Hello,
Returning old player, I have been out of ESO for a few reasons, one being that most of the content is just boringly easy, making NPC claims of these grave threats looking a bit ridiculous.
I will try to be short, hoping that you breathtaking people will read the post before commenting
Now, I am not in favor of
- Increasing overall difficulty (goes against new players)
- Creating separate zones (too complicate to implement for ZOS + divide players)
- Saying that you can just play "naked" to add extra challenge. Unless for very niche RP purposes, it is just not appalling to auto-limit oneself for no reason/reward
- Tie a new system to big rewards that makes it a "must"
So, I would propose :
- Introduce a set of craftable armor that will increase damage taken + reduce damage output, in exchange for some small rewards (eg: xp buff from kills, like the Training trait)
- It could be : 2 pieces : increase damage taken by 30%; 3pcs: decrease damage output by 15%; 4pcs: increase XP from kills by 15%; 5pcs: no idea. %s changing with mat quality so can be adapted to personal tastes
- Some fluff could be added justifying that it's a "sacrifice to X divinity" , etc.
What do you think? Alternatives could be a memento like during festivals introducing similar buffs/debuffs. Number are just thrown there, not sure what good %s could be. The idea would be to increase damage received more than decreasing dmg output ('cause, dmg sponges are not fun) and have a reward that does not make it a "must" but compensate for the extra time. With the new 3.600 caps, it could also be helpful in the grinding....
This is not supposed to be perfect, just a compromise to improve the situation. A real and fun challenge would be with different/additional mechanics, not increase/decrease dmg. But ZOS will not re-invite all the overland for this, they are creating dungeons/trials for that.
Seems like a good compromise, no "must have rewards", some fluff to justify it, easy to implement for ZOS, do not go against any player : new/old/else.
(edits because I am stupid and misclicked, posting before it was finished).
Overland content isn't boring because of the lack of 'challenge'. You can gimp yourself all you like, but at the end of the day the enemies you face can barely tie their own shoes, let alone fight back against a halfway decent player. See that guy with only a sword? He's going to walk up to you, wack you with the pommel of his sword, then back step for the rest of the fight while you kill his friends only to maybe throw a knife before his face ends up planted in the dirt.
New players learn nothing from these fights and experienced players have no interest in wasting their times with something so trivial. That is the core issue as it leaves new players no way to learn how to play since it ins't providing chances to learn and makes slogging through quest painful for people who just end up melting these worthless mobs at a single glance.
Overland content isn't boring because of the lack of 'challenge'. You can gimp yourself all you like, but at the end of the day the enemies you face can barely tie their own shoes, let alone fight back against a halfway decent player. See that guy with only a sword? He's going to walk up to you, wack you with the pommel of his sword, then back step for the rest of the fight while you kill his friends only to maybe throw a knife before his face ends up planted in the dirt.
New players learn nothing from these fights and experienced players have no interest in wasting their times with something so trivial. That is the core issue as it leaves new players no way to learn how to play since it ins't providing chances to learn and makes slogging through quest painful for people who just end up melting these worthless mobs at a single glance.
@Iccotak As mentioned in the post above, I fully agree.
Problem is, I have seen many posts in the 6(?) years of ESO and it seems clear to me that ZOS does not want to increase difficulty complicate matters in main quests/overland, a) probably because it requires more resources to think about new mechanics for all contents, b) because they want/need to attract new players (for the oldies, there are the VDungeons, Trials, etc.) and thus simply do not want to make the content harder than it is now.
Would I personally like a completely different and more challenging overland experience? Yes. Is the gear/food/else idea not addressing the elephant in the room? Definitely. Alas, I'd rather take a small improvement than nothing. I am not even saying that it should be "difficult", just that I am not completely asleep and detached would be enough
So, I would propose :
Remove all CP
Remove all Attribute
Use EQ level 1
Only use 5 Skill points
Use an Useless Mundus Stone
Unbind Block
Unbind Roll Dodge
Unbind Bash
Remove all Glow and Telegraph of Mobs Attacks
stefan.gustavsonb16_ESO wrote: »For those who weren't here at launch, I should perhaps explain exactly how overland was made so laughably easy. It's not just a matter of the "normal" player-dealt DPS increasing five-fold or more since launch, and it's not just the fact that they made the mobs have less HP and hit less hard. The nerf goes much deeper than that, and no simple debuffs or voluntary crippling of your build can fix it properly.
The problem is that they both dumbed down and slowed down the AI for all PvE enemies. Regular trash mobs used to employ jumps and dodges, they blocked your blows, they snared you, and they used combinations of abilities which you needed to counter properly to defeat them reliably. Combat with even a single trash mob could be engaging. Two was busy, three was a challenge. Telegraphs were shorter and easier to miss. This game used to be quite hard for a solo player. I am not saying it was better, because people rage quit over, say, not being able to progress in the main quest or kill the wretched Doshia in the Fighters' Guild quest. The changes they made to the game have very obviously made it survive.
In my personal opinion, I'm sad to see this challenge gone, but there is nothing that could bring back that for individual players without changing the experience for everyone else, except splitting the world into different instances depending on some "difficulty" toggle.
stefan.gustavsonb16_ESO wrote: »For those who weren't here at launch, I should perhaps explain exactly how overland was made so laughably easy. It's not just a matter of the "normal" player-dealt DPS increasing five-fold or more since launch, and it's not just the fact that they made the mobs have less HP and hit less hard. The nerf goes much deeper than that, and no simple debuffs or voluntary crippling of your build can fix it properly.
The problem is that they both dumbed down and slowed down the AI for all PvE enemies. Regular trash mobs used to employ jumps and dodges, they blocked your blows, they snared you, and they used combinations of abilities which you needed to counter properly to defeat them reliably. Combat with even a single trash mob could be engaging. Two was busy, three was a challenge. Telegraphs were shorter and easier to miss. This game used to be quite hard for a solo player. I am not saying it was better, because people rage quit over, say, not being able to progress in the main quest or kill the wretched Doshia in the Fighters' Guild quest. The changes they made to the game have very obviously made it survive.
In my personal opinion, I'm sad to see this challenge gone, but there is nothing that could bring back that for individual players without changing the experience for everyone else, except splitting the world into different instances depending on some "difficulty" toggle.
There are so many ways a debuff like this could be applied, and there's no shortage of good suggestions that have been posted. Specific sets are an interesting approach, however part of the issue of low overland difficulty is that improving your gear and build is not really encouraged, and I don't think tying this new mode to specific gear can solve that.
XP is also not really a worthwhile reward, as most players that look for more of a challenge are effectively maxed out in that regard.
Personally I'm partial to transplanting the Tel Var system with a new currency into overland, with the difficulty increasing the more of said currency you carry - of course, with the additional risk of losing it upon death. The currency could then be traded in at specific merchants like Tel Vars, mostly for cosmetic fluff, crafting satchels, etc. Add in a few achievements with dyes and titles and I think most people would be content.
Hapexamendios wrote: »You can already make yourself weaker for more challenge: take off armor, no food/drink/mundus, take off all your CP etc.
Hapexamendios wrote: »You can already make yourself weaker for more challenge: take off armor, no food/drink/mundus, take off all your CP etc.
Hapexamendios wrote: »You ever tried fighting a world boss with no armor, weapons etc? It's pretty challenging.
XP is also not really a worthwhile reward, as most players that look for more of a challenge are effectively maxed out in that regard.