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My personal self-imposed Hard-Mode Questing Rules

Robo_Hobo
Robo_Hobo
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I've been tinkering with different ways to make questing more fun without destroying the RPG aspect by going completely naked and punching things. I found a nice compromise that works for me and I've been testing it out throughout the Elsweyr storyline, tweaking it further, and I'm quite satisfied with the results - there have actually been some quest bosses that I actually died a couple times at, that I didn't have to hold back on, and in some cases I had to actually step up and make sure to dodge to survive with the rules I was using. Haven't felt that with questing since before One Tamriel, on new characters or max level characters.

It wasn't perfect, some bosses still didn't pose much a threat and most trash enemies aren't dangerous but that's okay for the most part. The AFK survival time was reduced massively and some mobs are actually a little tougher than others and still can prove a little dangerous when there's multiple - questing enemies generally seem to be a bit weaker than standard overland enemies minus some exceptions I've noticed. I tried to balance it around enemies like Haj Motas in overland - so I could make it so those were difficult enough to pose a threat to dying to if I don't pay enough attention, but without making them take so long that it becomes tedious - and while still retaining some RPG element like "there are better items I'm allowed to use" instead of "I'm not allowed to use anything".

So with that all said, here's a (recently!) Flawless Conquerer's guide on how to die to quest bosses:

-No Champion Points
-Bank everything you currently own while HM questing
-No Crafting Made/Altered/Improved Items (no food/potions/armor/weapons/enchants/etc made via crafting or improved/atlered via crafting)
-No items from trading with other players or through guild stores
-No Crown Store/Daily Reward/Level Up reward consumables

I started out with just generic cp 150 gear from merchants but I'm still able to earn better gear for HM Questing by doing overland content, getting them as drops or rewards. It'll be harder to complete sets and getting the ones I want but having that available satisfies my RPG need to not feel like I'm just nerfing myself into the ground the way that going naked or using level 1 gear felt.

This also means that the only food you can use are the ones you can get from merchants or found in overland sitting around, which are always 1 stat foods at cp 150 (if you're level 50 cp 160+). You can still choose if you want it to be a health food or your primary damage stat, and actually, it was good for me to have both - some quest bosses hit hard enough that changing to health food helped me survive.

Also the only potions you can use are merchant bought too, but you'll mostly only want to use the health potions because of the next part...

-No Self-Healing/Shield Abilities
-No Pet abilities that can draw enemy aggro away from you
-No Ground Target AoE DoT abilities specifically (like caltrops/endless hail/liquid lightning/blockade of fire, etc)

These abilties, no matter how weak you are, are too OP for overland balanced combat. Self-healing is just simply too strong for overland, so if you want any sense of danger you have to remove it. It makes you think differently about boss fights, and you need to start to dodge too to survive, which is nice. Pet abilites tanking also is too easy, for me at least, and the ground-target AoE DOT abilities do too much damage compared to other skills that turns what would be an interesting boss fight into a dangerless scenario, again at least for me. You can still use AoE abilities, and you can still use DoT abilities, and you can still use ground target abilities, or even AoE DoT abilties, but not ones that fall under all 3 at the same time. That was the final tweak I added that made my questing experience enjoyable, and even made me start thinking about other abilities to replace them with - using AoE root abilities so I can survive the several melee enemies coming at me during a quest because I might otherwise actually die because my only means of healing is a long-cooldown duration health potion? Never would have thought I'd use that when questing.

I won't spoil which ones, but a couple of the Elsweyr main quest boss fights actually could kill me if any two of their attacks hit me in a row, I could survive one hit and let my health slowly regenerate and take another, but if I took 2 in a row within a several second period, I'd be dead. It felt great! The big antagonists actually felt like the threat they were built up to be instead of pushovers this way.

Anyway, I just wanted to share my HM questing rules in case others wanted to give it a try and see how they like it, I know a lot of us who like and like lore/storytelling are in a tough spot because ESO only offers 1 or the other, not both at the same time. I'm still holding out hope for an optional toggleable hardmode or debuff or something to give this same feeling without needing to refrain from using any abilities or gear, but in the meantime this is the closest I could get without compromising too much for me. For others I'm sure more tweaks will have to be made, but this could work as a good starting point for some. And if you don't need any of this and enjoy questing without any restrictions or added difficulty, then great, I'm glad you're enjoying it!

Also if you have your own personal HM questing rules that you're satisfied with, feel free to share those in the comments too.
Edited by ZOS_Hadeostry on August 16, 2024 1:38AM
  • bulbousb16_ESO
    bulbousb16_ESO
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    Wouldn't everything be just perfect if you didn't resort to lame weaving?
    Lethal zergling
  • Stratloc
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    I'm doing something similar and thoroughly enjoying Elsweyr with it. I think I might try your 'setup' though.
  • max_only
    max_only
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    That’s actually pretty cool. I need all the help I can get but I do restrict myself from harvesting wood in Valenwood maps lol
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • MartiniDaniels
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    Yep, basically only thing I can thought of is to don't have self-heals, play with like 9k HP and min-max for huge recovery for non-stop dodging/blocking so you literally need to use active defense against mobs and not shields/outheal.
  • Robo_Hobo
    Robo_Hobo
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    Wouldn't everything be just perfect if you didn't resort to lame weaving?

    Weaving or not weaving wouldn't change anything as far as overland questing goes, on its own anyway. Even with removing light/heavy attacks completely, there'd still be OP self-healing and everything else.

    I did try it as an additional tweak to my current setup in my testing though. It did make fights last a little longer, but it just made combat much less enjoyable as a whole. Felt like too much "dead time" in-between attacks. Just isn't for me.
    max_only wrote: »
    That’s actually pretty cool. I need all the help I can get but I do restrict myself from harvesting wood in Valenwood maps lol

    Y'ffre thanks you for your respect of the Green Pact!
    Edited by Robo_Hobo on May 30, 2019 9:03PM
  • VilkasKriegshammer
    I like your rules, @Robo_Hobo. I've done something similar and it's made the overland questing experience fun and dangerous. I played Elden Ring and then came back to ESO wanting to notch up the difficulty. These are my self-imposed rules:

    Objective: Create a more difficult questing experience by minimizing health and reducing damage while maintaining Magicka/Stamina pools.

    Rules:
    - Champion Points: None allowed.
    - Companions: None allowed.
    - Armor: None allowed.
    - Jewelry: Can be any quality but can only have Magicka/Stamina perks.
    - Weapons: White-quality weapons only and with no healing enchantments. Damage enchantments are allowed.
    - Skills: Use only damage and crowd control skills. No skills that grant buffs, heal, or provide shields. Debuffs allowed. Only
    crafting passives allowed; no other passive skills.
    - Attributes: No points in health; only Stamina and Magicka allowed.
    - Potions: Use only crafted, foraged, or vendor-bought potions. Potions are the only healing source allowed.
    - Food/Drink: No health food/drink allowed; use only Magicka/Stamina food/drink.
    - Guild Traders: Buying is prohibited; selling is allowed.
  • ZOS_Hadeostry
    Greetings,

    We have closed this topic as it was originally created in May 2019. In many cases, it's better to create a new thread on a topic that you want to discuss as opposed to bumping one that is rather old.

    Thank you for your understanding.
    Staff Post
This discussion has been closed.