Why you would want more difficult overland, that would just make it tedious . I'm pretty sure its not intended to be difficult. I am fine with faceroll open world and challenging instances. Plus, think about new players, its not so easy for them without CP and broken gear.
phaneub17_ESO wrote: »I wouldn't mind a year after the Companions update, they do something like Caldwell's Silver and Gold being closer to how it originally was by making the zones a higher difficulty. Silver could let you replay all the old base content over again, letting you redo the quests and facing off stronger mobs in the overland. Gold applies to DLC content zones, with an even higher difficulty something akin to the original Craglorn.
I have fallen asleep so many times while playing. It's no joke.
I was doing a dungeon yesterday and our tank was running off randomly. He said he was falling asleep multiple times.
That's basically me every time I play. I just hold a direction and fall asleep.
I'd agree with the OP with one caveat: Try going in solo with a new character, using NO cp. Then Overland is a challenge.
WhyMustItBe wrote: »I find harrowstorms and dragons to be rather fun and engaging. Geysers are OK, dolmens more boring but they did add some scaling so more elites come out, (but it is still way more low key). That is probably fine though since new players learn their characters on dolmens.
Doing world bosses solo is moderately challenging, with Morrowind bosses providing a pretty good challenge (and DPS check on at least one), and above that, some of the newer world bosses are very challenging if not virtually impossible for the average person to solo.
But scaling in general could be tweaked, possibly with a difficulty slider?
Of course for grinding you would always leave it off anyway because lets be honest, when you're grinding you want things dead fast, not fun.
You guys know that complaining about low difficulty could lead to not upping the difficulty but nerfing your abilities instead, then it will be more difficult as well. Given your complains about the current changes, [snip] not meaning overland difficulty or game too easy at all - because it could end up with a huge nerf of your abilities - [snip]
It’s too basic. It’s not about how much damage is dealt, or how much health they have. It’s the tactics.
The general enemy populace simply isn’t very capable and are made for the lowest common denominator.
- They’re too slow
- They don’t have many abilities
- They don’t have a hierarchy so all of them are equally difficult & dangerous. (a Bear or Draugr are as dangerous as a normal Bandit)
- They don’t change tactics when health is low
- they’re always in clusters of three
- their notice range of sight is very small
All in all, It’s almost a walking simulator.
You don’t have to think when fighting them. Which is a flaw for Overland and the Story.
When you’re thinking - you are engaged, if you’re not thinking you’ll get bored and play something else.
(Edit: the problem isn’t the player gear or cp. I’ve played fresh characters with no assistance from my main. I never use CP with new characters until they reach level 50. It doesn’t help.
Also my main is a tank for the most part with minor changes for Overland DPS.
CP & Gear are not the problem. They never were)
That’s what makes the endgame content the best gameplay content in the game. They keep you thinking and on your toes. Not only is it hard but is engaging and that makes it memorable.
(Edit: that’s what many people love about PvP, because it feels like that’s the only place that makes you actually think about what you’re doing)
When it comes to the main narrative bad guy, @exeeter702 made a great point.Nothing is more damning to the video game medium of story telling than having an antagonist of a given narrative posses zero capabilities of producing a failure condition to a player. You can have a middle ground that at the very least the game asks of its players to give some effort for a final encounter instead of smothering them with visual spectacle so it can superficially feel grandiose where the win condition requires nothing more than stepping out of a ground effect and left clicking every 1 second.
Do I have the perfect solution for this problem? No.
I am merely pointing out what the issue really is.
It’s not that enemies lack health or don’t do enough damage, it’s that they don’t do enough period. They’re basically neutered.
Making the majority of Overland a bore, and the saving grace is the storytelling - Except when it comes to Main Story Bosses, those are always a major letdown that really undermine the narratives they build up.
Only repeatable activities get interesting gameplay mechanics and tactics.
It’s too basic. It’s not about how much damage is dealt, or how much health they have. It’s the tactics.
The general enemy populace simply isn’t very capable and are made for the lowest common denominator.
- They’re too slow
- They don’t have many abilities
- They don’t have a hierarchy so all of them are equally difficult & dangerous. (a Bear or Draugr are as dangerous as a normal Bandit)
- They don’t change tactics when health is low
- they’re always in clusters of three
- their notice range of sight is very small
All in all, It’s almost a walking simulator.
You don’t have to think when fighting them. Which is a flaw for Overland and the Story.
When you’re thinking - you are engaged, if you’re not thinking you’ll get bored and play something else.
(Edit: the problem isn’t the player gear or cp. I’ve played fresh characters with no assistance from my main. I never use CP with new characters until they reach level 50. It doesn’t help.
Also my main is a tank for the most part with minor changes for Overland DPS.
CP & Gear are not the problem. They never were)
That’s what makes the endgame content the best gameplay content in the game. They keep you thinking and on your toes. Not only is it hard but is engaging and that makes it memorable.
(Edit: that’s what many people love about PvP, because it feels like that’s the only place that makes you actually think about what you’re doing)
When it comes to the main narrative bad guy, @exeeter702 made a great point.Nothing is more damning to the video game medium of story telling than having an antagonist of a given narrative posses zero capabilities of producing a failure condition to a player. You can have a middle ground that at the very least the game asks of its players to give some effort for a final encounter instead of smothering them with visual spectacle so it can superficially feel grandiose where the win condition requires nothing more than stepping out of a ground effect and left clicking every 1 second.
Do I have the perfect solution for this problem? No.
I am merely pointing out what the issue really is.
It’s not that enemies lack health or don’t do enough damage, it’s that they don’t do enough period. They’re basically neutered.
Making the majority of Overland a bore, and the saving grace is the storytelling - Except when it comes to Main Story Bosses, those are always a major letdown that really undermine the narratives they build up.
Only repeatable activities get interesting gameplay mechanics and tactics.
Game are meant to be more like an interactive movie where you get to participate in the preordained outcome of your heroes success. If your expectation is anything else you are choosing to deceive yourself.
No matter what the devs can’t win.
Put 100 players in a room and 25 will say it is to easy.
25 will say it is to hard.
25 will say it’s not to easy or to hard.
25 will say they don’t care one way or the other they just enjoy playing the game.
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time” John Lydgate
5 will say it is hard for new players when in reality even new player with one skill and no situational awareness rarely even dies.
5 will say it is hard for new players when in reality even new player with one skill and no situational awareness rarely even dies.
And this is how it is meant to be in a role playing game - you are supposed to not dying at all. And ESO is based on an RPG series and should be playable like this - without to die at all - won't happen, but that is the goal of it - not just rarely dying, but not at all.
5 will say it is hard for new players when in reality even new player with one skill and no situational awareness rarely even dies.
And this is how it is meant to be in a role playing game - you are supposed to not dying at all. And ESO is based on an RPG series and should be playable like this - without to die at all - won't happen, but that is the goal of it - not just rarely dying, but not at all.
SeaGtGruff wrote: »
SeaGtGruff wrote: »
It’s too basic. It’s not about how much damage is dealt, or how much health they have. It’s the tactics.
The general enemy populace simply isn’t very capable and are made for the lowest common denominator.
- They’re too slow
- They don’t have many abilities
- They don’t have a hierarchy so all of them are equally difficult & dangerous. (a Bear or Draugr are as dangerous as a normal Bandit)
- They don’t change tactics when health is low
- they’re always in clusters of three
- their notice range of sight is very small
All in all, It’s almost a walking simulator.
You don’t have to think when fighting them. Which is a flaw for Overland and the Story.
When you’re thinking - you are engaged, if you’re not thinking you’ll get bored and play something else.
(Edit: the problem isn’t the player gear or cp. I’ve played fresh characters with no assistance from my main. I never use CP with new characters until they reach level 50. It doesn’t help.
Also my main is a tank for the most part with minor changes for Overland DPS.
CP & Gear are not the problem. They never were)
That’s what makes the endgame content the best gameplay content in the game. They keep you thinking and on your toes. Not only is it hard but is engaging and that makes it memorable.
(Edit: that’s what many people love about PvP, because it feels like that’s the only place that makes you actually think about what you’re doing)
When it comes to the main narrative bad guy, @exeeter702 made a great point.Nothing is more damning to the video game medium of story telling than having an antagonist of a given narrative posses zero capabilities of producing a failure condition to a player. You can have a middle ground that at the very least the game asks of its players to give some effort for a final encounter instead of smothering them with visual spectacle so it can superficially feel grandiose where the win condition requires nothing more than stepping out of a ground effect and left clicking every 1 second.
Do I have the perfect solution for this problem? No.
I am merely pointing out what the issue really is.
It’s not that enemies lack health or don’t do enough damage, it’s that they don’t do enough period. They’re basically neutered.
Making the majority of Overland a bore, and the saving grace is the storytelling - Except when it comes to Main Story Bosses, those are always a major letdown that really undermine the narratives they build up.
Only repeatable activities get interesting gameplay mechanics and tactics.
Game are meant to be more like an interactive movie where you get to participate in the preordained outcome of your heroes success. If your expectation is anything else you are choosing to deceive yourself.
Well, I try to not die at all - a hero isn't a hero if he/she has died over and over and over again in my books. When I hear that people die several times per hour, where is the hero-part in that?
I personally don't have an issue with the lack of difficulty on overland. I don't really want to turn every foray to do surveys into a challenging adventure.
That is because if I want a challenge I have vKA, or vCR+3 or even try to do vDLC dungeons solo (stress on the try part).
Overland is where after a point the story happens, which is nice to follow without being ganked by a gang of one-shotting mobs, or where mundane things like harvesting nodes, pickpocket/murder sprees, larceny in all its wonderful forms, dailies etc take place.
Obviously this is just from my perspective, but again the vast majority of the posts are on the thread are written from this perspective anyway, but I don't see my game feeling 'spiced up' by throwing difficulty spikes on my daily mundane activities.