Well, this topic were discussed a lot in a sticky thread regarding overland difficulty. Look here, if you're interested:
https://forums.elderscrollsonline.com/en/discussion/590162/overland-content-feedback-thread#latest
As short summary, there are two major problems with "just nerf yourself":
- It's nothing else than "git gud" coming from the opposite direction and is in direct opposition to character development (which is one of the most important mechanics in any rpg, even if you play it as pen&paper)
- Most of us tried nerfing themselves, the results weren't exactly desireable, look for yourselfAs the original thread was closed during video processing I'll post my personal experience with "fighting the troll" in this thread.
For this attempt following rules apply:
- Toon is lvl 50, all points in stam, no CP slotted.
- No armor, jewelry, buff food, pots and further unnecessary paraphernalia are applied.
- Weapons: 2x dagger CP 160, white, no trait, no enchants
- It's strictly a one-bar-"build" to keep things simple.
- Used skills: LA, HA, bloodthirst
- Mechanics of the troll were respected, as I refuse to simulate a complete moron. Scuttler avoided AoE quite well too (he is a veteran in the end)
Enjoy!https://youtu.be/GW_jTlNvqd8
Result: Definitely more tedious, but still braindead easy
The really interesting question is: Why do some players oppose an optional veteran difficulty for overland so fervent, while they demand the very same splitting of the playerbase in other connections (like for example PvP)?
Many players have expressed an opinion I share. It isn't that we oppose veteran difficulty we just do not think it is feasible. A vet level instance of each zone would after a short time become mostly empty. Some players may choose to quest there but many would not. Players farming for gear or materials are going to stay away from vet mode. Fight mechanics for every creature you encounter would need to be reworked. Just making them stronger wouldn't make the fights any more fun. Would just make them last longer.
I would spend some time in a vet level instance if it were offered. I just don't think I or anyone else would spend enough time there to make developing it a worth while endeavor. To me it isn't feasible to have vet leveled overland content. Maybe public dungeons and things like that could offer a choice?
I don't find combat boring. I find overland content boring because it's too easy. It poses no challenge. People say nerf yourself, but you can do any overland content in the game with nothing but your fists if you really want to. It just takes a bit longer and is hyper boring.
Veteran PVE players want a veteran overland option so we can do all the content in the game, even the old content no one is playing anymore, and actually use our good builds and maybe need another player with us to help us along the way, because overland content just poses no challenge. It has no incentives either, and a vet overland could bring in some kind of new reward system as well which would help with game retention which is overall a good thing for the game. But generally, the process of ESO is as follows: a new expansion comes out. If you're interested in PVE, you go to the new zone, do the quests in a day or less, and you never have any reason to go back to that zone except to do dailies 6 months later when they finally release motifs, that is if you even care.
To put it into perspective, I would want vet overland, for the difficulty, to do five things.
1. monsters in every zone are harder with more health. Not to the point that it's the same as a real vet dungeon, but something like a harder normal dungeon, or an easier vet dungeon. It's still primarily solo content after all. Definitely add some extra monsters that make sense in certain areas that freshen up combat, so there are at least some mechanics to be aware of. think of the statue heads that appear in Cradle of Shadows. doesn't need to be exactly that, but harder mobs and new mobs (even if they're just copy pasta'd from somewhere else) with mechanics would make it fun.
2. Delve bosses should have some mechanics and be about as hard as some of the harder normal dungeons, public dungeons should be about as hard as an easier vet dungeon, and world bosses should be on the level of a hard vet boss if not a trial boss.
3. Overland events, like Anchors, should be harder content as well, kind of like the waves in Vet Blackrose Prison.
4. All areas should have more monsters in general. Like with quests that tell you to protect an area or defeat waves of enemies only to have 1 or 2 enemies at a time come out. It should be actual waves of enemies. And areas in delves or even overland where there are enemies shouldn't cap at about 3, it should be much higher than that.
5. Delve bosses, world bosses, and the final boss of public dungeons should have a hard mode scroll/banner you can activate, like the final boss of vet dungeons. Just optional harder versions of vet overland bosses. Just make it so if you activate it, your party, or the people in the general area of the boss, gets instanced if you think it'd pose a problem to have jump-ins.
That's about it for difficulty, really. It doesn't need to be SUPER hard. It just needs to be challenging enough to be fun to run through, and maybe have extra rewards to incentivize it, even if the reward is just extra exp, though I'd love to see more than just that to make it really worth running through. It could also have more abundant resources throughout that you can get if you clear out areas of monsters or manage to sneak your way through. Could even limit teleportation through vet, and only have wayshrines in main towns and player homes (that might be tedious though, ngl).
But even if there are no extra rewards for running the content, I can't see people not running it. It's like plaything through easy mode on a videogame, and then just ignoring the harder difficulties despite having a prestige character that you can play the game again with, but on that harder difficulty. It doesn't make sense to me people saying it would have no one playing it, when solo games do that exact thing all the time.
This conversation is the same as the sticky and should be closed.
Anyway, here is the main problem with a more difficult overland.
There is no fallback position for the players who donโt like it. Understand?
Vet trials, vet dungeons, regular trials, regular dungeons, public dungeons, arenasโฆ The one thing they all have in common is that if a player finds them too difficult they have overland. They have a basic story they can solo and entertain them selves with it.
Zos makes overland more difficult, they have no place to go. There is no fall back position from that.
This game keeps chipping away at the casual common player, every time they seem to get an advantage they push them back and symbolically hit their nose with a rolled up newspaper.
Here is a ring!
Nope sorry too powerful, canโt let you be even slightly competitive.
Here is a more enjoyable combat rotation based on heavy attacks!
Nope, got to pull that back. You were almost at 50% of top end players! Canโt have that!
Necrom even took away public events from them.
And itโs beginning to show. Pvp event? I remember when the battle grounds were full. You had to wait to get into any of them. Now a bunch of them are empty, during an event!
Wbs? New chapter? Used to have huge groups farming them. No wait, always multiple people. Now they are mostly deserted.
Stop pushing away players. There is so much difficult content in this game. Utilize it. Let common, casual players enjoy themselves.
Optional, BlueRaven. Every piece of pve content outside of overland has optional difficulties. Is the mentality of "if ZOS does this it has to be forced" still this prevalent? Because all they would need to do is leverage the same thing they do in dungeons and trials, to modify the multiple different overland instances that already exist, to curate each to fit different players interest. Nothing needs to be "forced," and continuing to say that's the only option is to ignore how much of the game already works.
So, as per your own phrasing. Stop pushing experienced players away from the world of tamriel by making even world ending threats nothing more than boring tedium, by adding options.
Budget.
Want a duplicate โvetโ overland? Well it does not come free.
Additional server space, additional combat balance, are the rewards different? Well someone has to create those rewards, so more budgetโฆ
So we giving up the trials for this? Maybe no wbs anymore? No public dungeons? What gets axed to pay for this?
And let me tell you right now. Not having a new card deck (or something like that) is not going to give you the budget for what you want.
Sure, vet overland. While we are at it pve cyrodiil, story mode trials and dungeons, free crafting bag, double the house space, and a new class every chapterโฆ
What else you want?
We got companions, many players don't care about those, but they required a lot of resources to even make.
We got a card game, many players don't care about those, but they required a lot of resources to even make.
ZOS has the flexibility to keep content to its current standard, but the "what's new this chapter" cycles, so what if it's a vet overland or pvp overhaul? I expect ZOS to care and try to do something rather than silence, I'm not expecting them to snap their fingers and make something flawless happen.
The problem is that we spent time and effort coming up with that build to function in that way. Altering the build to make things harder is exactly what you said... ALTERING THE BUILD. which by extension means we aren't playing the build we created anymore. So what's the point?
One could rationalize that making an overland build is no different than a group, trial or pvp build...other than it involves what some label "nerfing"...it's still just creating a build to match the situation...just like every other build. You hear people complaining all the time. Don't go into PVP with a PVE build, I hate PVE who go in dungeons with PVE gear, it's the worst when noobs show up in a trial not in trial gear...why don't people adjust the CP for "insert activity"...? idk :shrug:
The problem is that we spent time and effort coming up with that build to function in that way. Altering the build to make things harder is exactly what you said... ALTERING THE BUILD. which by extension means we aren't playing the build we created anymore. So what's the point?
Forgive me I'm not quite understanding. Are you saying you have 1 build for all content? If not then you are rebuilding for each area of play accordingly correct?
Edit Add: Or are you saying that you don't want to alter your build in any content area to make it challenging, you just want the difficulty increased to a precise level that you feel is challenging without adjusting your build? Or you want to be able to adjust the content to fit your specific build?One could rationalize that making an overland build is no different than a group, trial or pvp build...other than it involves what some label "nerfing"...it's still just creating a build to match the situation...just like every other build. You hear people complaining all the time. Don't go into PVP with a PVE build, I hate PVE who go in dungeons with PVE gear, it's the worst when noobs show up in a trial not in trial gear...why don't people adjust the CP for "insert activity"...? idk :shrug:
The problem is that we spent time and effort coming up with that build to function in that way. Altering the build to make things harder is exactly what you said... ALTERING THE BUILD. which by extension means we aren't playing the build we created anymore. So what's the point?
Forgive me I'm not quite understanding. Are you saying you have 1 build for all content? If not then you are rebuilding for each area of play accordingly correct?
Edit Add: Or are you saying that you don't want to alter your build in any content area to make it challenging, you just want the difficulty increased to a precise level that you feel is challenging without adjusting your build? Or you want to be able to adjust the content to fit your specific build?One could rationalize that making an overland build is no different than a group, trial or pvp build...other than it involves what some label "nerfing"...it's still just creating a build to match the situation...just like every other build. You hear people complaining all the time. Don't go into PVP with a PVE build, I hate PVE who go in dungeons with PVE gear, it's the worst when noobs show up in a trial not in trial gear...why don't people adjust the CP for "insert activity"...? idk :shrug:
The issue will never be addressed.Mods, these threads are not going to end. The sticky can't get rid of them. This is an actual issue with the game. It's time to address it.
I have on many occasions in game heard people complaining that combat is so easy they are bored with it. After a short time on this fourm digging around I'm seeing it as well.
I don't understand why the concept of adjusting your personal build to keep combat challenging to suit your personal preference is such a hard concept to understand.
Hypothesis
If meta builds offer players with lesser abilities the opportunity to succeed and players with higher abilities adjust builds to suit their difficulty preference...that's a good thing correct?
โIf the doors of perception were cleansed, everything would appear to man as it is โ infinite.โ โ William Blake
Thanks for the clarification and I completely understand your perspective.I'm saying that we make our builds to function in a specific way and every piece of gear, skill, and stat is specifically chosen to perform maximally for that purpose. Taking parts of it away makes the build no longer function as intended. I can literally strip down to my undies and still kill almost anything I come across in overworld. But I'm no longer playing the build as I designed or intended it to function. It's only 'harder' to play because I'm using a non-functioning build, not because the fight is actually more difficult.
No worries. Remember, I'm not advocating for anything or suggesting that improvements can't be made only that there are ways to adjust down so that it's not melting mobs everywhere you go.Sorry for saying it blunt, but there is a difference between using an appropiate build and undoing all progress made by using no build at all.
spartaxoxo wrote: ยปNo gear is most certainly harder on a character above level 50
Every time things get to difficult for me because my build is not good enough, I have to undo what I have done and rebuild. I thought it was over at CP160...Jokes on me eh
Darkstorne wrote: ยปThe issue will never be addressed.Mods, these threads are not going to end. The sticky can't get rid of them. This is an actual issue with the game. It's time to address it.
1) That was made clear enough when the animation bug that allowed for "weaving" proved so difficult to fix they just adopted it as a "feature". And I say this as a huge fan of animation cancelling in games (I think For Honor uses it spectacularly well) because it opens up a lot of emergent gameplay features like feinting attacks, as well as makes combat feel more responsive. But in ESO it's just a bug, because you can cancel an attack immediately and it will still deal damage even though the attack never plays, which is just a broken system. You literally can't play reactively, because an attack deals damage at the start of an animation rather than during a specific keyframe of an animation, which is essential to making animation cancelling work well (see For Honor and New World as games that handle this system well).
2) Any changes to combat are met with extreme disapproval from the wider community. There was an attempt to make heavy attacks the damage dealing component of LA/HAs and light attacks the resource restore component, like one of the most popular combat mods of all time for Skyrim (and like, you know, logic would suggest is the correct way around for this system) and it's one of the few combat changes they had to cancel entirely due to community resistance. We're all too married to the current broken weaving system to entertain change.
3) The game is too old for big changes, and it's found its revenue stream. Most players don't recommend ESO to anyone for its combat. Most people recommend it with combat being a big caveat. Most recommend it for TES lore, for the free-form exploration, for the full voice acting and quest lines, for the build customization, for the housing system, maybe even for the visuals. But certainly not for the combat.
It will be interesting to see how combat is implemented in the new ZOS MMO though, and what lessons they've learned here.
spartaxoxo wrote: ยปhttps://www.youtube.com/watch?v=EN-Ixn0tFzs&embeds_referring_euri=https%3A%2F%2Fforums.elderscrollsonline.com%2F&source_ve_path=Mjg2NjY&feature=emb_logo
No gear is most certainly harder on a character above level 50
spartaxoxo wrote: ยปhttps://www.youtube.com/watch?v=EN-Ixn0tFzs&embeds_referring_euri=https%3A%2F%2Fforums.elderscrollsonline.com%2F&source_ve_path=Mjg2NjY&feature=emb_logo
No gear is most certainly harder on a character above level 50
Yes, let me farm to level 50 first and then play the game normally, with basically no point anymore now that I'm level 50.
spartaxoxo wrote: ยปhttps://www.youtube.com/watch?v=EN-Ixn0tFzs&embeds_referring_euri=https%3A%2F%2Fforums.elderscrollsonline.com%2F&source_ve_path=Mjg2NjY&feature=emb_logo
No gear is most certainly harder on a character above level 50
Yes, let me farm to level 50 first and then play the game normally, with basically no point anymore now that I'm level 50.
spartaxoxo wrote: ยปhttps://www.youtube.com/watch?v=EN-Ixn0tFzs&embeds_referring_euri=https%3A%2F%2Fforums.elderscrollsonline.com%2F&source_ve_path=Mjg2NjY&feature=emb_logo
No gear is most certainly harder on a character above level 50
Yes, let me farm to level 50 first and then play the game normally, with basically no point anymore now that I'm level 50.
Don't worry, the game is as easy as before when you reach lvl 50. You basically have to die on purpose by ignoring every game mechanic possible.
spartaxoxo wrote: ยปspartaxoxo wrote: ยปhttps://www.youtube.com/watch?v=EN-Ixn0tFzs&embeds_referring_euri=https%3A%2F%2Fforums.elderscrollsonline.com%2F&source_ve_path=Mjg2NjY&feature=emb_logo
No gear is most certainly harder on a character above level 50
Yes, let me farm to level 50 first and then play the game normally, with basically no point anymore now that I'm level 50.
Quests can be done at any level. Not sure why it would be pointless after 50. If someone is interested in playing without gear after 50, they can do that. Players below level 50 get a lot of buffs that make removing the gear pointless. But, after level 50, it's a different story. Going without gear makes for a different experience. Not one I'm interested in because I want to be able to use gear, but a objectively different experience nonetheless.
It's good for people who want to play without gear to know that information.
spartaxoxo wrote: ยปhttps://www.youtube.com/watch?v=EN-Ixn0tFzs&embeds_referring_euri=https%3A%2F%2Fforums.elderscrollsonline.com%2F&source_ve_path=Mjg2NjY&feature=emb_logo
No gear is most certainly harder on a character above level 50
Yes, let me farm to level 50 first and then play the game normally, with basically no point anymore now that I'm level 50.
Don't worry, the game is as easy as before when you reach lvl 50. You basically have to die on purpose by ignoring every game mechanic possible.
Yeah I'm the guy with the video vs the 2 Trolls in Morrowind. I ignored all mechanics.
This is off the intended topic but the thread is being turned into another copy paste echo chamber anyway...so here is something interesting. I have no idea if it's accurate, but If it is they must be doing something right eh?
https://activeplayer.io/elder-scrolls-online/
This is off the intended topic but the thread is being turned into another copy paste echo chamber anyway...so here is something interesting. I have no idea if it's accurate, but If it is they must be doing something right eh?
https://activeplayer.io/elder-scrolls-online/
People often forget it's their gaming experience that makes things easy, and often even their ESO experience. If people find something too easy, they should move on to tougher content.