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Overland Content Feedback Thread

  • spartaxoxo
    spartaxoxo
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    ZOS_Kevin wrote: »
    We will also have a detailed write up for overland difficulty in the near future. But the stream needs to happen first.

    Looks we'll get a write up sometime after the stream as well ☺️
  • Elderpatriot
    Elderpatriot
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    Optional difficulty (in the case of mixing players together on the same playground) has the potential to damage Open-World-PVE even more...it can turn out to be a mess just like the introduction of the subclasses. Why people are excited for this way of adressing the problems in PVE? It will not change anything for the better but make the game even more a confusing construction site. It has this "Play it the way you want to" philosophy lable on it....but a superficial implementation where everyone can freely decide for themselve would ignore the fact that you actually play a MMORPG. There it is actually intended to be played and interacted with each other and an optional difficulty slider to raise and lower on demand anytime, it will just not improve the gameplay at all in that case. This solution will create new proplems by not solving old ones.

    So i hope they have some good ideas and concepts about this essential trip hazard, to make it work somehow. Otherwhise, i am deeply concered about this next feature. So, next month we will finally know, what is going on. Currently i have really mixed feelings about this "optional" approach.

    Sorry for that...but i will check on the coming updates - hoping for the best possible results.
    Edited by Elderpatriot on December 19, 2025 4:16AM
  • disky
    disky
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    Optional difficulty (in the case of mixing players together on the same playground) has the potential to damage Open-World-PVE even more...it can turn out to be a mess just like the introduction of the subclasses. Why people are excited for this way of adressing the problems in PVE? It will not change anything for the better but make the game even more a confusing construction site. It has this "Play it the way you want to" philosophy lable on it....but a superficial implementation where everyone can freely decide for themselve would ignore the fact that you actually play a MMORPG. There it is actually intended to be played and interacted with each other and an optional difficulty slider to raise and lower on demand anytime, it will just not improve the gameplay at all in that case. This solution will create new proplems by not solving old ones.

    So i hope they have some good ideas and concepts about this essential trip hazard, to make it work somehow. Otherwhise, i am deeply concered about this next feature. So, next month we will finally know, what is going on. Currently i have really mixed feelings about this "optional" approach.

    Sorry for that...but i will check on the coming updates - hoping for the best possible results.

    It needs to happen. It has needed to happen for a very long time. People leave the game because they can't enjoy it, and giving players the option to have fun while still allowing those who enjoy things as they are to continue on as they have been is the most equitable solution. If there are issues, they will be addressed in time, but these changes have to come for the good of the game.
  • shadoza
    shadoza
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    @ZOS_Kevin
    From the website:
    We’ll also share more details in the following months on the topics we’re only able to cover briefly in the show, such as the introduction of optional Overland Difficulty modes that offer greater challenges and rewards.
    . . . keep bringing us your questions, thoughts, and ideas. We’re looking forward to hearing from you.

    My Thoughts:
    This is very sad information for me and my gaming friends. Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.

    ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.

    Maybe you should add another level of payment to the subs to cover the extra benefits and game content that those capped-out group players are demanding. It feels like my monthly fee is subsidizing advancement for content that I do not want or will not use. Why should I have to pay monthly for content that is directed at a game demography that I am not a part of? Seriously, if this increased difficulty happens in the game, I will likely drop my sub and just play free until the game crashes.

    You give them better gear, better pots, and better enchantments, but they want more. They will always want more because every time you give them more difficult content, you also give them better gear and resources that will make that difficult content easier. Why you cannot see how your solution perpetuates the problem, I do not know. (It is like the 'guy' that keeps increasing his credit card limit to pay off his debts.)

    * Repeating players are those that like to mix up their playing with new combinations of skills, classes, and character types. They are advanced players but do not have high level characters because they keep starting fresh ones which allows them to repeat content with renewed circumstances.

  • disky
    disky
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    shadoza wrote: »
    Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.

    ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.

    Claiming that ZOS is "Continuously catering to end-game players" when almost the entire overland experience has been geared toward beginners for many years is absolutely wild. No one is trying to take anything away from you, they're simply providing the option to play at a higher degree of challenge in order to make the overland game fun for those who want a challenge. I'm sick to death of people acting like they're losing something with this change. It's explicitly an option for those who want it.

    "Those that speed-run the game then stand about complaining that nothing is challenging enough"

    I will grant that there are people who speedrun the content, but I think you need to also draw the conclusion that those people don't actually want to experience it, they want the rewards and/or satisfaction of saying they beat it. This incoming system will exist for people who do want a challenge and have wanted it since One Tamriel came to be. They want to enjoy the story content, the zones themselves, as they feel they should be experienced - sufficiently challenging. Infinite Archive, Bastion Nymic and Craglorn (as a single zone) are nice diversions but you can't say that they are the real meat of the game, Tamriel's massive amount of zone content, painstakingly built and released for over a decade, is. I never asked for those alternatives, and I don't take part in them because they don't solve the problem. Optional challenge settings will.
  • twisttop138
    twisttop138
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    disky wrote: »
    shadoza wrote: »
    Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.

    ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.

    Claiming that ZOS is "Continuously catering to end-game players" when almost the entire overland experience has been geared toward beginners for many years is absolutely wild. No one is trying to take anything away from you, they're simply providing the option to play at a higher degree of challenge in order to make the overland game fun for those who want a challenge. I'm sick to death of people acting like they're losing something with this change. It's explicitly an option for those who want it.

    "Those that speed-run the game then stand about complaining that nothing is challenging enough"

    I will grant that there are people who speedrun the content, but I think you need to also draw the conclusion that those people don't actually want to experience it, they want the rewards and/or satisfaction of saying they beat it. This incoming system will exist for people who do want a challenge and have wanted it since One Tamriel came to be. They want to enjoy the story content, the zones themselves, as they feel they should be experienced - sufficiently challenging. Infinite Archive, Bastion Nymic and Craglorn (as a single zone) are nice diversions but you can't say that they are the real meat of the game, Tamriel's massive amount of zone content, painstakingly built and released for over a decade, is. I never asked for those alternatives, and I don't take part in them because they don't solve the problem. Optional challenge settings will.

    It's not worth it. You're yelling in the void. Especially because they've ignored anyone they disagree with (all of us). I know what's right and your post shows you do to. This trains coming in the station. No wild conspiracy theories will stop it.
  • disky
    disky
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    disky wrote: »
    shadoza wrote: »
    Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.

    ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.

    Claiming that ZOS is "Continuously catering to end-game players" when almost the entire overland experience has been geared toward beginners for many years is absolutely wild. No one is trying to take anything away from you, they're simply providing the option to play at a higher degree of challenge in order to make the overland game fun for those who want a challenge. I'm sick to death of people acting like they're losing something with this change. It's explicitly an option for those who want it.

    "Those that speed-run the game then stand about complaining that nothing is challenging enough"

    I will grant that there are people who speedrun the content, but I think you need to also draw the conclusion that those people don't actually want to experience it, they want the rewards and/or satisfaction of saying they beat it. This incoming system will exist for people who do want a challenge and have wanted it since One Tamriel came to be. They want to enjoy the story content, the zones themselves, as they feel they should be experienced - sufficiently challenging. Infinite Archive, Bastion Nymic and Craglorn (as a single zone) are nice diversions but you can't say that they are the real meat of the game, Tamriel's massive amount of zone content, painstakingly built and released for over a decade, is. I never asked for those alternatives, and I don't take part in them because they don't solve the problem. Optional challenge settings will.

    It's not worth it. You're yelling in the void. Especially because they've ignored anyone they disagree with (all of us). I know what's right and your post shows you do to. This trains coming in the station. No wild conspiracy theories will stop it.

    The reason that I will always come back to this point and defend it is because I never want their perspective to take root in the minds of others. A lot of people follow a hivemind mentality and if one ridiculous opinion becomes the prevailing one, we're screwed.
  • twisttop138
    twisttop138
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    disky wrote: »
    disky wrote: »
    shadoza wrote: »
    Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.

    ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.

    Claiming that ZOS is "Continuously catering to end-game players" when almost the entire overland experience has been geared toward beginners for many years is absolutely wild. No one is trying to take anything away from you, they're simply providing the option to play at a higher degree of challenge in order to make the overland game fun for those who want a challenge. I'm sick to death of people acting like they're losing something with this change. It's explicitly an option for those who want it.

    "Those that speed-run the game then stand about complaining that nothing is challenging enough"

    I will grant that there are people who speedrun the content, but I think you need to also draw the conclusion that those people don't actually want to experience it, they want the rewards and/or satisfaction of saying they beat it. This incoming system will exist for people who do want a challenge and have wanted it since One Tamriel came to be. They want to enjoy the story content, the zones themselves, as they feel they should be experienced - sufficiently challenging. Infinite Archive, Bastion Nymic and Craglorn (as a single zone) are nice diversions but you can't say that they are the real meat of the game, Tamriel's massive amount of zone content, painstakingly built and released for over a decade, is. I never asked for those alternatives, and I don't take part in them because they don't solve the problem. Optional challenge settings will.

    It's not worth it. You're yelling in the void. Especially because they've ignored anyone they disagree with (all of us). I know what's right and your post shows you do to. This trains coming in the station. No wild conspiracy theories will stop it.

    The reason that I will always come back to this point and defend it is because I never want their perspective to take root in the minds of others. A lot of people follow a hivemind mentality and if one ridiculous opinion becomes the prevailing one, we're screwed.

    I get that. I just think people around here see that crazy argument and just shake their head and move on. This baby coming on into the station. We'll hear all about it in a couple weeks.
  • Nathitaim
    Nathitaim
    Soul Shriven
    disky wrote: »
    shadoza wrote: »
    Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.

    ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.

    Claiming that ZOS is "Continuously catering to end-game players" when almost the entire overland experience has been geared toward beginners for many years is absolutely wild. No one is trying to take anything away from you, they're simply providing the option to play at a higher degree of challenge in order to make the overland game fun for those who want a challenge. I'm sick to death of people acting like they're losing something with this change. It's explicitly an option for those who want it.

    "Those that speed-run the game then stand about complaining that nothing is challenging enough"

    I will grant that there are people who speedrun the content, but I think you need to also draw the conclusion that those people don't actually want to experience it, they want the rewards and/or satisfaction of saying they beat it. This incoming system will exist for people who do want a challenge and have wanted it since One Tamriel came to be. They want to enjoy the story content, the zones themselves, as they feel they should be experienced - sufficiently challenging. Infinite Archive, Bastion Nymic and Craglorn (as a single zone) are nice diversions but you can't say that they are the real meat of the game, Tamriel's massive amount of zone content, painstakingly built and released for over a decade, is. I never asked for those alternatives, and I don't take part in them because they don't solve the problem. Optional challenge settings will.

    Thank you! You are absolutely right. This is coming from a super-casual player who has never set a foot into a trial.

    @ZOS_Kevin, @ZOS_GinaBruno: Really looking forward to further plans being shared. Thank you!
  • Deserrick
    Deserrick
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    shadoza wrote: »
    @ZOS_Kevin
    From the website:
    We’ll also share more details in the following months on the topics we’re only able to cover briefly in the show, such as the introduction of optional Overland Difficulty modes that offer greater challenges and rewards.
    . . . keep bringing us your questions, thoughts, and ideas. We’re looking forward to hearing from you.

    My Thoughts:
    This is very sad information for me and my gaming friends. Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.

    ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.

    Maybe you should add another level of payment to the subs to cover the extra benefits and game content that those capped-out group players are demanding. It feels like my monthly fee is subsidizing advancement for content that I do not want or will not use. Why should I have to pay monthly for content that is directed at a game demography that I am not a part of? Seriously, if this increased difficulty happens in the game, I will likely drop my sub and just play free until the game crashes.

    You give them better gear, better pots, and better enchantments, but they want more. They will always want more because every time you give them more difficult content, you also give them better gear and resources that will make that difficult content easier. Why you cannot see how your solution perpetuates the problem, I do not know. (It is like the 'guy' that keeps increasing his credit card limit to pay off his debts.)

    * Repeating players are those that like to mix up their playing with new combinations of skills, classes, and character types. They are advanced players but do not have high level characters because they keep starting fresh ones which allows them to repeat content with renewed circumstances.

    Yes. Difficulty options need to be added for all that content in order to allow more players to engage with it.
  • Parasaurolophus
    Parasaurolophus
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    A difficulty slider is the worst possible solution. Honestly. People who advocate for a slider simply do not understand that the problem is not just difficulty. Overland combat has zero impact. What is the point? Why should I fight these mobs at all? Even in the latest chapters, mobs are nothing more than part of the landscape. You can travel across the map without meaningfully interacting with them.

    So what is the purpose? I genuinely do not know. Mobs should block your path, guard something valuable, or be an interesting and meaningful experience in and of themselves. I see no point in just increasing the stats of every mudcrab or bandit that you can easily walk around, fear, or avoid entirely with stealth or invisibility.
    PC/EU
  • shadoza
    shadoza
    ✭✭✭✭
    Deserrick wrote: »
    shadoza wrote: »
    @ZOS_Kevin
    From the website:
    We’ll also share more details in the following months on the topics we’re only able to cover briefly in the show, such as the introduction of optional Overland Difficulty modes that offer greater challenges and rewards.
    . . . keep bringing us your questions, thoughts, and ideas. We’re looking forward to hearing from you.

    My Thoughts:
    This is very sad information for me and my gaming friends. Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.

    ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.

    Maybe you should add another level of payment to the subs to cover the extra benefits and game content that those capped-out group players are demanding. It feels like my monthly fee is subsidizing advancement for content that I do not want or will not use. Why should I have to pay monthly for content that is directed at a game demography that I am not a part of? Seriously, if this increased difficulty happens in the game, I will likely drop my sub and just play free until the game crashes.

    You give them better gear, better pots, and better enchantments, but they want more. They will always want more because every time you give them more difficult content, you also give them better gear and resources that will make that difficult content easier. Why you cannot see how your solution perpetuates the problem, I do not know. (It is like the 'guy' that keeps increasing his credit card limit to pay off his debts.)

    * Repeating players are those that like to mix up their playing with new combinations of skills, classes, and character types. They are advanced players but do not have high level characters because they keep starting fresh ones which allows them to repeat content with renewed circumstances.

    Yes. Difficulty options need to be added for all that content in order to allow more players to engage with it.

    The players demanding the toggle will not play overland any more than they do now. They will play until the newness wears off, then they will be back to demanding better gear and harder content elsewhere. They've been doing it since before One Tamriel. All players can already engage with overland content.

    The type of player that demands overland difficulty is the same type that runs from entrance to final boss in dungeons without taking in the story or exploring the environment. If TOS forced players to pick up a token by defeating minor bosses and targets in the dungeon before they can activate the final boss, there might be less complaining about simple overland because they would have their questing challenge right there.

    In my opinion, they don't want a challenge at all. They want control. If the players wanted a challenge, they could have it easy enough. They could trade in their v-dungeon gear and pots and use simple overland gear. They won't because they don't want a challenge, they want control.
  • shadoza
    shadoza
    ✭✭✭✭
    A difficulty slider is the worst possible solution. Honestly. People who advocate for a slider simply do not understand that the problem is not just difficulty. Overland combat has zero impact. What is the point? Why should I fight these mobs at all? Even in the latest chapters, mobs are nothing more than part of the landscape. You can travel across the map without meaningfully interacting with them.

    So what is the purpose? I genuinely do not know. Mobs should block your path, guard something valuable, or be an interesting and meaningful experience in and of themselves. I see no point in just increasing the stats of every mudcrab or bandit that you can easily walk around, fear, or avoid entirely with stealth or invisibility.

    I think the mobs in overland content are story related. That has a value to those that play the story and the side quests.
    I think it would be nice if the mobs would stop chasing me across the map because I ignored them or didn't notice them.
  • disky
    disky
    ✭✭✭✭✭
    A difficulty slider is the worst possible solution. Honestly. People who advocate for a slider simply do not understand that the problem is not just difficulty. Overland combat has zero impact. What is the point? Why should I fight these mobs at all? Even in the latest chapters, mobs are nothing more than part of the landscape. You can travel across the map without meaningfully interacting with them.

    So what is the purpose? I genuinely do not know. Mobs should block your path, guard something valuable, or be an interesting and meaningful experience in and of themselves. I see no point in just increasing the stats of every mudcrab or bandit that you can easily walk around, fear, or avoid entirely with stealth or invisibility.

    First of all, it's not only about mobs in the open-world overland areas, it's all of overland, including delves and public dungeons. There are plenty of places where it's much harder to simply avoid enemies. Second, not everyone plays that way. There are plenty of situations where I do actually want to fight overland monsters. Third, overland difficulty options aren't the only thing ZOS has said they're going to be doing in order to address this issue, they've also stated that they're working on adjustments to combat to increase the sense of "impact". No idea what that means as of yet, but they do seem to understand that numbers aren't everything. Even so, I'll take what I can get, and I think it will help more than you realize.
  • Damico
    Damico
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    shadoza wrote: »
    Deserrick wrote: »
    shadoza wrote: »
    @ZOS_Kevin
    From the website:
    We’ll also share more details in the following months on the topics we’re only able to cover briefly in the show, such as the introduction of optional Overland Difficulty modes that offer greater challenges and rewards.
    . . . keep bringing us your questions, thoughts, and ideas. We’re looking forward to hearing from you.

    My Thoughts:
    This is very sad information for me and my gaming friends. Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.

    ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.

    Maybe you should add another level of payment to the subs to cover the extra benefits and game content that those capped-out group players are demanding. It feels like my monthly fee is subsidizing advancement for content that I do not want or will not use. Why should I have to pay monthly for content that is directed at a game demography that I am not a part of? Seriously, if this increased difficulty happens in the game, I will likely drop my sub and just play free until the game crashes.

    You give them better gear, better pots, and better enchantments, but they want more. They will always want more because every time you give them more difficult content, you also give them better gear and resources that will make that difficult content easier. Why you cannot see how your solution perpetuates the problem, I do not know. (It is like the 'guy' that keeps increasing his credit card limit to pay off his debts.)

    * Repeating players are those that like to mix up their playing with new combinations of skills, classes, and character types. They are advanced players but do not have high level characters because they keep starting fresh ones which allows them to repeat content with renewed circumstances.

    Yes. Difficulty options need to be added for all that content in order to allow more players to engage with it.

    The players demanding the toggle will not play overland any more than they do now. They will play until the newness wears off, then they will be back to demanding better gear and harder content elsewhere. They've been doing it since before One Tamriel. All players can already engage with overland content.

    The type of player that demands overland difficulty is the same type that runs from entrance to final boss in dungeons without taking in the story or exploring the environment. If TOS forced players to pick up a token by defeating minor bosses and targets in the dungeon before they can activate the final boss, there might be less complaining about simple overland because they would have their questing challenge right there.

    In my opinion, they don't want a challenge at all. They want control. If the players wanted a challenge, they could have it easy enough. They could trade in their v-dungeon gear and pots and use simple overland gear. They won't because they don't want a challenge, they want control.

    I would argue the exact opposite on every point here. The increased difficult will allow for better immersion for this kind of player helping to enjoy the story.
  • ZOS_Icy
    ZOS_Icy
    mod
    Greetings,

    After removing some unnecessary back and forth from this thread, we would like everyone to keep posts on the subject at hand, civil, and constructive. If there may be any questions in regards to the rules, please feel free to review them here.

    The Elder Scrolls Online Team
    Staff Post
  • spartaxoxo
    spartaxoxo
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    ✭✭✭✭✭
    It's a live service game. There should be continuous development for all the different types of players. We are all paying customers. As a person who enjoys a challenge, I still advocate for story mode for dungeons and continue to hope for more zone stories. I never see PvPers saying that PvE should cease new development. The whole point of a live service game over a single player is that will continuously be added to. Why should those of who like a challenge be treated differently in that regard? Ofc we're going to want more. That's kind of the point of a live service game. Presumably, you want them to add new stories and the like as well. Otherwise, we'd all just be playing Oblivion or Skyrim and modding it to suit our tastes.
    Edited by spartaxoxo on December 23, 2025 11:17PM
  • BagOfBadgers
    BagOfBadgers
    ✭✭✭
    spartaxoxo wrote: »
    It's a live service game. There should be continuous development for all the different types of players. We are all paying customers. As a person who enjoys a challenge, I still advocate for story mode for dungeons and continue to hope for more zone stories. I never see PvPers saying that PvE should cease new development. The whole point of a live service game over a single player is that will continuously be added to. Why should those of who like a challenge be treated differently in that regard? Ofc we're going to want more. That's kind of the point of a live service game. Presumably, you want them to add new stories and the like as well. Otherwise, we'd all just be playing Oblivion or Skyrim and modding it to suit our tastes.

    100%!
    Proud member of the "One shot boss, wipe on trash" club.
    Believe in the KISS priceable "Keep It Simple Stupid".
    My Dyslexia makes the forum the true Vet HM for me.
  • BenTSG
    BenTSG
    ✭✭✭✭
    shadoza wrote: »
    Deserrick wrote: »
    shadoza wrote: »
    @ZOS_Kevin
    From the website:
    We’ll also share more details in the following months on the topics we’re only able to cover briefly in the show, such as the introduction of optional Overland Difficulty modes that offer greater challenges and rewards.
    . . . keep bringing us your questions, thoughts, and ideas. We’re looking forward to hearing from you.

    My Thoughts:
    This is very sad information for me and my gaming friends. Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.

    ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.

    Maybe you should add another level of payment to the subs to cover the extra benefits and game content that those capped-out group players are demanding. It feels like my monthly fee is subsidizing advancement for content that I do not want or will not use. Why should I have to pay monthly for content that is directed at a game demography that I am not a part of? Seriously, if this increased difficulty happens in the game, I will likely drop my sub and just play free until the game crashes.

    You give them better gear, better pots, and better enchantments, but they want more. They will always want more because every time you give them more difficult content, you also give them better gear and resources that will make that difficult content easier. Why you cannot see how your solution perpetuates the problem, I do not know. (It is like the 'guy' that keeps increasing his credit card limit to pay off his debts.)

    * Repeating players are those that like to mix up their playing with new combinations of skills, classes, and character types. They are advanced players but do not have high level characters because they keep starting fresh ones which allows them to repeat content with renewed circumstances.

    Yes. Difficulty options need to be added for all that content in order to allow more players to engage with it.

    The players demanding the toggle will not play overland any more than they do now. They will play until the newness wears off, then they will be back to demanding better gear and harder content elsewhere. They've been doing it since before One Tamriel. All players can already engage with overland content.

    The type of player that demands overland difficulty is the same type that runs from entrance to final boss in dungeons without taking in the story or exploring the environment. If TOS forced players to pick up a token by defeating minor bosses and targets in the dungeon before they can activate the final boss, there might be less complaining about simple overland because they would have their questing challenge right there.

    In my opinion, they don't want a challenge at all. They want control. If the players wanted a challenge, they could have it easy enough. They could trade in their v-dungeon gear and pots and use simple overland gear. They won't because they don't want a challenge, they want control.

    I am someone waiting for an Overland difficulty tweak and I meself have never once blitz a dungeon like that. Hell, I'd even advacate for a story mode for dungeons so then I actually *can* listen to a dungeons story.

    I believe it's also been shown that gear isn't the issue, simply running naked still posses no risk. Even if there was some risk, anyone whos played the game long enough will be able to deal with it in a second. Telling someone to remove their gear is one thing, but you can't tell a player to lower their skill level entirely to that of a first timer.

    More so just wanted to put my two cents in and show that even if some people who might want the increase are dungeon speedeunners, there is at least one person who doesn't fit that catagory at all who still supports the idea. Ultimately all I can do, rest is in Devs hands to decide.

    Hope you had a nice christmas, and have a good new years!
  • Ugrak
    Ugrak
    ✭✭✭✭
    The best solution IMO is to just to by default make a challenging and engaging fight environment for both the MMO teamwork and soloing entusiasts. This is where ESO combat really has been fun and become a reason for welcoming the sight of other players and cooperating, instead of them being a bit of a nuisance as in overland and it's questing.

    Then let players who want to opt out of the challenge increase their own power until they find their sweet spot. Maybe up to and including a full blown immortal story mode for instances with certain limitations so people don't just exploit it to cheese things.

    I suppose this could be done in a number of ways. A menu toggle to set enemies neutral to the player maybe. Power sigils like in the arenas, but permanent like mundus stones. Stats scaling. Instances with tricky mechanics reduced or disabled. They could even let players have a companion with city guard level power for example (such as that bugged guard appearing at a Elsweyr dragon spot and one-shotting the thing).

    Or maybe just world tiers. In fact this was my major disappointment with how Ithelia was simply discarded instead of being utilized for future content. I.e. giving ZOS creative license to insert events without those coming into conflict with the timeline of the franchise as a whole, as we entered conterfactual mirror realities where events played out differently. Who is to say you couldn't have an adventure-zone (e.g. original Craglorn) version of the entire overland. Though a public dungeon version would likely be the sweet spot for most players, but the point remains the same. Ithelia could have been a good world tier platform. Just enter the mirror she was building.
  • Cooperharley
    Cooperharley
    ✭✭✭✭✭
    The overworld needs more difficulty and before anyone talks about trials and dungeons, that depends on other players. The open world doesn't need it, but without cool mechanics and a decent difficulty, it gets too boring. There's a lack of desire to explore something so easy. Maybe using elemental resistances on enemies is interesting, for example. Well, here's the tip because I kill enemies standing still.

    They're talking on january 7 about their upcoming optional overland difficulty boost
  • mocap
    mocap
    ✭✭✭✭✭
    We’ll also share more details in the following months on the topics we’re only able to cover briefly in the show, such as the introduction of optional Overland Difficulty modes
    It looks like new mode will only appear in the summer or even later.
  • Arrodisia
    Arrodisia
    ✭✭✭✭✭
    shadoza wrote: »
    Deserrick wrote: »
    shadoza wrote: »
    @ZOS_Kevin
    From the website:
    We’ll also share more details in the following months on the topics we’re only able to cover briefly in the show, such as the introduction of optional Overland Difficulty modes that offer greater challenges and rewards.
    . . . keep bringing us your questions, thoughts, and ideas. We’re looking forward to hearing from you.

    My Thoughts:
    This is very sad information for me and my gaming friends. Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.

    ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.

    Maybe you should add another level of payment to the subs to cover the extra benefits and game content that those capped-out group players are demanding. It feels like my monthly fee is subsidizing advancement for content that I do not want or will not use. Why should I have to pay monthly for content that is directed at a game demography that I am not a part of? Seriously, if this increased difficulty happens in the game, I will likely drop my sub and just play free until the game crashes.

    You give them better gear, better pots, and better enchantments, but they want more. They will always want more because every time you give them more difficult content, you also give them better gear and resources that will make that difficult content easier. Why you cannot see how your solution perpetuates the problem, I do not know. (It is like the 'guy' that keeps increasing his credit card limit to pay off his debts.)

    * Repeating players are those that like to mix up their playing with new combinations of skills, classes, and character types. They are advanced players but do not have high level characters because they keep starting fresh ones which allows them to repeat content with renewed circumstances.

    Yes. Difficulty options need to be added for all that content in order to allow more players to engage with it.

    The players demanding the toggle will not play overland any more than they do now. They will play until the newness wears off, then they will be back to demanding better gear and harder content elsewhere. They've been doing it since before One Tamriel. All players can already engage with overland content.

    The type of player that demands overland difficulty is the same type that runs from entrance to final boss in dungeons without taking in the story or exploring the environment. If TOS forced players to pick up a token by defeating minor bosses and targets in the dungeon before they can activate the final boss, there might be less complaining about simple overland because they would have their questing challenge right there.

    In my opinion, they don't want a challenge at all. They want control. If the players wanted a challenge, they could have it easy enough. They could trade in their v-dungeon gear and pots and use simple overland gear. They won't because they don't want a challenge, they want control.

    Absolutely this. I see this constantly in this MMO and others. That small less than 5% clique crowd attempting to control the entire content release for the majority. They suggest bunches of bad balancing changes, awful mechanics for bosses, behave in self entitled, arrogant, rude, impatient and even toxic manner on the servers. Besides creating fake drama around every corner, that type of crowd turns good games into something that's no longer fun, because these games have become their entire life.

    They jump from guild to guild and game to game wherever they can convince devs to ramp up difficulty and troll other players. So they can sell runs for what ends up being real money in the end. They aren't interested in the health and fun of the game. They aren't interested in the losses a company takes as a long as they make money. Then the expac flops and droves of players leave the servers barren. We've already seen this bit of history repeat itself.

    Last time players cried for nerfs to "wink wink" feel a challenge. Those same "high end" players who wanted this left the game. They didn't even wait. They straight up left on the 1st few days of release. The content became harder for everyone because of that pack of complainers and oh. What a surprise! They didn't want to embarrass themselves having to prog it again with a chance of failure looming nearby. That amount of "big talk"ego says it all. I'll stop here.

    Any difficulty changes should be optional. Everyone pays to play this game. So everyone should be able to enjoy it. Have a good day playing.
    Edited by Arrodisia on January 1, 2026 9:05AM
  • Sarannah
    Sarannah
    ✭✭✭✭✭
    ✭✭✭✭
    Arrodisia wrote: »
    shadoza wrote: »
    Deserrick wrote: »
    shadoza wrote: »
    @ZOS_Kevin
    From the website:
    We’ll also share more details in the following months on the topics we’re only able to cover briefly in the show, such as the introduction of optional Overland Difficulty modes that offer greater challenges and rewards.
    . . . keep bringing us your questions, thoughts, and ideas. We’re looking forward to hearing from you.

    My Thoughts:
    This is very sad information for me and my gaming friends. Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.

    ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.

    Maybe you should add another level of payment to the subs to cover the extra benefits and game content that those capped-out group players are demanding. It feels like my monthly fee is subsidizing advancement for content that I do not want or will not use. Why should I have to pay monthly for content that is directed at a game demography that I am not a part of? Seriously, if this increased difficulty happens in the game, I will likely drop my sub and just play free until the game crashes.

    You give them better gear, better pots, and better enchantments, but they want more. They will always want more because every time you give them more difficult content, you also give them better gear and resources that will make that difficult content easier. Why you cannot see how your solution perpetuates the problem, I do not know. (It is like the 'guy' that keeps increasing his credit card limit to pay off his debts.)

    * Repeating players are those that like to mix up their playing with new combinations of skills, classes, and character types. They are advanced players but do not have high level characters because they keep starting fresh ones which allows them to repeat content with renewed circumstances.

    Yes. Difficulty options need to be added for all that content in order to allow more players to engage with it.

    The players demanding the toggle will not play overland any more than they do now. They will play until the newness wears off, then they will be back to demanding better gear and harder content elsewhere. They've been doing it since before One Tamriel. All players can already engage with overland content.

    The type of player that demands overland difficulty is the same type that runs from entrance to final boss in dungeons without taking in the story or exploring the environment. If TOS forced players to pick up a token by defeating minor bosses and targets in the dungeon before they can activate the final boss, there might be less complaining about simple overland because they would have their questing challenge right there.

    In my opinion, they don't want a challenge at all. They want control. If the players wanted a challenge, they could have it easy enough. They could trade in their v-dungeon gear and pots and use simple overland gear. They won't because they don't want a challenge, they want control.

    Absolutely this. I see this constantly in this MMO and others. That small less than 5% clique crowd attempting to control the entire content release for the majority. They suggest bunches of bad balancing changes, awful mechanics for bosses, behave in self entitled, arrogant, rude, impatient and even toxic manner on the servers. Besides creating fake drama around every corner, that type of crowd turns good games into something that's no longer fun, because these games have become their entire life.

    They jump from guild to guild and game to game wherever they can convince devs to ramp up difficulty and troll other players. So they can sell runs for what ends up being real money in the end. They aren't interested in the health and fun of the game. They aren't interested in the losses a company takes as a long as they make money. Then the expac flops and droves of players leave the servers barren. We've already seen this bit of history repeat itself.

    Last time players cried for nerfs to "wink wink" feel a challenge. Those same "high end" players who wanted this left the game. They didn't even wait. They straight up left on the 1st few days of release. The content became harder for everyone because of that pack of complainers and oh. What a surprise! They didn't want to embarrass themselves having to prog it again with a chance of failure looming nearby. That amount of "big talk"ego says it all. I'll stop here.

    Any difficulty changes should be optional. Everyone pays to play this game. So everyone should be able to enjoy it. Have a good day playing.
    Agreed with this, personally I feel harder overland is a waste of ZOS's time. ZOS has already announced there will be some better rewards, though not big ones, for those opting into harder overland. Which means if we don't use that toggle and turn it up to the highest, it will feel punishing to do anything in overland, due to missing out on rewards, no matter how small those rewards are. If I ever feel like I am missing out on something for doing overland or for already having completed overland, I don't know if I would even want to keep on playing this game.

    Another problem I can already see happening is in the first days after this is released, some players will complain they won't be able to turn up the toggle high enough.

    As mentioned above, when the game was made harder in an earlier update, many veteran players quit right away! A change/toggle to overland difficulty may have the same effect, even on lower tiered players. Most veteran players don't bother with overland mobs anyways and rush through all mobs without killing any, a difficulty toggle will not change this. There is a reason why OneTamriel was popular, as it was accessible for everyone.

    Personally I love overland as it is. As someone who can defeat molag bal, I should have no issues with regular evil and regular evil bosses. And I am in overland a lot, have completed all main quests on 20 characters(which is 20x Coldharbour 100%), and have completed all three alliances on 19 characters(which is 285 overland zones 100% completed), my 20th character is halfway through the third alliance but I hit 3600 CP and stopped(which is another 12 overland zones 100% completed). And I have completed all DLC/chapter zones(except solstice) atleast once. Just to give an idea of how much overland I have been doing, and that I am actually someone who uses overland.

    PS: As someone who kills practically all mobs I encounter, I absolutely hate dealing with other player's mob trains!
    Edited by Sarannah on January 1, 2026 2:17PM
  • Tariq9898
    Tariq9898
    ✭✭✭✭
    Sarannah wrote: »
    Arrodisia wrote: »
    shadoza wrote: »
    Deserrick wrote: »
    shadoza wrote: »
    @ZOS_Kevin
    From the website:
    We’ll also share more details in the following months on the topics we’re only able to cover briefly in the show, such as the introduction of optional Overland Difficulty modes that offer greater challenges and rewards.
    . . . keep bringing us your questions, thoughts, and ideas. We’re looking forward to hearing from you.

    My Thoughts:
    This is very sad information for me and my gaming friends. Continuous catering to end-game players while ignoring the needs and desires for the new players and repeating players*, will end badly for everyone save those that speed-run to end game then stand about complaining that nothing is challenging enough.

    ESO is becoming top-heavy. You gave them group-only dungeons, increased-difficulty group-only dungeons, trials, Special overland content in Craglorn, Infinite Archive, alliance PvP, and battlegrounds PvP. They want more. They, the cappers, want the entire game handed over to them and you are playing to do just that even if it sacrifices the new and repeat players. So sad to see this happen to another MMO.

    Maybe you should add another level of payment to the subs to cover the extra benefits and game content that those capped-out group players are demanding. It feels like my monthly fee is subsidizing advancement for content that I do not want or will not use. Why should I have to pay monthly for content that is directed at a game demography that I am not a part of? Seriously, if this increased difficulty happens in the game, I will likely drop my sub and just play free until the game crashes.

    You give them better gear, better pots, and better enchantments, but they want more. They will always want more because every time you give them more difficult content, you also give them better gear and resources that will make that difficult content easier. Why you cannot see how your solution perpetuates the problem, I do not know. (It is like the 'guy' that keeps increasing his credit card limit to pay off his debts.)

    * Repeating players are those that like to mix up their playing with new combinations of skills, classes, and character types. They are advanced players but do not have high level characters because they keep starting fresh ones which allows them to repeat content with renewed circumstances.

    Yes. Difficulty options need to be added for all that content in order to allow more players to engage with it.

    The players demanding the toggle will not play overland any more than they do now. They will play until the newness wears off, then they will be back to demanding better gear and harder content elsewhere. They've been doing it since before One Tamriel. All players can already engage with overland content.

    The type of player that demands overland difficulty is the same type that runs from entrance to final boss in dungeons without taking in the story or exploring the environment. If TOS forced players to pick up a token by defeating minor bosses and targets in the dungeon before they can activate the final boss, there might be less complaining about simple overland because they would have their questing challenge right there.

    In my opinion, they don't want a challenge at all. They want control. If the players wanted a challenge, they could have it easy enough. They could trade in their v-dungeon gear and pots and use simple overland gear. They won't because they don't want a challenge, they want control.

    Absolutely this. I see this constantly in this MMO and others. That small less than 5% clique crowd attempting to control the entire content release for the majority. They suggest bunches of bad balancing changes, awful mechanics for bosses, behave in self entitled, arrogant, rude, impatient and even toxic manner on the servers. Besides creating fake drama around every corner, that type of crowd turns good games into something that's no longer fun, because these games have become their entire life.

    They jump from guild to guild and game to game wherever they can convince devs to ramp up difficulty and troll other players. So they can sell runs for what ends up being real money in the end. They aren't interested in the health and fun of the game. They aren't interested in the losses a company takes as a long as they make money. Then the expac flops and droves of players leave the servers barren. We've already seen this bit of history repeat itself.

    Last time players cried for nerfs to "wink wink" feel a challenge. Those same "high end" players who wanted this left the game. They didn't even wait. They straight up left on the 1st few days of release. The content became harder for everyone because of that pack of complainers and oh. What a surprise! They didn't want to embarrass themselves having to prog it again with a chance of failure looming nearby. That amount of "big talk"ego says it all. I'll stop here.

    Any difficulty changes should be optional. Everyone pays to play this game. So everyone should be able to enjoy it. Have a good day playing.
    Agreed with this, personally I feel harder overland is a waste of ZOS's time. ZOS has already announced there will be some better rewards, though not big ones, for those opting into harder overland. Which means if we don't use that toggle and turn it up to the highest, it will feel punishing to do anything in overland, due to missing out on rewards, no matter how small those rewards are. If I ever feel like I am missing out on something for doing overland or for already having completed overland, I don't know if I would even want to keep on playing this game.

    Another problem I can already see happening is in the first days after this is released, some players will complain they won't be able to turn up the toggle high enough.

    As mentioned above, when the game was made harder in an earlier update, many veteran players quit right away! A change/toggle to overland difficulty may have the same effect, even on lower tiered players. Most veteran players don't bother with overland mobs anyways and rush through all mobs without killing any, a difficulty toggle will not change this. There is a reason why OneTamriel was popular, as it was accessible for everyone.

    Personally I love overland as it is. As someone who can defeat molag bal, I should have no issues with regular evil and regular evil bosses. And I am in overland a lot, have completed all main quests on 20 characters(which is 20x Coldharbour 100%), and have completed all three alliances on 19 characters(which is 285 overland zones 100% completed), my 20th character is halfway through the third alliance but I hit 3600 CP and stopped(which is another 12 overland zones 100% completed). And I have completed all DLC/chapter zones(except solstice) atleast once. Just to give an idea of how much overland I have been doing, and that I am actually someone who uses overland.

    PS: As someone who kills practically all mobs I encounter, I absolutely hate dealing with other player's mob trains!

    Personally, I feel harder Overland should be ZOS’s biggest priority.

    It’s optional, you don’t have to do it. As for rewards, we don’t even know what they look like. Adding in harder Overland was always going to present new challenges, but the same goes with every system that’s been added: mythics, scribing, arcanist, subclassing. I feel if the Overland difficulty is optional, which it is, then it will improve the overall, long term health of the game. It’s been complained for several years, with videos that have hundreds of thousands of views talking about it. Many new (or old) players have quit because of it.

    Gameplay is a make or break for many. It needed to be worked on years ago.

    https://youtu.be/DXerFpiCca8?si=cUXdTciR4LPb3nDV

    I cannot be fully immersed or invested in any story, no matter how great it is, if I know the boss fight will feel just like any other encounter. It takes away the immersion, the stakes, the emotions, and the sense of journey. I love Elder Scrolls lore and I’ve already played through the single player games. I, like many, treat ESO as a traditional single player title. I hate grouping with others. Which is why I feel harder Overland is a treat for myself and many others. It gives players more agency as to how they want to experience the biggest portion of the game.

    For me, the gameplay difficulty has to be aligned with the stakes of the narrative.
  • Ugrak
    Ugrak
    ✭✭✭✭
    Sarannah wrote: »
    Another problem I can already see happening is in the first days after this is released, some players will complain they won't be able to turn up the toggle high enough.

    A difficulty toggle doesn't seem adequate for producing challenging and engaging fights. Though I recall when defeating Doshia in the first fighters guild quest was a tough challenge. In the overland, the real issue is enemy groups are too small and lack complexity. So raising their difficulty just becomes unengaging slog. Like soloing an Elsweyr dragon. Challenging enough to feel intrinsically rewarding, but mostly just work. As opposed to equally hard fights with a lot of stuff going on.

    Some of the best fun I've had in the overland in later years has been taking characters on a tour to solo all world bosses and events. ESO's fast paced combat can really shine in these situations.

    So instead of a toggle I'd want to be able to set difficulty level of the zone the same way as for dungeons. Normal or veteran. If veteran then you get the adventure zone version of the zone, for a hard solo adventure or something appropriate for teamwork. This is supposed to be an MMO after all.

    I find difficulty correlates to my appreciation of other players in my vincinity. In the too easy overland and questing, I strongly dislike encountering other players, as they get to one-shot the enemies before me and I have to walk through completely empty areas, or I feel a bit bad for doing that to them (also, n00bkiller's neon presence is something of a vibekiller for quests). But when soloing something hard (and not for the purpose of soloing), other players arriving is generally a welcome sight.

    Sarannah wrote: »
    As mentioned above, when the game was made harder in an earlier update, many veteran players quit right away! A change/toggle to overland difficulty may have the same effect, even on lower tiered players. Most veteran players don't bother with overland mobs anyways and rush through all mobs without killing any, a difficulty toggle will not change this.

    There have been some nerfs to address power creep (sustain, etc) that made some trial endgamers quite dissatisfied, but that seems like a separate issue from overland difficulty. The overland runners you see skipping everything are usually just farming something. Resources, dailies, etc and may not see the point of detours to slap something twice and loot some junk. This includes quests for the associated achievements. Another reason I feel quests should be group instanced, besides being perfect for a normal/veteran instance toggle.


    Sarannah wrote: »
    There is a reason why OneTamriel was popular, as it was accessible for everyone.

    It's hard to describe how necessary One-Tamriel really was to players who didn't play back then.

    Those who did will recall that the more you leveled, the more the overland shrunk for you, as underleveled zones gave you nothing at all. In the end there was only your Cadwell's Gold last zone (The rift, Bangkorai or Reaper's march) or Craglorn, then an adventure zone built like a veteran dungeon with large enemy pulls and powerful ones at that.

    I still remember naively walking a few steps off the road to mine some ore, and inadvertently entering the massively enlarged aggro radius of some enemy just over a hill. Then seeing the entire pull of what must have been twenty hard enemies rush over the hill for me. But teaming up and exploring the delves was fun.

    I think the idea of Craglorn was fundamentally good, but the timing was wrong and it was a mistake to leave the leveling players with only that zone as their playground.

    One-Tamriel gave us the entire overland back. And it wasn't as easy as now either. I remember my glass cannon sorc getting wiped by a reaper's march delve boss as a sloppy returning player. Something like that seems untinkable now.

    Strangely, I feel the absolute lack of adventure seems to shrink the game more and more as new zones get added, and they are all basically reskins of each other.

    The time may have come for Tamriel 2.0 patch.
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