optional. All your, and op's argument about why it shouldn't be made harder are invalid because you are not even arguing our request. But an imaginary request you made up for us.

    To be fair, the majority of your side if the group still forget to use the word optional.. so we're both to blame here.. if you are in the optional camp, my biggest concern is splitting up the players
  • Daemons_Bane
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    Lord_Hev wrote: »
    notyuu wrote: »
    I get the feeling that it's less about having harder content to avoid boredom and more to have harder content to push the potato tier players to be less potato

    admittedly it doesn't work for everybody but it would have an effect none the less of increasing the number of people not only capable but willing to improve themselves to tackle the even harder content like vet dlc dungeons and vet trials which inturn would reduce the number of people that come onto the forums and moan and whine for nerfs [some of which they actually get] reducing the fun factor of the content for those already strong enough to best it while also making the content just barely passable but still not fun for the whiners, meaning they'll do it once and never again.


    100% agree with this... This game even for casual is not punishing. But the game cannot properly guide, give progression when there is such an extreme split distance. Even just giving quest and overland npcs a 2x health buff but their damage the same would at least allow players to actually spend an extra moment to react or observe different attacks or channels being applied or casted to them or towards another.


    As an example, most "trash mobs" have 30k health average. Even Normal Maelstrom Arena has that. The mobs in there are 30k health baseline approximate. But then you get to the bosses which are very fightable even for someone undergeared and not even a full 5pc set. If they follow mechanics, they -can- get the job done. Now if they have a 5pc, maybe even a complete qausi-min maxed build, it becomes a breeze. And your challenge is -only- arbitrary mechanics. The boss health in normal Maelstrom is 500k - 1 million. This is the health range certain quest bosses need to have depending on their significance. This gives players a chance to actually have a prolonged fight where they -have- to learn what sustain is, what different attacks against themselves look like, and what their own abilities do to their target.

    What of those people who, for some reason, can't get to that level of competence.. would you just force them to find another game then.?
  • stefan.gustavsonb16_ESO
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    What of those people who, for some reason, can't get to that level of competence.. would you just force them to find another game then.?

    Please look up the term "strawman argument", and stop doing it. Options. Not mandatory increases in difficulty. Options to make questing fun again for players who have been here for years and still want to enjoy the new zones.
  • fred4
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    Liukke wrote: »
    I managed to do it with a STAMINA DK, which is literally impossible :'D (this game hates melee, every boss has some big AoEs around or stages like 7 Vault of Umbrage are plainly dumb, magicka people can just find a nice spot and attack while melee almost always need to go inside the poison most of the times just to attack anyone :'D)
    I know this is a tangent, but I find stam DK is not bad for vMA at all. I'm not one of those players who remembers all the spawn points and has cracked 500K+ scores, never mind 600K+ ones. The reason DK works is that dotting up the boss while you're busy with the adds is a pretty good strategy in vMA. As a PvPer, what I also discovered is that speed helps A LOT in vMA, e.g. the Wild Hunt ring and I happen to wear Coward's gear on the back bar.
  • UrbanMonk
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    Recent wrote: »
    @Richard Lambert streams himself beating the arenas but he is playing literally in the room the servers are at lol ...0 ms.

    He had a 100 ping when he was doing arena plus he was playing from home.

    Also, you don't get vet trial gears till you do them, so all the content is cleared acleared with gear from old content.
    Urban.Monk

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  • Lord_Hev
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    Lord_Hev wrote: »
    notyuu wrote: »
    I get the feeling that it's less about having harder content to avoid boredom and more to have harder content to push the potato tier players to be less potato

    admittedly it doesn't work for everybody but it would have an effect none the less of increasing the number of people not only capable but willing to improve themselves to tackle the even harder content like vet dlc dungeons and vet trials which inturn would reduce the number of people that come onto the forums and moan and whine for nerfs [some of which they actually get] reducing the fun factor of the content for those already strong enough to best it while also making the content just barely passable but still not fun for the whiners, meaning they'll do it once and never again.


    100% agree with this... This game even for casual is not punishing. But the game cannot properly guide, give progression when there is such an extreme split distance. Even just giving quest and overland npcs a 2x health buff but their damage the same would at least allow players to actually spend an extra moment to react or observe different attacks or channels being applied or casted to them or towards another.


    As an example, most "trash mobs" have 30k health average. Even Normal Maelstrom Arena has that. The mobs in there are 30k health baseline approximate. But then you get to the bosses which are very fightable even for someone undergeared and not even a full 5pc set. If they follow mechanics, they -can- get the job done. Now if they have a 5pc, maybe even a complete qausi-min maxed build, it becomes a breeze. And your challenge is -only- arbitrary mechanics. The boss health in normal Maelstrom is 500k - 1 million. This is the health range certain quest bosses need to have depending on their significance. This gives players a chance to actually have a prolonged fight where they -have- to learn what sustain is, what different attacks against themselves look like, and what their own abilities do to their target.

    What of those people who, for some reason, can't get to that level of competence.. would you just force them to find another game then.?


    I find that to be an empty argument honestly. This game is not an FPS. It's like a child telling their parent they cannot do their homework because they will never find the answer in their studies. People are not asking for overland content to be made "competence-locked." I think most agree they just want to be engaged, and engaging fights is something casual incompetent players would appreciate as well. What is the point of playing the game if you never properly progress to some degree? Raise the baseline enough so that players are able to intuitively learn, while still keeping it accessible.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Daemons_Bane
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    What of those people who, for some reason, can't get to that level of competence.. would you just force them to find another game then.?

    Please look up the term "strawman argument", and stop doing it. Options. Not mandatory increases in difficulty. Options to make questing fun again for players who have been here for years and still want to enjoy the new zones.

    Where in the quoted text does it say optional.? Because I see him writing "need to have".. that is two very different things.. and you can stick a straw man, I just want the game to be available to as many players as possible, and to enjoy my game the way I like it.. so when they start including the word "optional", I will argue differently
    Edited by Daemons_Bane on November 23, 2020 11:15AM
  • mague
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    Recent wrote: »
    Its easy for vets in vma, vdsa and vets trials gear to feel like content is too easy for them BUT instead of asking to make harder content why dont you just adjust your cp and throw on some green gear then go do all the content that feels so easy for you.

    It is even in white gear to easy.

    I dont want it harder but more HP on them. It doesnt fell as "epic" as the story should be. I am a pre 1.6 player and i know what Emeric ment when he shoutetd: "SEE THEM RUNNING. THIS WILL BE THE DAY REMEBERED WHEN WE KICKT THE IMPERIALS OUT OF BANKORAI".

    As it is now you ask you self what this dude is talking about. Barely an enemy and the whole thing to free Bankoari pass takes 5 minutes. STory and difficulty no longer match :/
  • Lord_Hev
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    Yea I don't agree with "optional" either. Completely unnecessary and is just band-aid knee-jerk response to the actual root issue. I do like the idea of solo instancing have that kind of option though, like hard-mode scroll you find in veteran dungeons, being in fights like, mannimarco fight for example.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • zvavi
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    . if you are in the optional camp, my biggest concern is splitting up the players

    That's a non issue, just make cheap buyable vendor food that decreases damage done to overland bosses by 10 and increase damage done by overland bosses by 2, for a tiny bit better quality drops. (Can be used regardless of food, like ambrosia)

    This doesn't split up players, and with enough different "drop buff foods" you can even make people customize their difficulty to their level. Obviously new drops wouldn't be that much better, just to compensate time wasted on longer kills.

    You can even make it in momentos as well
    Edited by zvavi on November 23, 2020 11:58AM
  • Daemons_Bane
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    mague wrote: »
    Recent wrote: »
    Its easy for vets in vma, vdsa and vets trials gear to feel like content is too easy for them BUT instead of asking to make harder content why dont you just adjust your cp and throw on some green gear then go do all the content that feels so easy for you.

    It is even in white gear to easy.

    I dont want it harder but more HP on them. It doesnt fell as "epic" as the story should be. I am a pre 1.6 player and i know what Emeric ment when he shoutetd: "SEE THEM RUNNING. THIS WILL BE THE DAY REMEBERED WHEN WE KICKT THE IMPERIALS OUT OF BANKORAI".

    As it is now you ask you self what this dude is talking about. Barely an enemy and the whole thing to free Bankoari pass takes 5 minutes. STory and difficulty no longer match :/

    Maybe they don't match as well as they could, but everyone has a fair chance.. as long as that don't change, adjustments to make the game feel more fitting, would be nice
  • Lord_Hev
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    mague wrote: »
    Recent wrote: »
    Its easy for vets in vma, vdsa and vets trials gear to feel like content is too easy for them BUT instead of asking to make harder content why dont you just adjust your cp and throw on some green gear then go do all the content that feels so easy for you.

    It is even in white gear to easy.

    I dont want it harder but more HP on them. It doesnt fell as "epic" as the story should be. I am a pre 1.6 player and i know what Emeric ment when he shoutetd: "SEE THEM RUNNING. THIS WILL BE THE DAY REMEBERED WHEN WE KICKT THE IMPERIALS OUT OF BANKORAI".

    As it is now you ask you self what this dude is talking about. Barely an enemy and the whole thing to free Bankoari pass takes 5 minutes. STory and difficulty no longer match :/


    This. Something as simple as baseline health increase for overland and guild questlines/solo instances. Vet players in min-maxed gear still going to breeze through it, but at least can still get some semblance of a fight now. At the moment you can't even purposely pace a fight, because the threatening major quest boss that is worked up as being dangerous and highly powerful/blessed only has 5k more health then trash mobs. The bare minimum for "major" quest bosses should be like 200k or so. Only base light attacks can dps that in under 30 seconds with no other abilities thrown in lol.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • fred4
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    There once were intermediate difficulty areas for my then skill-level: pre-nerf Craglorn and IC. However I have felt there were difficulty jumps since forever in this game. At this point - after 5 years - I'm not sure how ZOS could do any better. Once you've mastered something it feels easy. Before that it can feel insurmountable. It's partly attitude. Coming from single-player games, e.g. Oblivion and Skyrim, you bring with you the frame of mind that these games are about exploration. You shouldn't need to study, but you learn along the way. Part of the fun is that you're not being told how to fight, but you figure it out. I think that is also the mindset the developers brought with them. Single-player games are like that and they offer a much smoother progression. I particularly remember this with Tomb Raider (2013). However those are games that you play once or twice or, if you really like them, maybe 5 times over the course of a year. I am playing ESO for 5 years. This game spans a much wider difficulty range than any single-player game I've ever played. It's not just a question of learning mechanics. vVateshran feels pretty lacklustre to me. I haven't bothered to finish it yet, partly because of that. It feels much easier to learn than vMA was for me, e.g. after having mastered vMA. General skill does carry over, but I'm also much more willing to look up mechanics on Alcast or YouTube than I was when I started playing ESO. When I started playing this game, I agreed that there should be a much smoother difficulty progression. Now I have accepted that there are some things you need to study.
    Edited by fred4 on November 23, 2020 2:50PM
  • twev
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    Lord_Hev wrote: »
    Recent wrote: »

    Games should all have a way for players to progress to endgame in a way that feels possible ...not cause so much grief and pain and mental anguish....that is a health hazzard. Why is stress in games okay? Games should be fun, inspiring, fun ....people should have hope that they can achieve and move on and progress by training withing the game. Normal content jump to vets is ridiculous...no training at all. The gap is too big. Its kindergarden to college ...no primary school.


    Hmmmm, why is there such a progression gap? Perhaps it is because the game does not properly teach you how to play intuitively. There's a reason why the vets are vets. Many of us started the game as newblet as the rest. This was a time when dolmen soloing was considered an incredible feat. When basic storm atronach npcs were more challenging then a World Boss. When Shadowrend in Banished Cells I was like the equivalent of today's dlc dungeon "pug killers".

    Many would point out that the introduction of One Tamriel and the streamlining of zones into a singular "base level" is the contributor to the game appealing to a casual market. There's truth to it, but it's more a symptom then the actual root of the issue. The champion point system and the removal of soft-caps, these two are the main reason why the game feels the way it does. But that's a bygone issue now, what's done is done.

    Do "non vets" progress by questing? Back in the day, the argument could be made, yes. Because the base game, the "questing" was not a cake-walk. There was clear progression, and each time you advanced, unlocked skills, and encountered new enemies that you had to fight and learn the mechanics of... because they did not die in 3 hits. You actually had time to see the various abilities, different enemies used and how to react. In the current state of the game you aren't really taught anything as a new player, intuitively. This is why there is such shoe-horning of "just go look up so and so guide/video/website/etc." You don't actually properly learn anything though. Once you get the gear and learn what a rotation is, what things do, and how to effectively self-survive, the base game is suddenly brain-dead easy because that original root issue still buried in the ground and festering. And even so, you then jump into a veteran group dungeon que and it's like extreme night and day difference, and that in itself for most people is off-putting.

    All of this, but I think One Tamriel was a big part of this problem.
    It's great that players from one faction aren't locked in to just one zone for a whole cycle, but making all maps in all zones equally dumbed down so a player can go anywhere at any time without needing much character progression was a bad move.

    Now we have newbs with little experience in the game, and almost no game training and little interaction with the basic lore running zones and storyline that has no leadup and no relevance to the character.

    It's fun to play with friends who are in other factions without having to progress through 1/3 or 2/3 of the game as milestones to be able to access, but every faction zone ought to have progressive difficulty that is real and sequential.
    The problem with society these days is that no one drinks from the skulls of their enemies anymore.
  • stefan.gustavsonb16_ESO
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    Lord_Hev wrote: »
    Yea I don't agree with "optional" either.
    ...

    Then you are chasing some players away. You may not have seen them, but there are lots of people who either cannot learn to play the game well, won't spend the time and effort to learn because it's just not important to them, or just prefer everything to be super easy because they are not looking for a challenge. I would probably see half my guild of very nice people quit if the quests and overland content was made harder for them. I honestly think we need options for the difficulty of "story content" to cover the huge range of skill levels in the very diverse player base. If that isn't worth the trouble for the developers, which seems to be the case, by all means, keep it tuned to the lowest common denominator to keep as many people as possible in the game. I'll live.
    Edited by stefan.gustavsonb16_ESO on November 23, 2020 11:37AM
  • fred4
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    I help guild mates with that kind of content whenever they ask for help and I am not in the middle of something else. I do not particularly care for hanging around the Harrowstorms to help random players doing things I don't really enjoy. I do, however, help with random world bosses in response to zone chat, because doing those on two or three people is still a fun challenge.

    People are generally not asking for everything to be tuned to godlike elite players. They are asking for options. Believe me, I was here when Craglorn was released, and I hated every part of it. I was struggling to fight trash mobs in Cadwell's Gold zones at the time, and Craglorn, being even more difficult, was a slap to the face. I actually quit the game at that point, leaving three characters, one from each faction, hopelessly stuck at Cadwell's Gold in three different zones. I came back after One Tamriel to find everything nerfed to the ground instead. I would have appreciated an option to gradually challenge myself more as I got better with playing the game.
    Pre-nerf Craglorn brings back fond memories. I couldn't do it at V1, but by V10 I felt powerful enough to enjoy running around solo there and eventually soloing some of the group delves. I also challenged myself by progressing ever deeper into Elenhir and the world bosses were fun.

    There is a skill gap between the two of us. Soloing world bosses isn't a challenge for me with few exceptions. Bringing two or three people would be boring. However I still don't feel like a god. I don't get super high scores and 1/2 hour finishing times in vMA. I don't have anywhere near the parses a competitive trials DD has - maybe half of those. Sometimes I encounter players in open world PvP who are markedly superior duellers on obviously not tanky nor OP builds and it's not a rock / paper / scissors encounter either. There are multiple tiers of skill above doing world bosses and all of those players would, ideally, like content tailored for their skill level. This is why, I think, ZOS are failing on this front, because it is a genuinely hard problem.
  • HumbleThaumaturge
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    Two players types to consider: (1) The new player; (2) the experienced (god-like) player with great gear. Some new players think the game is too difficult initially. Many experienced players are so good (god-like) they want more challenging experiences. I think ZOS has adequately considers both types of players when considering changes. I, personally, do not like many of their choices, but I hear from friends in the game who really appreciate the changes.

    New Players: I was a new player on March 30, 2014 when ESO launched in Early Access. The game was specifically designed to teach the new player the game, with the new player moving from the "training islands" through the 15 main alliance zones (in order) as level, knowledge, skills, abilities, and gear increased. Now, the new player finishes the Tutorial and is placed in Western Skyrim, without the benefit of learning basic game-play on a training island. Game difficulty in the solo PvE zones is much lower now than when the game first launched. On the test server, as an experiment, I created a new character, and played that character from level 1 to level 40: (1) without any gear (no armor, no weapons, no jewelry); (2) with just one Active Ability slotted; and (3) with no Champion Points used. I completed the Main Quest (up to killing Molag Bal), the Mages Guild quest, the Fighters Guild quest, and ran dolmens and public dungeons. If a new character can complete solo PvE content naked with one Ability slotted and no CP, the game Difficulty is too low. I would like to see game difficulty raised in these areas, but I would also like to see new players placed on a "training island" after the Tutorial, instead of in a DLC zone. If new players report that the game is too difficult at first, I suppose ZOS might increase the "battle leveling" buffs to lower-level characters with no CP (a scaled buff between levels 1 and CP 160).

    Experienced Players: While the so PvE content is now too easy, the new DLC vet group dungeons (at Hard Mode) are so difficult I do not enjoy them. I am max CP with gold gear, and I can complete them, but I do not enjoy them. However, I have heard from many friends who love the more challenging content of the new vet DLC dungeons and trials. (In fact, they want them to be even MORE difficult!) And so, while I do not play the new dungeons and trials often, I certainly want other players to have fun. So if ZOS wants to include game-content that is too hard for me, but which is loved by other players, that's totally cool with me. Of course, I could play on "normal" mode, but "normal" mode is so easy that most of us can solo most group dungeons at "normal" difficulty. I'd like to see a new mid-level difficulty option for DLC dungeons (maybe a "mortal" vet difficulty (as opposed to god-like difficulty), somewhere between normal and vet not-hard mode).
  • StevieKingslayer
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    I can be classfied as a 'casual' because I dont understand builds/mechanics 100% (Yeah yeah, still learning).
    I want challenges. It's too easy when I put on good gear.
    I am demanding better customer service from Zenimax Studios.
    I am demanding better and more open communication between the devs & the playerbase.
    Majin Stevie || Iothane || Nymphetamine
    PVP || PVE
    Player since beta.
  • fred4
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    @HumbleThaumaturge, was the one ability slotted Puncturing Sweeps?
  • PizzaCat82
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    Harder is a vague request.

    Do you want the boss to be more tedious?

    Do you want the boss to require more strategy and faster moves?

    Do you want the boss to require higher DPS and hit harder?

    Do you want the boss to be less accessible to the average player, so you can feel superior to them when you do beat it?
  • Prof_Bawbag
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    I've been waiting around forever for the "Make the game harder" brigade to turn up to help with those Harrowstorms.
    ...

    You are completely missing the point. Why would people who find it boring return to do it again? The Harrowstorms are not difficult. Sure, you can take one down with just a few good players, but they can just as easily be cleared with just having a large enough group of people, like the dragons. Once you cleared them all for the achievement, the daily quest for the Harrowstorms has a very meager reward, they take forever to spawn and are notoriously bugged.

    I help guild mates with that kind of content whenever they ask for help and I am not in the middle of something else. I do not particularly care for hanging around the Harrowstorms to help random players doing things I don't really enjoy. I do, however, help with random world bosses in response to zone chat, because doing those on two or three people is still a fun challenge.

    People are generally not asking for everything to be tuned to godlike elite players. They are asking for options. Believe me, I was here when Craglorn was released, and I hated every part of it. I was struggling to fight trash mobs in Cadwell's Gold zones at the time, and Craglorn, being even more difficult, was a slap to the face. I actually quit the game at that point, leaving three characters, one from each faction, hopelessly stuck at Cadwell's Gold in three different zones. I came back after One Tamriel to find everything nerfed to the ground instead. I would have appreciated an option to gradually challenge myself more as I got better with playing the game.

    A gradual difficulty slider for some content would also give more people access to a smooth ramp to improve. Instead of going straight from, say, a laughably easy nMA to a fiendishly difficult vMA and being humiliated never to return, people could gradually increase the difficulty to practise and prepare for the "veteran" version. Instead of saying "LOL no, never going back there, never ever ever", they could say "well, I'm at 50% vet difficulty and struggling, but I think I'm slowly getting there".

    We could go on until the cows come home, but ZoS have the figures/data and their data obviously tell them a clear story. This forum is populated mostly by long term players. We are but a very small fraction of the gamer base. Plus, unless they instanced the world to each individual (never gonna happen) having a difficulty slider of sorts is never going to happen.

    As for you helping guildies, you're in the minority yet again. I see folk helping others, but if i had £1 for every person I saw asking for help in old Craglorn and being ignored, I wouldn't be sat here typing this, I'd me on a yacht in the middle of the Med surrounded by a bevvy of beauties. A lot of post here ask for questing etc to be more difficult, yet the reality is a lot of us who have the characters to breeze through the game find questing boring. How many times can someone suffer each faction zone? The same would happen there. No one would be around. Plus the placement of enemies out in the wilds is too thick to pump up the difficulty in any meaningful way. You literally can't take two steps in some places without aggro'n yet another mob. It's a pain trying to park your toon when you're not in a city/town hub because you know if you step away from your pc/console, some trash mob is gonna aggro at some point when off the beaten track
  • Mindcr0w
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    PizzaCat82 wrote: »
    Harder is a vague request.

    Do you want the boss to be more tedious?

    No.
    Do you want the boss to require more strategy and faster moves?

    Yes.
    Do you want the boss to require higher DPS and hit harder?

    Yes.
    Do you want the boss to be less accessible to the average player, so you can feel superior to them when you do beat it?

    Yes (keeping it a hundred)


    But I also want an easier version of the boss to be available so others can still complete the content.
    Edited by Mindcr0w on November 23, 2020 3:15PM
  • Muttsmutt
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    take a step back and breathe, mate.
    all that contempt can't be good for the heart.

    remember, nobody's gonna harm you. nothing bad's gonna happen.
    you can relax. enjoy the videogame.
    why all this bitterness?
    PC-EU // UNDEAD
  • fred4
    fred4
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    PizzaCat82 wrote: »
    Harder is a vague request.
    I'm going to answer this as well :).
    Do you want the boss to be more tedious?
    No. This actually happened with One Tamriel. The bosses in what are now veteran mode dungeons gained health and became tedious to solo where I previously quite enjoyed soloing some of the easier dungeons. Perhaps this is water under the bridge. Power creep and experience have made it so, but that's how I felt when One Tamriel came out.
    Do you want the boss to require more strategy and faster moves?
    I'll say a cautious yes to this.
    Do you want the boss to require higher DPS and hit harder?
    No to the require higher DPS part. The fact that everything is a DPS race and some fights are best solved by bypassing mechanics via DPS is one of the big letdowns of the game.

    Yes to bosses and especially mobs hitting harder, but in a context where you have some control over how much you're biting off and, perhaps, being rewarded for biting off more in one go. No to stupid one shots that are badly telegraphed or that become unavoidable, like a vMA boss killing you a full minute after your mistake, e.g. not killing a hoarvor. Yes to feeling pressured, but no to being one-shot. You have to be given at least 2 seconds to still do something and recover.
    Do you want the boss to be less accessible to the average player, so you can feel superior to them when you do beat it?
    You deliberately phrased that to be incendiary, but the answer is yes. Not to be smug about it, but to gain a sense of accomplishment, absolutely. Above all we need bosses and mobs of varying difficulty.
  • Recapitated
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    I've done quests with <50 characters in crappy gear and no CP and felt I wasn't challenged.

    But also, games rely on play between increasing power and increasing difficulty to give players a sense of progression. A huge part of the high when playing a game is unlocking X item that makes you beat previous enemies more easily, and allows you a chance at beating the next level or whatever. ESO doesn't have that; gaining a level is sometimes a disadvantage. The only actual progression component early on is skill points if you wear bad gear all the way through.
  • PizzaCat82
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    Mindcr0w wrote: »
    PizzaCat82 wrote: »
    Harder is a vague request.

    Do you want the boss to be more tedious?

    No.
    Do you want the boss to require more strategy and faster moves?

    Yes.
    Do you want the boss to require higher DPS and hit harder?

    Yes.
    Do you want the boss to be less accessible to the average player, so you can feel superior to them when you do beat it?

    Yes (keeping it a hundred)


    But I also want an easier version of the boss to be available so others can still complete the content.

    Then you end up with a situation like VMA and MA. The only reason to do MA, before they changed it, was to learn spawn times and some of the mechanics while you work on your rotation and kill priority.

    There were pretty much 0 reasons to do it outside of that. Loot? Trash. Title? Meh.

    VMA however, had 2 titles, best in class weapons, and was a lot harder (and less accessible) to complete.

    Vet Dungeons are the only way to get (some) helms. They also offer achievements and titles, skins, pets, momentos, etc.

    Normal dungeons give you a head trophy to hang on the wall, and a skill point.


    So you want story content to be harder?
    Overland content?
    Just content in general?


    I would be in favor of a Veteran mode for Story content.

    I would also be in favor of a zone that required VMA type skills to progress through it, something like Cragslorn pre-nerf (But remember how unpopular that zone was, and still is)

    Edited by PizzaCat82 on November 23, 2020 4:51PM
  • SirAndy
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    Recent wrote: »
    Why ask for content to be made harder? Just put on green gear and take out some cp
    I have a character that only uses the bucket and the broom.
    Since both are level 1 items their stats are abysmal at higher levels, even after i improved them to gold and added traits.
    All of which adds to the challenge.

    For gear i only use Girdle/Belt/Sash and Shoulder which combined with Jewelry allows for one set bonus.
    Otherwise, the char is naked.

    https://forums.elderscrollsonline.com/en/discussion/332643/the-bucket-and-broom-challenge/p1

    post-2-1445282250.gif

    Edited by SirAndy on November 23, 2020 5:17PM
  • Suna_Ye_Sunnabe
    Suna_Ye_Sunnabe
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    What a pointless suggestion. You're right, I've spent years in this game pushing myself to become the best I could be...only to be told to go roleplay naked and spend 3k to take out cp (which, by the way, still presents no challenge). Sounds riveting. Look, all that most like myself want is an optional difficulty. Nothing more, nothing less.
    Edited by Suna_Ye_Sunnabe on November 23, 2020 7:01PM
    Angua Anyammis Ae Sunna
  • Mindcr0w
    Mindcr0w
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    PizzaCat82 wrote: »
    Then you end up with a situation like VMA and MA. The only reason to do MA, before they changed it, was to learn spawn times and some of the mechanics while you work on your rotation and kill priority.

    There were pretty much 0 reasons to do it outside of that. Loot? Trash. Title? Meh.


    Because nobody farms any normal mode content currently for the gear that drops there? And nobody does any normal mode content just to experience it? And nobody does Hardmode currently just for the accomplishment or titles?




  • cyclonus11
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    There should be achievements for completing objectives and defeating bosses whilst naked. That would make content more ... interesting.
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