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Zos, please add self nerf foods to the game to fix difficulty

  • zvavi
    zvavi
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    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).

    It was pretty self explanatory. This guy got it. he just forgot PvP.
    Saieden wrote: »

    You draw the line at "Overland", which is everything except Dungeons, Arenas and Trials.

  • WhyMustItBe
    WhyMustItBe
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    I actually think this is a great idea! It allows people to still min/max sets and stats and CP, so they can hop in PVP or trials without having to constantly spend gold and time resetting everything.

    Plus they could do some fun gimmicky stuff with naming these foods and adding silly particle effects to them...

    I propose at least one of these self-mutilating dishes be deemed the "[Pork of Horripilation]!"

    :D
  • Iccotak
    Iccotak
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    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!

    Edited by Iccotak on August 4, 2021 1:43AM
  • WhyMustItBe
    WhyMustItBe
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    Iccotak wrote: »
    Make up your minds!

    As someone who has posted threads requesting an instanced difficulty slider with adjusted loot tables in the past, I can say that while I do actually prefer that option, having some nerf foods in-game wouldn't necessarily cause these major problems people are imagining.

    Like for example, you could just make them not do anything in group or PVP content.

    Also sad no one liked my Pork of Horripilation suggestion. :p
  • Fennwitty
    Fennwitty
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    There's no balance to maintain in public zones. Everything scales.

    A debuff on a level 50 player in a public dungeon doesn't make the new level 10 player suddenly have a more difficult fight.

    Just like not using set bonuses or CP or setting your stats to zero doesn't have the least impact on anyone else (unless you're grouped with them and they get annoyed at you).

    I'd like 'vet' instances sure. But a bandaid of self-debuff I can turn on and off would be at least something. It would mean while playing around questing I can affect my game experience without respeccing into uselessness in case someone in a guild asks for help (Yeah I'll be right there to help you tank! Let me just reset all my skills and attributes! ... Ok I'm ready! What's that? You already found someone to help?).
    Edited by Fennwitty on August 4, 2021 3:04AM
    PC NA
  • Kalik_Gold
    Kalik_Gold
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    Love the idea. They already have self inflicted poison potions.

    Make moldy, stale, food poisoning items.
    Main Character:
    Ras Kalik a Redguard Templar, the Vestige

    PvP Pure-class:
    Goliath of Hammerfell a Redguard Dragonknight
    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: Subclassed or Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
    Voa a Priest of Sep a Redguard* Necromancer (Healer)
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Two-Big-Horns an Argonian Arcanist /Sorcerer
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Bates Vesuius of Dawnstar an Redguard** Dragonknight (Raid Damage) --- Name change needed

    PvE: Specialty
    Tyrus Septim an Imperial Sorcerer (Dungeon Damage)
    Tav'i at-Shinji a Redguard** Warden (Arenas)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Styx of Akatosh a Goblin*** Arcanist --- Race change needed
    Zenovia at-Tura a Redguard** Lycan Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used:
    *Breton
    **Imperial
    ***Argonian




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
  • francesinhalover
    francesinhalover
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    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.
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • starlizard70ub17_ESO
    starlizard70ub17_ESO
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    What if spoiled food lowered your stats?

    There. I saved the world.

    That would provide for some interesting player decisions,... "hmm, those mushrooms don't look that bad." ;)
    "We have found a cave, but I don't think there are warm fires and friendly faces inside."
  • redlink1979
    redlink1979
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    Foods are fine as they are.
    (...)
    -Why dont you just nerf yourself?
    Answer:
    I did, I played Alikr naked with only a weapon and it wasnt much of a challenge (...)
    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.
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
    • Sons of the Night Mother | VforVendetta | Grownups Gaming EU | English Elders [PS][EU] 2500 CP
    • Daggerfall's Mightiest | Eternal Champions | Legacy | Tamriel Melting Pot [PS][NA] 2300 CP
    • SweetTrolls | Spring Rose | Daggerfall Royal Legion | Tinnitus Delux [PC][EU] 2525 CP
    • Bacon Rats | Silverlight Brotherhood | Canis Root Tea Party | Vincula Doloris [PC][NA] 2300 CP
  • driosketch
    driosketch
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    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.
    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.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • Saieden
    Saieden
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    fiender66 wrote: »
    Saieden wrote: »
    fiender66 wrote: »
    @Grandchamp1989 and @Saieden,


    I don't think you read my suggestion correctly. It's not for people going back to content, though that is an option, it's about doing the stories and actually feeling like the hero of said story and not a one-shot-god.
    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.

    No, it would not be for new players, and I think the difficulty for a casual player with no knowledge or experience of the game is just fine (assuming they don't read up guides on how to optimize and try figure things out for themselves). The idea is that you would unlock it for your account by doing achievements. My favorite is through Undaunted, as I've mentioned already, because the idea of being so accomplished in the thrill-seeker guild that you need to weaken yourself to find greater challenge is pretty cool. You could think of it as a self-imposed "veteran mode", which is far more realistic than trying to implement an optional veteran mode and new mechanics on the environment and enemies.

    As for new toons, I've done this no problem. If I was to start another toon now, the first place I would go to get to level 10 are public dungeons, and then start daily group dungeons immediately. The main reason, imo, that brand new players struggle in overland is that they don't understand the gear scaling, that at toon lvl 20, white lvl 20 trash gear is better than 2 lvl 10 purple 5p sets.
    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.

    You seem hyper-focused on the increased boss life aspect (technically, lower self damage). The increased damage you take is an integral part of making the fights more interesting. The bosses, and even trash, all have mechanics, but the mechanics don't matter because they can't kill you. If you get knocked over by a heavy attack as dps build in a delve, it's a slight nuisance. If the same happens in almost any vet content, you are either dead or very, very, lucky. When a Daedric Prince charges up a massive attack for a few seconds, and a clean hit does under 25% health of my health, it's an instant buzz-kill for the fight because I immediately know I barely have to do anything.

    As for it being easy for my SO, I meant without me around. On her main, which has Grace of Gloom, Thunderbugs and Chokethorn, and only destruction staffs (no ice), she is literally unkillable in 99% of overland situations. And believe me, she has tested this extensively. She will sometimes do Harrowstorms and Dragons just for the opportunity to die to something other than falling or slaughterfish.
    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.

    I think that's just you. For me, I find fun in many things in dungeons. Knowing and experiencing the mechanics the first few times is only the beginning for me. I enjoy getting better at them, learning from deaths and wipes, blitzing through in a pug where everyone is in sync, helping lower level/experience players learn and get clears, and even those intense crisis moments where the group is barely able to stabilize the fight. With the kind of self-nerfs we're talking about here, I would be able have similar experiences in delves and group dungeons without the risk of accidently nuking everything and essentially robbing new players from experiencing the game.
  • Saieden
    Saieden
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    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).

    Second this immensely. No extra gold, xp, gear, mats, etc. Nothing. Just. Stronger. Enemies.
  • Toxic_Hemlock
    Toxic_Hemlock
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    Meh, if you want to shoot yourself in the head to "enjoy" your overland experience I can see nothing wrong with it. As for adding bonuses to said nerf items I'm not ok with that as it further divides the haves from the have nots. I suspect there is an ulterior motive in these threads, such as wanting to be rewarded MUCH more then is let on by the "we just want a challenge crowd".

    But So long as it does not infringe upon my experience then fine. nerf yourself, and then maybe we can finally let these threads die.
    Edited by Toxic_Hemlock on August 4, 2021 3:02PM
  • Kalik_Gold
    Kalik_Gold
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    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.

    Get the mount perk where you can ride thru almost a pack of mobs and they don't attack, unless you hang around long. Trust me on my main I have it and it's worth it.

    Shadow Rider
    Aggression radius from hostile monsters is decreased by 50% while mounted.
    Main Character:
    Ras Kalik a Redguard Templar, the Vestige

    PvP Pure-class:
    Goliath of Hammerfell a Redguard Dragonknight
    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: Subclassed or Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
    Voa a Priest of Sep a Redguard* Necromancer (Healer)
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Two-Big-Horns an Argonian Arcanist /Sorcerer
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Bates Vesuius of Dawnstar an Redguard** Dragonknight (Raid Damage) --- Name change needed

    PvE: Specialty
    Tyrus Septim an Imperial Sorcerer (Dungeon Damage)
    Tav'i at-Shinji a Redguard** Warden (Arenas)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Styx of Akatosh a Goblin*** Arcanist --- Race change needed
    Zenovia at-Tura a Redguard** Lycan Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used:
    *Breton
    **Imperial
    ***Argonian




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
  • Biro123
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    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.
    Minalan owes me a beer.

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  • Aardappelboom
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    Biro123 wrote: »
    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.

    I agree, self nerf food seems weird. All I need is a slider that I can move up during storymode!
  • EF321
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    Quest in no-cp Cyro with PvP loadout.
  • Darkstorne
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    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.
  • Chips_Ahoy
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    if it is optional why not?

    although I do not understand, the fights in PVE are scripted, after 10 fights with any boss you know the movements, when to dodge, when to block, when to interrupt his attack, etc.

    doing less damage or increasing boss health is just going to make the fight last longer but with the same script battle, that's boring.

    if you want to nerf yourself with food/drink, drink a bottle of tequila before playing.

    try to play with your feet, with one hand...
    Edited by Chips_Ahoy on August 4, 2021 5:18PM
  • CaffeinatedMayhem
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    So, just a random comment...

    If I ride by an see you "struggling" with a world boss and stop to help, am I going to get yelled at for "ruining" your PvE?

    Because it happens now as is... much less when you don't know if someone is purposefully wanting a challenge.

    Maybe get your super hard challenge in a non-openworld instance, or in a single player game?
    Edited by CaffeinatedMayhem on August 4, 2021 5:36PM
  • Aardappelboom
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    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.

    I actually did this and to be honest, while my dmg lowered, my incoming dmg was still very low. I just couldn't die, even if I wanted to.

    I don't like that.

    I might also add, that I find it fun to improve my character, including CP and sets-wise, to complete challenging content.

    I love the solo-area's for example, playing them on veteran is very satisfying, same goes for Craglorn POI's, I loved those and I remember changing my setup to cope with the extra challenge, which is part of the fun.

    Nerfing is a fine solution, but I'd love to keep eating food, changing sets and slotting CP to overcome challenges.

    On a side note, it's not so much the desire to make combat last longer (at least not for me) it's more a thing of having to use the core mechanics (dodge, block, disrupt) to survive an encounter.

    A simple solution could be a difficulty slider that nerfs you character, the same slider can be used in group content in the same way the group leader decides whether or not veteran is activated, they could even integrate current difficulty settings for dungeons in the "nerf" scaling and centralize difficulty in single UI-element.

    Player choice just seems to be the best way forward in this case (without extra rewards)
    Edited by Aardappelboom on August 4, 2021 7:38PM
  • alanmatillab16_ESO
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    six2fall wrote: »
    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

    Been there done that was still easy with the exception of the werewolf fight in Daggerfall. The problem is there is no threat to standing in an overland mobs aoe, or not blocking/dodging a heavy attack.
  • Magdalina
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    Honestly at this point I'd take it. I mean, maybe I could actually go play zone's storyline without feeling my immersion ruined by 2-shotting all the big baddies. It REALLY hard to immerse yourself in the story when all of it builds up to that big climatic fight against the Big Bad Enemy that whole armies couldn't take down and only you due to amazing miracle and many sacrifices might have a chance to defeat...then you do 4 attacks naked and it's dead. I would love to actually, well, be able to enjoy those stories and feel rightfully epic, not like everyone's playing a joke on me by pretending they can't kill something with 100k health.

    However, I disagree with the premise that it's a good solution to easy overland content. I'd gladly take it along with something else but I'm afraid if they ever were to do that (granted, at this point it's looking like they aren't gonna do anything at all, but still, a girl can dream) it'd be the one and only bone ever thrown to the 'we want harder content' community and all hopes for more difficult zones could be abandoned for good.

    Many of us worked (yes, I know, it's not 'work', it is a hobby. But we dedicated our time, effort and money to this hobby and it's important to us) hard to get where we are, to progress, to improve our fighting skills, reaction times, to get better at reading enemy cues, to get better gear, to get down the perfect rotation, etc. I think it's unfair that we're down to begging for a way to NERF ourselves just so we can enjoy open world content. I think it's way beyond time that we get an actually more challenging zone. Yes, another Craglorn, if you wish, except without the things that made Craglorn fail, like the god awful quest phasing, hard forced grouping (4 people for pads or no quest for you) and 0 meaningful rewards in the whole zone.

    Just one zone. C'mon, ZOS, give it a try. Do it instead of one of the dungeon packs if you have to.
  • kargen27
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    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.
    and then the parrot said, "must be the water mines green too."
  • kargen27
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    Iccotak wrote: »
    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!

    Using food to debuff would be exactly the same for everyone else as if the player was using no food. If a players food runs out the content doesn't suddenly change for all the other players. Why would eating a food that lowers your health cause others to have new problems. We can already make potions that will do things like ravage health. So why not a food. Only difference would be they last longer.

    And to those concerned about dungeons trials and PvP...why would we care if someone wants to lower their abilities to do that content? I doubt there would be many (maybe a few) trolls that would nerf themselves just to try and make a group fail. In PvP taking a poison food would just make them easier targets. So let them it all the bad food they want.
    and then the parrot said, "must be the water mines green too."
  • zvavi
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    kargen27 wrote: »
    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.
  • kargen27
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    zvavi wrote: »
    kargen27 wrote: »
    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.
    Edited by kargen27 on August 4, 2021 9:30PM
    and then the parrot said, "must be the water mines green too."
  • MrGhosty
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    I take no issue if they wanted to make self nerf food, it's worth a shot and doesn't affect me. I don't personally want overland to be grindy unless I choose to go grind. I hated traveling across vet zones back in the day because everything had to be a fight and sometimes you just want to get to a quest objective or farm nodes in peace.

    As for the solo instances and personal quests, I do wish they came in two difficulties. Story and Hard Mode, Story mode obviously would be the default but then be able to access a page in our collections UI that would allow us to replay quests at which point we could turn on a hard mode to make the quests far more of a challenge. Some of the Dragon boss fights in Northern and Southern Elsweyr were really cool and would benefit greatly from a hard mode. It would probably be too much to go back through all old quest content but it could be designed for going forward with the occasional older quest getting the treatment. I feel like these quest revisions could be tied thematically to new content and released when they drop new dungeons. (like doing some of the Ravenwatch quests in the same release as dungeons featuring some of those characters)

    This could add new achievements, dyes, and also bring older quests up to the reward standards we're now seeing in Chapters where completion of quest chains reward cool style items. By bundling it into the dungeon DLCs people would either need to buy the content or get ESO Plus to access it which further incentivizes ZOS to put some man power onto the project. For me, I don't usually bother buying dungeon DLC because I'm not usually interested enough but I could be convinced if it came with a bunch of revised vanilla quests to go back and play.
    "It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom."
  • zvavi
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    kargen27 wrote: »
    zvavi wrote: »
    kargen27 wrote: »
    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.

    we got free momentos in the past (tools) no reason we will need to "earn" them.
  • SirAndy
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    What's wrong with playing naked?
    confused24.gif

    Much simpler to do and does not require any work from ZOS ...

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