the1andonlyskwex wrote: »
Where do you draw the line though? Almost all content can be played in a group. I think solo arenas might be the only enforced solo content. Even story instances are usually shared with others (which is super annoying when some random other person advances the story before you hear an NPC's dialogue).
You draw the line at "Overland", which is everything except Dungeons, Arenas and Trials.
1. The problem is the enemies not the players, because the enemies are so incapable that the bar for "Skill" is very very low. It takes very little knowledge of the gameplay mechanics for Overland to be a cakewalk.
A "Self Nerf" is NO different from wearing trash gear and using one skill. - and its been said many many times that doesn't work.
2. Everyone being on different difficulty settings and also sharing the Same instance would be a balancing nightmare. It would result in balancing affecting both sides, with both constantly complaining about unfair changes. Also a major part of what would make an online difficulty fun is if it applies to everyone within that instance.
That is not a compromise - I would consider it worse then doing nothing - because it's a completely ineffective solution that would cause problems instead of fixing any.
If there is to be a "Vet Overland" then don't Half-A** it. The only way to effectively balance a "Vet Overland" is in its own instance where it is not affected by the normal instance players.
Keep them as two separate instances so then balancing is fair, real challenge can happen, and it doesn't lose the aspect of progression which makes RPGs. Ideally do this when servers are doing better.
1. Skyrim is a single player game that doesn't have everyone sharing an instance.
2. In Skyrim, enemies became increasingly more powerful as you leveled up. Using more powerful gear and spells.
3. Skyrim Enemies had a hierarchy where some enemies were clearly more dangerous than others
Enemies operating under Skyrim's mechanics were more able and dangerous, and became increasingly more dangerous as you leveled. This was especially true when playing on higher difficulties.
(There were even places that just had enemies of higher levels than others.)
the game does level matching, and if you develop your character poorly then game gets much harder even on medium settings.
Yes, Skyrim punished the player if they didn't learn how to play the game and made poor decisions in building their character. Like branching out too much instead of focusing on select skills. Using poor gear and weak spells were very likely to get you killed.
The difficulty setting and adapting system of Skyrim was different from ESO and saying that a Self-Nerf will more or less replicate what Skyrim had is simply not true.
Make up your minds!
Versispellis wrote: »What if spoiled food lowered your stats?
There. I saved the world.
If you want to really nerf yourself it's got to be done in the CP side not on the gear side, since CP has a greater impact on everything.Grandchamp1989 wrote: »(...)
-Why dont you just nerf yourself?
Answer:
I did, I played Alikr naked with only a weapon and it wasnt much of a challenge (...)
So why not use a drink to buff your sustain then? The fights will be just as long and tedious with self nerfs either way I think. Plus some one on easy will come by and finish your enemy from time to time.Grandchamp1989 wrote: »I did, I played Alikr naked with only a weapon and it wasnt much of a challenge, but it was BORING.
The reason it was boring was because when you play naked you lose all sustain so combat goes from dynamic fun combat to your character gasping for air after each skill. So it is: heavy attack - skill - heavy attack skill.
I dont want to trade easy combat for boring combat.
Then I fear I'm missing something. Do you really think that any vanilla new player may feel it necessary to be self-nerfed?
Please be so kind to elaborate the sentence cited above, for this is how I understood it, and I may be wrong.
But If I'm wright, then I utterly disagree. Create a new toon, give it nothing and go to Stonefalls and see how long it survives (the killing bugs of the islands may be enough, LOL). This is what may happen to any new player, especially now that the initial tutorial has become so ineffective.
As I said, I often roam Overland one way or another, and I see countless low levels struggling with the delve content. OFC many do not struggle at all, and they often populate the spots where one can lot a scry bonus. These are clearly backed by an inheritance of CPs, that they do not give up, figure self nerfing.
PS: The story of yourself and your SO is touching and endearing, but, allow me, it proves nothing. If you have cleared vMA not to say all the rest, no wonder you find a stroll any overland content, and whoever is backed by you is super helped, even if u throw only some hit once in a while. Still, I fail to see how lengthening any boss' life can make the story more interesting, and not only more boring.
Maybe it's me, but once I've learned the mechs (2 runs are usually enough), any vet dungeon becomes devoid of fun for me, and useful only for farming.
lolo_01b16_ESO wrote: »Yeah, would be nice to have an easy to apply self nerf food (or even better, a memento).
However, I think the values affected should be damage done, damage taken, healing taken and shield size. It should be quite easy to code that, as they could simple take the original thrassian stranglers, swap it to reduce your damage done instead of increasing your spell damage and replace the proc condition with a reliable way to activate it.
Additionally, I think such a memento should work in premade groups. There are actually a lot of nice boss mechanics that you only see when you have relatively low dps and some that only matter if your survivability is much lower.
And I don't want ANY benefits for using this self nerf (apart from maybe some achivements to keep track of what I've done).
francesinhalover wrote: »I don't get people, if you want a hard game make the game harder for yourself, use crap sets. maybe use sets you drop randomly from enemies, Don't use food,
people do open world with their mlg gear and complain it's easy.
I for one am tired of mobs attacking me constantly during quests. i'm tired of actually killing stuff that isn't mandatory.
Tired of having mobs attack me while i want to mine or harvest it's annoying.
I don't need these annoying enemies to be stronger. Let them stay weak.
I just wish the boss of some of the quests had more hp just that, a bit more hp and maybe dmg.
Why a food debuff?
Wouldn't a debuff-slider in the options be more user-friendly? No need to stack ingredients, buy or craft them, ability to turn it on or off depending what you're doing, ability to still use your normal food as part of your normal build.
Darkstorne wrote: »Unslot your FG or MG skill that boosts your crit chance. Unslot the skill giving you Major Brutality/Sorcery, or stop chugging the potions that provide that. Unslot your CP stars.
Those changes alone will make combat last noticeably longer, since Major buffs are ludicrously powerful in this game to the point that your build is "wrong" if you aren't affected by those buffs. That's bad game design since they aren't optional. If I could make one change to this game it would be to axe those Major buffs entirely, and redesign all the skills they're tied to so they become far more interesting and genuinely optional again.
Seriously, just try playing without any buffs and overland questing will feel a lot more fun. You'll still be powerful, but you'll get to see boss mechanics again.
Go to church select respec remove all morphs/skills so you only have couple base skills. Then go into inventory & drop everything so you are not wearing anything & replace weapons with generic white garbage. Finally remove all your cp. Done & it only takes a minute plus bunch of gold
Just going to post here what I have already said before
How many times must I explain that Self Nerf and while Sharing the same instance would NOT work and would in fact cause way more problems then solve....1. The problem is the enemies not the players, because the enemies are so incapable that the bar for "Skill" is very very low. It takes very little knowledge of the gameplay mechanics for Overland to be a cakewalk.
A "Self Nerf" is NO different from wearing trash gear and using one skill. - and its been said many many times that doesn't work.
2. Everyone being on different difficulty settings and also sharing the Same instance would be a balancing nightmare. It would result in balancing affecting both sides, with both constantly complaining about unfair changes. Also a major part of what would make an online difficulty fun is if it applies to everyone within that instance.
That is not a compromise - I would consider it worse then doing nothing - because it's a completely ineffective solution that would cause problems instead of fixing any.
If there is to be a "Vet Overland" then don't Half-A** it. The only way to effectively balance a "Vet Overland" is in its own instance where it is not affected by the normal instance players.
Keep them as two separate instances so then balancing is fair, real challenge can happen, and it doesn't lose the aspect of progression which makes RPGs. Ideally do this when servers are doing better.
It's a Terrible Idea - I cannot emphasize that enough
and for anyone that says; "But that's what Skyrim does!!"1. Skyrim is a single player game that doesn't have everyone sharing an instance.
2. In Skyrim, enemies became increasingly more powerful as you leveled up. Using more powerful gear and spells.
3. Skyrim Enemies had a hierarchy where some enemies were clearly more dangerous than others
Enemies operating under Skyrim's mechanics were more able and dangerous, and became increasingly more dangerous as you leveled. This was especially true when playing on higher difficulties.
(There were even places that just had enemies of higher levels than others.)
the game does level matching, and if you develop your character poorly then game gets much harder even on medium settings.
Yes, Skyrim punished the player if they didn't learn how to play the game and made poor decisions in building their character. Like branching out too much instead of focusing on select skills. Using poor gear and weak spells were very likely to get you killed.
The difficulty setting and adapting system of Skyrim was different from ESO and saying that a Self-Nerf will more or less replicate what Skyrim had is simply not true.
Separate instances is the way to go
"But it would split the player Base!"
We are talking one separate instance, not 9 like Pre - 1T which separated you based on level, location, and alliance.
I swear this forum is anti-grouping while also anti-playing alone at the same time
People on these threads say it's bad to encourage people to play together, or you don't want to incentivize it at all for questing in an MMO, but you want everyone together in the same instance...so then no one is alone while they play alone??
Then they make this contradictory argument:
there's hardly anyone who would use it - But at the same time - it would split the player base too much
Make up your minds!
The reason food would work better than memento is you could have a variety of foods. They would last as long as the traditional foods or until you replace them by eating something else. Different foods could affect different stats and/or hinder the character in other ways. For instance you could have a food that lowers resistances and speed. Would make avoiding AoE attacks harder adding some difficulty to the fight.
And if you do not want to use the food you do not have to. You wouldn't even know others were using the food unless they told you.
The reason food would work better than memento is you could have a variety of foods. They would last as long as the traditional foods or until you replace them by eating something else. Different foods could affect different stats and/or hinder the character in other ways. For instance you could have a food that lowers resistances and speed. Would make avoiding AoE attacks harder adding some difficulty to the fight.
And if you do not want to use the food you do not have to. You wouldn't even know others were using the food unless they told you.
you could have a variety of momentos too... heck, momentos are better because you will be able to use them anywhere, always, without usage of inventory space, and without it affecting group activities.
The reason food would work better than memento is you could have a variety of foods. They would last as long as the traditional foods or until you replace them by eating something else. Different foods could affect different stats and/or hinder the character in other ways. For instance you could have a food that lowers resistances and speed. Would make avoiding AoE attacks harder adding some difficulty to the fight.
And if you do not want to use the food you do not have to. You wouldn't even know others were using the food unless they told you.
you could have a variety of momentos too... heck, momentos are better because you will be able to use them anywhere, always, without usage of inventory space, and without it affecting group activities.
I'm thinking foods would be better. Other than inventory space all the stuff you mentioned would apply to food. The difference being mementos would be account bound. Poison foods and the ingredients to make them could be bought and sold. A player wanting to try a debuff wouldn't need to first earn the memento and slot it.
Editing to add either would accomplish what is being asked for. I simply think foods would be easier for the players to obtain and use.