You know what you are right, Doshia is the perfect example. She was nerfed because the MAJORITY of the players complained. Unless you think it's a majority that wants to roll back to not being able to progress the story for days, weeks, months until you've grinded up your levels to move past a story roadblock.
I want to desperately love this game and make it my main over WoW. I want to make the transition completely because ESO does many things superior to WoW, especially how the whole world remains relevant no matter what expansion we're on.
But at the same time, it doesn't do this because the world is too damn easy. I thought the purpose of level scaling was to open the game up so that players didn't out level an area. Well, it happened, but the enemies now across the board in the open world and questing feel TOO EASY.
It's so easy in fact, that it's the equivalent of me taking my lvl 60 legendary armor character and going back to old "out leveled" zones in WoW and facerolling through the content because I'm well beyond the enemies their level.
So ESO may as well not even have level scaling from the aspect of out leveling zones because the impact is the same. Enemies are face-rolled in both games.
The main difference is that WoW at least has ONE content group that remains relevant and DOES pose a challenge. You pull too much in the latest expansion zones and you will die. End quest bosses do pose a challenge. ESO has no challenge in any of the open-world or quest bosses at all, anywhere, and it should be the other way around. The level scaling should give us a WoW end game zone experience in every zone.
IDC what anyone says, it's just too easy. There's no risk/reward at all adventuring and getting lost in the zones when you know you'll face roll any mobs you encounter. Quest storylines that are so well written and carried out are butchered and become inconsequential when you defeat the bosses that were played up for hours in literally a matter of minutes with little difficulty.
Things need to change and like fast.
I want to desperately love this game and make it my main over WoW. I want to make the transition completely because ESO does many things superior to WoW, especially how the whole world remains relevant no matter what expansion we're on.
But at the same time, it doesn't do this because the world is too damn easy. I thought the purpose of level scaling was to open the game up so that players didn't out level an area. Well, it happened, but the enemies now across the board in the open world and questing feel TOO EASY.
It's so easy in fact, that it's the equivalent of me taking my lvl 60 legendary armor character and going back to old "out leveled" zones in WoW and facerolling through the content because I'm well beyond the enemies their level.
So ESO may as well not even have level scaling from the aspect of out leveling zones because the impact is the same. Enemies are face-rolled in both games.
The main difference is that WoW at least has ONE content group that remains relevant and DOES pose a challenge. You pull too much in the latest expansion zones and you will die. End quest bosses do pose a challenge. ESO has no challenge in any of the open-world or quest bosses at all, anywhere, and it should be the other way around. The level scaling should give us a WoW end game zone experience in every zone.
IDC what anyone says, it's just too easy. There's no risk/reward at all adventuring and getting lost in the zones when you know you'll face roll any mobs you encounter. Quest storylines that are so well written and carried out are butchered and become inconsequential when you defeat the bosses that were played up for hours in literally a matter of minutes with little difficulty.
Things need to change and like fast.
Or conversely, you could just continue making WoW your main?
Is that what this is? Players from other games who really don't like ESO and are actively trying to make it more similar to "another" mmo?
I want to desperately love this game and make it my main over WoW. I want to make the transition completely because ESO does many things superior to WoW, especially how the whole world remains relevant no matter what expansion we're on.
But at the same time, it doesn't do this because the world is too damn easy. I thought the purpose of level scaling was to open the game up so that players didn't out level an area. Well, it happened, but the enemies now across the board in the open world and questing feel TOO EASY.
It's so easy in fact, that it's the equivalent of me taking my lvl 60 legendary armor character and going back to old "out leveled" zones in WoW and facerolling through the content because I'm well beyond the enemies their level.
So ESO may as well not even have level scaling from the aspect of out leveling zones because the impact is the same. Enemies are face-rolled in both games.
The main difference is that WoW at least has ONE content group that remains relevant and DOES pose a challenge. You pull too much in the latest expansion zones and you will die. End quest bosses do pose a challenge. ESO has no challenge in any of the open-world or quest bosses at all, anywhere, and it should be the other way around. The level scaling should give us a WoW end game zone experience in every zone.
IDC what anyone says, it's just too easy. There's no risk/reward at all adventuring and getting lost in the zones when you know you'll face roll any mobs you encounter. Quest storylines that are so well written and carried out are butchered and become inconsequential when you defeat the bosses that were played up for hours in literally a matter of minutes with little difficulty.
Things need to change and like fast.
Or conversely, you could just continue making WoW your main?
Is that what this is? Players from other games who really don't like ESO and are actively trying to make it more similar to "another" mmo?
You know what you are right, Doshia is the perfect example. She was nerfed because the MAJORITY of the players complained. Unless you think it's a majority that wants to roll back to not being able to progress the story for days, weeks, months until you've grinded up your levels to move past a story roadblock.
I'm confused if you agree or disagree but nontheless.
Ask yourself this question, if you're in an education and you're failing (not passing or getting insufficiënts) is the course to difficult or do you have to invest more time in it? Now I know an education is not the same as playing a game for fun but the concept is, is has to come from both ends of the spectrum. The person giving the course has to look for different ways of teaching the contents or concepts (mechanics) and the player/student has to practise...
If i apply this to ESO ... the teacher/game gave up and drop the difficulty of the course....
But i digress...
I would like to see the game explain mechanics a lot better not just in the tutorial but maybe even a monster guide / book of the mages guild with info on mechanics of mobs....)
I want to desperately love this game and make it my main over WoW. I want to make the transition completely because ESO does many things superior to WoW, especially how the whole world remains relevant no matter what expansion we're on.
But at the same time, it doesn't do this because the world is too damn easy. I thought the purpose of level scaling was to open the game up so that players didn't out level an area. Well, it happened, but the enemies now across the board in the open world and questing feel TOO EASY.
It's so easy in fact, that it's the equivalent of me taking my lvl 60 legendary armor character and going back to old "out leveled" zones in WoW and facerolling through the content because I'm well beyond the enemies their level.
So ESO may as well not even have level scaling from the aspect of out leveling zones because the impact is the same. Enemies are face-rolled in both games.
The main difference is that WoW at least has ONE content group that remains relevant and DOES pose a challenge. You pull too much in the latest expansion zones and you will die. End quest bosses do pose a challenge. ESO has no challenge in any of the open-world or quest bosses at all, anywhere, and it should be the other way around. The level scaling should give us a WoW end game zone experience in every zone.
IDC what anyone says, it's just too easy. There's no risk/reward at all adventuring and getting lost in the zones when you know you'll face roll any mobs you encounter. Quest storylines that are so well written and carried out are butchered and become inconsequential when you defeat the bosses that were played up for hours in literally a matter of minutes with little difficulty.
Things need to change and like fast.
Or conversely, you could just continue making WoW your main?
Is that what this is? Players from other games who really don't like ESO and are actively trying to make it more similar to "another" mmo?
ESO has so much more potential than what overland offers. Having an option that actually lives up to that potential for experienced players to dig into, while also providing newer players a place to learn and practice would only help the game in the long run. Keeping the front face of the game, the overland questing, as simplistic as it is only serves to turn off some players while failing to prepare those who want to go beyond it for what the rest of the game offers.
Asking people who genuinely enjoy the game to leave just because they want the option to have a more meaningful experience in what is the largest part of the game doesn't help. I wouldn't have continued playing this game past my time in beta if it wasn't enjoyable for me, but since this massive bit of the game is so underwhelming for myself and others like me that is a problem that can be fixed.
joseayalac wrote: »I want to desperately love this game and make it my main over WoW. I want to make the transition completely because ESO does many things superior to WoW, especially how the whole world remains relevant no matter what expansion we're on.
But at the same time, it doesn't do this because the world is too damn easy. I thought the purpose of level scaling was to open the game up so that players didn't out level an area. Well, it happened, but the enemies now across the board in the open world and questing feel TOO EASY.
It's so easy in fact, that it's the equivalent of me taking my lvl 60 legendary armor character and going back to old "out leveled" zones in WoW and facerolling through the content because I'm well beyond the enemies their level.
So ESO may as well not even have level scaling from the aspect of out leveling zones because the impact is the same. Enemies are face-rolled in both games.
The main difference is that WoW at least has ONE content group that remains relevant and DOES pose a challenge. You pull too much in the latest expansion zones and you will die. End quest bosses do pose a challenge. ESO has no challenge in any of the open-world or quest bosses at all, anywhere, and it should be the other way around. The level scaling should give us a WoW end game zone experience in every zone.
IDC what anyone says, it's just too easy. There's no risk/reward at all adventuring and getting lost in the zones when you know you'll face roll any mobs you encounter. Quest storylines that are so well written and carried out are butchered and become inconsequential when you defeat the bosses that were played up for hours in literally a matter of minutes with little difficulty.
Things need to change and like fast.
Or conversely, you could just continue making WoW your main?
Is that what this is? Players from other games who really don't like ESO and are actively trying to make it more similar to "another" mmo?
That's not what icapital wrote, please read a comment before bashing it.
What icapital said was that that happens in WOW as well... so no one is asking for the solution to this to copy WOW. Please stay on topic.
I want to desperately love this game and make it my main over WoW. I want to make the transition completely because ESO does many things superior to WoW, especially how the whole world remains relevant no matter what expansion we're on.
But at the same time, it doesn't do this because the world is too damn easy. I thought the purpose of level scaling was to open the game up so that players didn't out level an area. Well, it happened, but the enemies now across the board in the open world and questing feel TOO EASY.
It's so easy in fact, that it's the equivalent of me taking my lvl 60 legendary armor character and going back to old "out leveled" zones in WoW and facerolling through the content because I'm well beyond the enemies their level.
So ESO may as well not even have level scaling from the aspect of out leveling zones because the impact is the same. Enemies are face-rolled in both games.
The main difference is that WoW at least has ONE content group that remains relevant and DOES pose a challenge. You pull too much in the latest expansion zones and you will die. End quest bosses do pose a challenge. ESO has no challenge in any of the open-world or quest bosses at all, anywhere, and it should be the other way around. The level scaling should give us a WoW end game zone experience in every zone.
IDC what anyone says, it's just too easy. There's no risk/reward at all adventuring and getting lost in the zones when you know you'll face roll any mobs you encounter. Quest storylines that are so well written and carried out are butchered and become inconsequential when you defeat the bosses that were played up for hours in literally a matter of minutes with little difficulty.
Things need to change and like fast.
Or conversely, you could just continue making WoW your main?
Is that what this is? Players from other games who really don't like ESO and are actively trying to make it more similar to "another" mmo?
ESO has so much more potential than what overland offers. Having an option that actually lives up to that potential for experienced players to dig into, while also providing newer players a place to learn and practice would only help the game in the long run. Keeping the front face of the game, the overland questing, as simplistic as it is only serves to turn off some players while failing to prepare those who want to go beyond it for what the rest of the game offers.
Asking people who genuinely enjoy the game to leave just because they want the option to have a more meaningful experience in what is the largest part of the game doesn't help. I wouldn't have continued playing this game past my time in beta if it wasn't enjoyable for me, but since this massive bit of the game is so underwhelming for myself and others like me that is a problem that can be fixed.
Rich stated long ago, "You know you don't have to be here right?"
Taken out of context or not if you are actively trying to change a massive part of the game how on earth can you claim to enjoy it? You know why "optional" suggestions are met with resistance as well? Because there is nothing optional about having the devs spend any time and resources on this instead of something else for the majority.
I want to desperately love this game and make it my main over WoW. I want to make the transition completely because ESO does many things superior to WoW, especially how the whole world remains relevant no matter what expansion we're on.
But at the same time, it doesn't do this because the world is too damn easy. I thought the purpose of level scaling was to open the game up so that players didn't out level an area. Well, it happened, but the enemies now across the board in the open world and questing feel TOO EASY.
It's so easy in fact, that it's the equivalent of me taking my lvl 60 legendary armor character and going back to old "out leveled" zones in WoW and facerolling through the content because I'm well beyond the enemies their level.
So ESO may as well not even have level scaling from the aspect of out leveling zones because the impact is the same. Enemies are face-rolled in both games.
The main difference is that WoW at least has ONE content group that remains relevant and DOES pose a challenge. You pull too much in the latest expansion zones and you will die. End quest bosses do pose a challenge. ESO has no challenge in any of the open-world or quest bosses at all, anywhere, and it should be the other way around. The level scaling should give us a WoW end game zone experience in every zone.
IDC what anyone says, it's just too easy. There's no risk/reward at all adventuring and getting lost in the zones when you know you'll face roll any mobs you encounter. Quest storylines that are so well written and carried out are butchered and become inconsequential when you defeat the bosses that were played up for hours in literally a matter of minutes with little difficulty.
Things need to change and like fast.
Or conversely, you could just continue making WoW your main?
Is that what this is? Players from other games who really don't like ESO and are actively trying to make it more similar to "another" mmo?
ESO has so much more potential than what overland offers. Having an option that actually lives up to that potential for experienced players to dig into, while also providing newer players a place to learn and practice would only help the game in the long run. Keeping the front face of the game, the overland questing, as simplistic as it is only serves to turn off some players while failing to prepare those who want to go beyond it for what the rest of the game offers.
Asking people who genuinely enjoy the game to leave just because they want the option to have a more meaningful experience in what is the largest part of the game doesn't help. I wouldn't have continued playing this game past my time in beta if it wasn't enjoyable for me, but since this massive bit of the game is so underwhelming for myself and others like me that is a problem that can be fixed.
Rich stated long ago, "You know you don't have to be here right?"
Taken out of context or not if you are actively trying to change a massive part of the game how on earth can you claim to enjoy it? You know why "optional" suggestions are met with resistance as well? Because there is nothing optional about having the devs spend any time and resources on this instead of something else for the majority.
That same quote could be thrown in any direction out of context. At its core the issue is this, overland questing is the vast majority of the game. Many people enjoy it. Some who enjoy it are new and may want to expand beyond it but are horridly unprepared for the rest of the game, and some who used to enjoy it and already moved toward more challenging content may want to go back only to find the stories unsatisfying due to how, honestly, how stupid the ai is.
Allowing an issue to exist in the game due to having no way of fixing it is one thing, but I am optimistic that ZOS can make good quest and engaging fights, and putting the two together isn't beyond them. If one day they are able to do that for overland content that would be fantastic, but standing against the idea if it were eventually possible only serves to cut the game short of how good it can be. The devs will continue to pump out massive amounts of overland content as that is their biggest piece of content, it is just a shame it falls so far behind what it could be and fails two important groups in the game so thoroughly.
Different story in dlc dungeons. Certain pin mechanics in some dlc dungeons WILL oneshot players if not interrupted, even on normal (moon hunter keep werewolf boss for example). The 4 witches (last boss) in Icereach dungeon WILL wipe the group if their channel attack is not interrupted in time, even on normal.Just run any dungeon pug with a boss that has a 'bash this' or 'cc break this' mecanic and see how many players fail at it. The second I see someone interrupt an enemy I instantly know they have an idea of what they're doing and are leagues ahead of most other players.
And since overland mobs are so simplistic, never applying pressure in any meaningful way, why worry about say, casting a single dot skill then using another to damage your target while it ticks away?
This is such nonsense. You know why players don't bother bashing and interrupting enemies in normals? Because it's not necessary. I don't have to move out of red, I don't have to dodge or worry about mechanics. With a single other player they are super easy. It has nothing to do with how overland plays.
How overland plays is a big part of why pugs don't interrupt in dlc dungeons when you get one as a random normal.
WySoSirius wrote: »Solo the harrowstorms or dragons. They are overland things to do 😂😂😂
SilverBride wrote: »
Overland being so easy and simplistic, again, causes players who only have experienced eso through questing to enter every other part of the game lacking the fundamental skills needed to complete content, which is undoubtedly a frustrating experience.
ParaViking wrote: »We are not kidding our selves... ZOS is not going to implement any of this, but it is fun to discuss.
Pre One Tamriel they had a veteran plain that you went to at Lvl 50... The code is probably still there and would not be that hard to implement.
I don't think anything needs to be done with mechanics. Bump damage and health up 200-300%, maybe more, and see what happens. At this point I buff up, hit two skills, and swap bars and the boss is dead. How exciting is that!
Probably the easiest fix is what players have mentioned... Run no CP, Maybe only white crafted gear, no monster sets, and no potions. That is pretty what I do now, but it just seems so vanilla... ESO on steroids sounds like more fun!
I have a StamDK that I am playing with now that runs around naked punching stuff, and I am doing most all overland content with it. "Really!" Overland content is perfect where it is at...
It is funny as heck though... I actually die on occasion... I feel like a village idiot playing though.
It's really a shame you rushed to level out max and didn't realize it's not about the destination but the journey. This thread pops up in every game there has ever been made. There are those who want things harder because why challenge, but I suspect it's more of "I did it!" but I don't want people to catch up to me and be as gud as me. But that's my opinion. If this game bores people those people should maybe look elsewhere. Just sayin
DaveMoeDee wrote: »Play as a tank. We don't need overland content to even further funnel people to all be DPS builds.
I'm not opposed to any added features. I just don't care if they implement this and developers are a limited resource.
Story Bosses are designed only for new players. Pure and Simple.
Which hurts the overall player base because we already see a response of people who don’t do Story mainly as consequence of the lack of engaging combat. - Doesn’t matter if the writing is good if the gameplay doesn’t support the narrative.
Different story in dlc dungeons. Certain pin mechanics in some dlc dungeons WILL oneshot players if not interrupted, even on normal (moon hunter keep werewolf boss for example). The 4 witches (last boss) in Icereach dungeon WILL wipe the group if their channel attack is not interrupted in time, even on normal.Just run any dungeon pug with a boss that has a 'bash this' or 'cc break this' mecanic and see how many players fail at it. The second I see someone interrupt an enemy I instantly know they have an idea of what they're doing and are leagues ahead of most other players.
And since overland mobs are so simplistic, never applying pressure in any meaningful way, why worry about say, casting a single dot skill then using another to damage your target while it ticks away?
This is such nonsense. You know why players don't bother bashing and interrupting enemies in normals? Because it's not necessary. I don't have to move out of red, I don't have to dodge or worry about mechanics. With a single other player they are super easy. It has nothing to do with how overland plays.
How overland plays is a big part of why pugs don't interrupt in dlc dungeons when you get one as a random normal. They think it's not necessary, but in some dungeons it IS necessary. You literally won't complete dungeons like Icereach if nobody interrupts (even on normal).
Different story in dlc dungeons. Certain pin mechanics in some dlc dungeons WILL oneshot players if not interrupted, even on normal (moon hunter keep werewolf boss for example). The 4 witches (last boss) in Icereach dungeon WILL wipe the group if their channel attack is not interrupted in time, even on normal.Just run any dungeon pug with a boss that has a 'bash this' or 'cc break this' mecanic and see how many players fail at it. The second I see someone interrupt an enemy I instantly know they have an idea of what they're doing and are leagues ahead of most other players.
And since overland mobs are so simplistic, never applying pressure in any meaningful way, why worry about say, casting a single dot skill then using another to damage your target while it ticks away?
This is such nonsense. You know why players don't bother bashing and interrupting enemies in normals? Because it's not necessary. I don't have to move out of red, I don't have to dodge or worry about mechanics. With a single other player they are super easy. It has nothing to do with how overland plays.
How overland plays is a big part of why pugs don't interrupt in dlc dungeons when you get one as a random normal. They think it's not necessary, but in some dungeons it IS necessary. You literally won't complete dungeons like Icereach if nobody interrupts (even on normal).
Again, this has nothing to do with how overland plays and everything to do with how dungeons function as a whole.
When I first stepped foot into a normal dungeon I was surprised at how easy they were, so after a few I just started going straight to vet. Huge mistake. Completely different. Many a wipe. We didn't wipe because overland failed to prepare us for freaking dungeons, we failed because normal dungeons don't teach you mechanics.
Stop trying to pin failed attempts at high level content for vets on content not meant to challenge vets. When I suggested go play another game I wasn't being trollish, that's REAL advice that I myself have taken up.
Instead of constantly making a new thread every week begging Zos to improve the melee animations I simply went out and started playing and supporting another MMO that plays like I want. It's you guys entitled attitude that a game that doesn't suit your needs should change to suit you and the extremely small number of players who would even pay for this type of rework.
You know why there will be constant objections to this? Because those of us who have played many a game that have been ruined by this crowd would like to avoid that here.
This group will NEVER be satisfied. Every week we'll get a new complaint about how it's still not hard enough or that they need more and more. It will never end. Then you got the inevitable when these new instances are ghost towns except during special events like IC.
I'm sure Zos is just clamoring to release another piece of content that's going to end up mostly unused.
DaveMoeDee wrote: »Play as a tank. We don't need overland content to even further funnel people to all be DPS builds.
I'm not opposed to any added features. I just don't care if they implement this and developers are a limited resource.
I play a tank and it doesn’t make the fights engaging- just tedious.
Story Bosses are designed only for new players. Pure and Simple.
Which hurts the overall player base because we already see a response of people who don’t do Story mainly as consequence of the lack of engaging combat. - Doesn’t matter if the writing is good if the gameplay doesn’t support the narrative.