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Official Discussion Thread for "Developer Deep Dive—Season Zero’s Challenge Difficulty

  • AlexanderDeLarge
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    Sotha_Sil wrote: »
    Increased difficulty is great if the gameplay is satisfying. If not, it makes the game a chore. It works in a single player TES game but for ESO, the gameplay has a long way to go before we enjoy doing difficult encounters. I don't see how this is gonna make ESO better right now. The gameplay is the main issue, adding another layer of difficulty won't change that.

    Counterpoint: The enemies becoming "damage sponges" will expose their mechanics, which are currently non-existent because of the power creep. There are mechanics in the game, just like the questing bosses have dialog to say, problem is we're killing them faster before we can see any of it.
  • Red_Feather
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    Sotha_Sil wrote: »
    Increased difficulty is great if the gameplay is satisfying. If not, it makes the game a chore. It works in a single player TES game but for ESO, the gameplay has a long way to go before we enjoy doing difficult encounters. I don't see how this is gonna make ESO better right now. The gameplay is the main issue, adding another layer of difficulty won't change that.

    Counterpoint: The enemies becoming "damage sponges" will expose their mechanics, which are currently non-existent because of the power creep. There are mechanics in the game, just like the questing bosses have dialog to say, problem is we're killing them faster before we can see any of it.

    I really hope that is the case!
  • CP5
    CP5
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    Sotha_Sil wrote: »
    Increased difficulty is great if the gameplay is satisfying. If not, it makes the game a chore. It works in a single player TES game but for ESO, the gameplay has a long way to go before we enjoy doing difficult encounters. I don't see how this is gonna make ESO better right now. The gameplay is the main issue, adding another layer of difficulty won't change that.

    Counterpoint: The enemies becoming "damage sponges" will expose their mechanics, which are currently non-existent because of the power creep. There are mechanics in the game, just like the questing bosses have dialog to say, problem is we're killing them faster before we can see any of it.

    I really hope that is the case!

    Kinda. Years ago when I was active in the other thread, I went around looking for such things. Some enemies are cool, if only they lived long enough to show it off. I remember the generic tank enemies in Wrothgar would enrage if you didn't kill them before all their allies, and I thought it was rather neat. It only amounted to a 5% increase in their damage, or something like that, so while not impressive, it was there. I know most enemies, when left to their own, will just spend a lot of time on an attack that's more for show than anything, but I hope to be surprised as well.
  • Desiato
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    This was the feature I was looking forward to the most. It was going to be the main reason for me to continue playing eso because there is so much story content I haven't touched.

    However, this implementation falls completely flat.

    There is one clear dealbreaker: sharing instances with players on lower difficulties. I absolutely hate this. I am not fighting the same monsters as other players at massive disadvantages. it makes no sense. I can already fight monsters naked if I want to. And at least then other players would understand why I'm performing insanely poorly. I hope I've misunderstood this.

    It would be impractical to have instances for each difficulty, so perhaps consider one new difficulty which would be tuned to be similar to the original vet difficulty. What you did with the original IC before you nerfed it, but perhaps a little tougher to account for power creep.

    I'd welcome a difficulty level that is even greater than the original vet gold/original IC difficulty, but I'm using that as a baseline compromise that would allow for separate instances, which I think is key.

    The implementation of the difficulty seems off and of course is completely untuned. A serious effort in this regard would need specific tuning for each mob type. I understand it would be impractical to adjust all content, but you could apply adjustments for each tier of monster.


    I don't like the rewards. I think there is a place for perfected overland gear. At least one set per zone as a compromise maybe?

    tl;dr: just return to us vet difficulty in separate instances with one perfected overland set per zone where applicable. I'm talking the launch cadwell's gold vet difficulty, not the nerfed vet difficulty that preceded 1T.

    Edited by Desiato on January 24, 2026 4:54AM
    spending a year dead for tax reasons
  • Uristqwerty
    Casual players already share instances with meta-following monsters; newcomers with experienced.

    As long as the zone you're in isn't currently popular one reason or another, it might not really matter; everything's hypothetical until we can all experience it for ourselves. And if it is a popular zone? They'd probably have enough people to designate one or more instances by challenge. Maybe all it would take is a per-character preference to be sorted with same-challenge peers. Then, it's up to the servers to decide when a zone's popular enough to set aside one or more instances for high-challenge play, and whether such an instance is full enough to bump don't-care players down into the general population on their next loading screen transition to make more room for prefers-challenge-peers ones. Setting the preference would come with the downside that reducing your own challenge level may force an instance change, but that's something the player opted into.
  • Red_Feather
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    CP5 wrote: »
    Sotha_Sil wrote: »
    Increased difficulty is great if the gameplay is satisfying. If not, it makes the game a chore. It works in a single player TES game but for ESO, the gameplay has a long way to go before we enjoy doing difficult encounters. I don't see how this is gonna make ESO better right now. The gameplay is the main issue, adding another layer of difficulty won't change that.

    Counterpoint: The enemies becoming "damage sponges" will expose their mechanics, which are currently non-existent because of the power creep. There are mechanics in the game, just like the questing bosses have dialog to say, problem is we're killing them faster before we can see any of it.

    I really hope that is the case!

    Kinda. Years ago when I was active in the other thread, I went around looking for such things. Some enemies are cool, if only they lived long enough to show it off. I remember the generic tank enemies in Wrothgar would enrage if you didn't kill them before all their allies, and I thought it was rather neat. It only amounted to a 5% increase in their damage, or something like that, so while not impressive, it was there. I know most enemies, when left to their own, will just spend a lot of time on an attack that's more for show than anything, but I hope to be surprised as well.

    That's wild. I wonder how much the game would be different if enemies lasted longer. I just sprint through them and turn around a do 3 arrow sprays to kill the legion. Or I'll just take all their hits as I click on whatever I need to click on. It's so *** boring.
  • Varana
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    robwolf666 wrote: »
    Here’s the concern I have with Challenge Difficulty if players aren’t separated.

    Imagine two players engage the same overland enemy:

    • Player A (me) is on Adventurer. I’m CP2000+, and I have zero interest in opting into higher difficulty.
    • Player B is on Vestige because they want longer, harder fights.

    We’re attacking the same enemy in the same shared world.

    I do full damage and burn it down quickly — exactly as Adventurer difficulty is designed to allow. Player B is also playing exactly as intended… but their fight ends early anyway because the enemy is dead.

    No one did anything wrong. I didn’t “ruin” anything. I simply chose the default difficulty that fits how I want to play.

    That’s why this system isn’t really a traditional difficulty setting — it’s a personal debuff layered onto a shared space. As long as difficulties aren’t separated, one player’s choice will directly affect another player’s experience.

    And to be clear: I’ll be staying on Adventurer. I play ESO to relax, not to make overland punishing. That’s precisely why I think difficulty should be separate — so people who want challenge can have it without being affected by players like me who don’t.

    Otherwise, this is going to lead to frustration on both sides:
    • Higher-difficulty players losing the challenge they opted into
    • Default players being blamed for simply playing the game as designed

    That’s not a player behaviour problem — it’s a design trade-off that needs to be acknowledged.

    But that's already how the game is now.

    I have deliberately slowed down my damage now and then to see the mechanics of a boss. (As others have noted, they do have them.) And then have someone else sprint up to the boss and mow it down immediately.

    Or more often, the other way around - I see a player struggle against public dungeon packs, delve bosses, and things like that, and then I stand there asking myself whether I should help them by quickly vaporising the enemies or let them continue the fight.

    Quest bosses are often separated into individual instances, but other bosses aren't.

    This disparity in time-to-kill already exists in the game. The difficulty modes don't introduce a new situation. (They might make more players be on the other side of that disparity, though.)
  • robwolf666
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    Varana wrote: »
    robwolf666 wrote: »
    Here’s the concern I have with Challenge Difficulty if players aren’t separated.

    Imagine two players engage the same overland enemy:

    • Player A (me) is on Adventurer. I’m CP2000+, and I have zero interest in opting into higher difficulty.
    • Player B is on Vestige because they want longer, harder fights.

    We’re attacking the same enemy in the same shared world.

    I do full damage and burn it down quickly — exactly as Adventurer difficulty is designed to allow. Player B is also playing exactly as intended… but their fight ends early anyway because the enemy is dead.

    No one did anything wrong. I didn’t “ruin” anything. I simply chose the default difficulty that fits how I want to play.

    That’s why this system isn’t really a traditional difficulty setting — it’s a personal debuff layered onto a shared space. As long as difficulties aren’t separated, one player’s choice will directly affect another player’s experience.

    And to be clear: I’ll be staying on Adventurer. I play ESO to relax, not to make overland punishing. That’s precisely why I think difficulty should be separate — so people who want challenge can have it without being affected by players like me who don’t.

    Otherwise, this is going to lead to frustration on both sides:
    • Higher-difficulty players losing the challenge they opted into
    • Default players being blamed for simply playing the game as designed

    That’s not a player behaviour problem — it’s a design trade-off that needs to be acknowledged.

    But that's already how the game is now.

    I have deliberately slowed down my damage now and then to see the mechanics of a boss. (As others have noted, they do have them.) And then have someone else sprint up to the boss and mow it down immediately.

    Or more often, the other way around - I see a player struggle against public dungeon packs, delve bosses, and things like that, and then I stand there asking myself whether I should help them by quickly vaporising the enemies or let them continue the fight.

    Quest bosses are often separated into individual instances, but other bosses aren't.

    This disparity in time-to-kill already exists in the game. The difficulty modes don't introduce a new situation. (They might make more players be on the other side of that disparity, though.)

    Yes — that’s exactly my point.

    The disparity already exists, and players already hesitate or self-police because of it. My concern isn’t that Challenge Difficulty creates the problem, but that it formalises it as a choice, which makes social friction more likely rather than less.

    I’m happy playing my CP characters on Adventurer. Others opting into a debuff shouldn’t change how I’m expected to play shared content.

    Plus, this is why I think difficulty separation would be the better way to go.
  • Rungar
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    temporarily corrupted/invaded zone rehashes for low usage zones would of been a better use of development time and more logical and fit with the story of eso. I dont think anyone will actually use this. Players who say they want a challenge are never being completely honest. They just want challenge level rewards and this system as described doesnt meet that need.

    it could work if ther was a chance for gold items on the higher settings but as it stands it looks like a low effort system to tick something off a list.

  • CP5
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    Rungar wrote: »
    temporarily corrupted/invaded zone rehashes for low usage zones would of been a better use of development time and more logical and fit with the story of eso. I dont think anyone will actually use this. Players who say they want a challenge are never being completely honest. They just want challenge level rewards and this system as described doesnt meet that need.

    it could work if ther was a chance for gold items on the higher settings but as it stands it looks like a low effort system to tick something off a list.

    As someone who was there when the feedback thread was originally made, I think this is a good post to reply to so I can explain my reason for wanting this. I, as a player, want to feel meaningfully engaged when playing a game. By requiring agency, my attention, I am able to create memorable and enjoyable moments that outlast whatever 'in the moment' joy the game brings. When, in ESO, I'm tasked with saving the world, and I know the only danger is my attention span, I don't remember those moments and if I'm just going to watch a video on the side, why bother launching the game at all?

    When I install survival mods for Skyrim, doing things like needing to seek shelter from a blizzard, it's not because I want a reward, it's because the challenge presented to me, a hostile environment, makes me engage with the game more, going to a ruin that most players likely would never bother glancing at twice. Like when I went to the Deadlands the first time, that place, for all the flash, is no less threatening than the outer wall of Wayrest, the tornados kept in their tiny pens, the wildlife just as tame. There is no texture between the zones and enemies without the force to back up their differences, there's no difference between a rebelling group of farmers or deadra from oblivion when both amount to the exact same thing in combat, with combat being the main way to engage with the world in this game.

    For me, enemies have to matter, they need to last long enough to be a threat, and do things that are threatening, increasing their health helps with that so they aren't made of paper, but tank enemies aren't any more durable nor are mages more squishy. Increasing their damage helps, but it doesn't fix the issue of many enemies putting on firework shows rather than fighting. It's why I have always pushed for the instances to be used, so enemies in the harder instance could do things like have a higher attack frequency, or simply more threatening versions of their usual abilities, so I have to recognize who I'm fighting and feel agency in making choices. As it is, combat is dull for many experienced players because we know how powerful it is to just poke a bunch of groups of enemies, run around a corner, nuke everything down, and move on, if we don't just run past them.

    That is my brief reply on why I want more difficulty, because I want moments I can actually remember, like when I first fought Doshia in 2014, dropping a storm atronach on her only to have her transform, heal to full, and have me on the ropes until I figured out how harvester orbs worked. Memorable experiences like that don't come to me when I don't need to even pay attention.
  • robwolf666
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    The way I would implement Overland Difficulty:

    1: Non-CP Level 1 thru 50. To play those levels as originally intended without the boost of CP. Allowing new players especially to experience the core game, learn combat, tactics, boss mechanics etc. CP characters would NOT be able to be in this instance. At the current difficulty level.

    2: When a player reaches level 50 they switch to CP and already earned CP can be accessed.
    However this is optional, they can either jump to the level of their highest level CP character OR earn the points again for the new character.

    3: When a character reaches CP this is also where the Overland Difficulty settings are offered, and each setting is instanced by separation, so everyone in an instance is on the same difficulty, not a mix of all difficulties:
    1: Adventurer.
    2: Seasoned.
    3: Master.
    4: Vestige.
  • ceruulean
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    I don't think overland difficulty is going to be filled with powerful players who will come and ruin your epic boss fight. Most people on regular Adventurer difficulty are light attackers who do 5k DPS.

    I do think the names are overdone though. What is wrong with having difficulty settings that correspond to existing terminology? I.e. Normal, Veteran, Hardmode, Legendary? I'm a busy person and I don't like relearning what each difficulty means.
    Edited by ceruulean on January 24, 2026 3:46PM
  • AScarlato
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    Rungar wrote: »
    Players who say they want a challenge are never being completely honest. They just want challenge level rewards and this system as described doesnt meet that need.

    Hello complete internet stranger. You caught me - I am just some dishonest person who aimed to trick ZOS into more rewards. I'm so devious that in the years of discussing this issue I never once asked for this - reverse psychology and all.

    In reality, I care more about my experience playing the game than "rewards." It's why the current focus on "rewards! rewards! rewards!" without content I care about doesn't work for me. I understand it does for others so it's fine I suppose.

    As a roleplayer/quester, I truly am bored of the narrative not matching up with the challenge of the main villains. I am tired of mobs practically dissolving at my mere presence like I'm playing a Diablo game and not an MMO.

    I am far beyond CP of caring about more EXP, and while extra gold is always nice - that is not something I would require either. I often joke to my friends that I earn 5K gold a week, because my playstyle involves listening to every NPC's voice acting without skipping any. This takes up a lot of time and my gold per hour played is EXTREMELY low. I'm not going to suddenly change my playstyle and start farming overland mobs for 10 more gold a mob.

    Next.
  • Red_Feather
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    I had a weird dream last night and it is kind of relevant? I have to post it.

    I dreamt in ESO that those talking ravens were all sitting on the Mundus Stones throughout the game. 😯And they gave me an egg and told me secret things would happen if I went around tamriel with that egg. But the egg was super fragile and I had to worry about protecting it during combat.

    edit: It made everything a lot harder protecting that egg. That is why I felt the need to post. Sorry for going off-track. 😂
    Edited by Red_Feather on January 24, 2026 4:36PM
  • AzuraFan
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    ceruulean wrote: »
    I don't think overland difficulty is going to be filled with powerful players who will come and ruin your epic boss fight. Most people on regular Adventurer difficulty are light attackers who do 5k DPS.

    Uh, no. There will be quite a few of us who can burn down everything in overland quickly (except WBs, but we can solo most of them), but who just want to relax in overland. So we'll be staying on the Adventurer difficulty and will continue to burn down those mobs and solo those WBs (or jump into an ongoing WB fight).
  • DenverRalphy
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    The original driving factor behind asking for an increase in overland content was simplly because it becomes trivial even before hittling level 50. Get past CP160 and it's so absurdly trivial that it borders on obscene.

    So how did we come to this convoluted complicated mess of a solution?

    All that needed to be done to bring overland back to just enough difficulty to keep it interesting, would have been to simply redesign the method or formula for level scaling, and expand it to continue past CP 1500-1800 (which is where additional CP points are meaningless). It just needed to be so that regardless of level, the difficulty remained identical to a brand spankin new 1st time player.

    That's it. That's all that was needed. So how did it come to this?
  • AScarlato
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    That's it. That's all that was needed. So how did it come to this?

    Because at this point there is a certain part of the playerbase that *likes* overland being this easy/accessible.

    The idea is to let those people continue to play as is where nothing provides really any resistance.

    Raising the difficulty floor so there is always more challenge may push away players who use it as "story mode" and just like to casually enjoy the stories or exploring.
  • indigomeadows_ESO
    My apologies if this was asked. Are these 'challenge difficulties' the same as the 'story mode' that Jessica mentioned in the reveal? I was/am looking forward to something like that!
  • Twohothardware
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    AScarlato wrote: »

    That's it. That's all that was needed. So how did it come to this?

    Because at this point there is a certain part of the playerbase that *likes* overland being this easy/accessible.

    The idea is to let those people continue to play as is where nothing provides really any resistance.

    Raising the difficulty floor so there is always more challenge may push away players who use it as "story mode" and just like to casually enjoy the stories or exploring.

    Having the zero resistance setting being the default overland has also pushed away a lot of new players who have tried the game. There has to be a balance.
  • CP5
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    My apologies if this was asked. Are these 'challenge difficulties' the same as the 'story mode' that Jessica mentioned in the reveal? I was/am looking forward to something like that!

    That's in reference to the solo dungeons, where they're going to offer a difficulty to allow players to not only go into the dungeons without a group, but to face a 'story mode' level difficulty should they wish to focus on the story and location without having to worry about the combat encounters. As it stands, current overland difficulty will be the base difficulty on offer, and the optional overland difficulties are exclusively for higher difficulty.
  • AScarlato
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    AScarlato wrote: »

    That's it. That's all that was needed. So how did it come to this?

    Because at this point there is a certain part of the playerbase that *likes* overland being this easy/accessible.

    The idea is to let those people continue to play as is where nothing provides really any resistance.

    Raising the difficulty floor so there is always more challenge may push away players who use it as "story mode" and just like to casually enjoy the stories or exploring.

    Having the zero resistance setting being the default overland has also pushed away a lot of new players who have tried the game. There has to be a balance.

    Well now there will be. The years of discussing this is why we have the *option* to increase difficulty.
  • Red_Feather
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    I just did a delve and all I could think about is that someday I might have to utilize stuff like off-balance and blocking for these! I am hyped. 👌
  • Attorneyatlawl
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    Just copying my thoughts from a spinoff thread that will probably get locked:
    Desiato wrote: »
    The supposed feature they have proposed is extremely low effort as it is merely a debuff on the character. Honestly, it couldn't be more low-effort than this.

    What strikes me the most is the low effort part. It shows they are unprepared to make a serious effort. They are just checking a box and moving on.

    I am someone who has been asking for more challenging overland content since the initial vet nerf in 2014 and the proposed feature misses the mark in every way.

    There is already a solution that's really easy to implement because the game launched with this feature: Vet overland instances. We don't need 20 difficulty levels. I just want combat to be at least mildly interesting.

    I'm being 100% serious: I don't understand how *anyone* enjoys default overland content. It's so absurdly easy, it cannot actually even be considered a game.

    Yeah, I don't get it either. I agree with your points all around, unfortunately :(. I'd really like to see the return of vet overland, tuned for today's damage outputs and mitigation.

    I've recommended the game to friends and had them bounce off because overland, the content they must engage in to start with was so obscenely tiring due to how easy it is. They just couldn't enjoy it.
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Attorneyatlawl
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    AScarlato wrote: »
    AScarlato wrote: »

    That's it. That's all that was needed. So how did it come to this?

    Because at this point there is a certain part of the playerbase that *likes* overland being this easy/accessible.

    The idea is to let those people continue to play as is where nothing provides really any resistance.

    Raising the difficulty floor so there is always more challenge may push away players who use it as "story mode" and just like to casually enjoy the stories or exploring.

    Having the zero resistance setting being the default overland has also pushed away a lot of new players who have tried the game. There has to be a balance.

    Well now there will be. The years of discussing this is why we have the *option* to increase difficulty.

    Frankly, the game would be well served to have a higher default difficulty, and the current one be non default "story mode". People are left woefully unprepared by the game for multiplayer, or just harder content, later thanks to how simple the default is.

    I also wouldn't expect the people bouncing off from the current low difficulty to see the option to raise it in time before just quitting.

    Finally, as proposed, it is a PENALTY to use the challenge modes. You spend at least 5-6x as much time killing the mobs, but only get 2x xp. That's not even factoring in that it's, you know harder and thus should have extra rewards, not just breakeven.

    I'll use it for questing for the challenge, but I not going to penalize myself just to have a better time with normal farming. Also, many players don't even need xp nowadays...
    Edited by Attorneyatlawl on January 24, 2026 11:46PM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • AScarlato
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    AScarlato wrote: »
    AScarlato wrote: »

    That's it. That's all that was needed. So how did it come to this?

    Because at this point there is a certain part of the playerbase that *likes* overland being this easy/accessible.

    The idea is to let those people continue to play as is where nothing provides really any resistance.

    Raising the difficulty floor so there is always more challenge may push away players who use it as "story mode" and just like to casually enjoy the stories or exploring.

    Having the zero resistance setting being the default overland has also pushed away a lot of new players who have tried the game. There has to be a balance.

    Well now there will be. The years of discussing this is why we have the *option* to increase difficulty.

    Frankly, the game would be well served to have a higher default difficulty, and the current one be non default "story mode". People are left woefully unprepared by the game for multiplayer, or just harder content, later thanks to how simple the default is.

    I also wouldn't expect the people bouncing off from the current low difficulty to see the option to raise it in time before just quitting.

    Finally, as proposed, it is a PENALTY to use the challenge modes. You spend at least 5-6x as much time killing the mobs, but only get 2x xp. That's not even factoring in that it's, you know harder and thus should have extra rewards, not just breakeven.

    I'll use it for questing for the challenge, but I not going to penalize myself just to have a better time with normal farming. Also, many players don't even need xp nowadays...

    I'm indifferent as to whether they rearrange what is the base difficulty as I don't think that matters that much. All they have to do is have a new character or player select their difficulty in character creation or upon a return log-in instead and relabel the present as Story and maybe the next tier as Normal.

    As far as "punishment" the goal isn't to add massive rewards that make playing the higher difficulties necessary or all that efficient. It's there for the joy of the challenge itself.

    That probably isn't compelling to some people but it's there for those that do want it. And for those still complaining about playing on Story - well that's their own fault.
  • Attorneyatlawl
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    AScarlato wrote: »
    AScarlato wrote: »
    AScarlato wrote: »

    That's it. That's all that was needed. So how did it come to this?

    Because at this point there is a certain part of the playerbase that *likes* overland being this easy/accessible.

    The idea is to let those people continue to play as is where nothing provides really any resistance.

    Raising the difficulty floor so there is always more challenge may push away players who use it as "story mode" and just like to casually enjoy the stories or exploring.

    Having the zero resistance setting being the default overland has also pushed away a lot of new players who have tried the game. There has to be a balance.

    Well now there will be. The years of discussing this is why we have the *option* to increase difficulty.

    Frankly, the game would be well served to have a higher default difficulty, and the current one be non default "story mode". People are left woefully unprepared by the game for multiplayer, or just harder content, later thanks to how simple the default is.

    I also wouldn't expect the people bouncing off from the current low difficulty to see the option to raise it in time before just quitting.

    Finally, as proposed, it is a PENALTY to use the challenge modes. You spend at least 5-6x as much time killing the mobs, but only get 2x xp. That's not even factoring in that it's, you know harder and thus should have extra rewards, not just breakeven.

    I'll use it for questing for the challenge, but I not going to penalize myself just to have a better time with normal farming. Also, many players don't even need xp nowadays...

    I'm indifferent as to whether they rearrange what is the base difficulty as I don't think that matters that much. All they have to do is have a new character or player select their difficulty in character creation or upon a return log-in instead and relabel the present as Story and maybe the next tier as Normal.

    As far as "punishment" the goal isn't to add massive rewards that make playing the higher difficulties necessary or all that efficient. It's there for the joy of the challenge itself.

    That probably isn't compelling to some people but it's there for those that do want it. And for those still complaining about playing on Story - well that's their own fault.

    It's there to provide a challenge, not punish those who use it which is what it will do as proposed. Math doesn't lie. I don't need "massive rewards", but I do need it to be equally efficient or better for the effort if I'm ever going to use it outside of story bosses.
    Edited by Attorneyatlawl on January 25, 2026 2:01AM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Attorneyatlawl
    Attorneyatlawl
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    ESO was never incredibly difficult, not even before beta (2013) and post launch nerfs (2014 and 2015) at all in my opinion. Mudcrab packs would die to a few AOE casts at worst and barely damage you even in beta.

    I've seen a lot of misinformation on this as though everything took 5+ minutes to kill and could only be done by the elite in veteran zones. Some people had issues with quest bosses and asked for help in guild so I would go and duo it with them. That's about it.

    Even welwa 6 packs which could drop nirnstones in upper Craglorn weren't tough, you just had to strafe in a circle while blocking and AOE. The strafing was to avoid their charge special attack and turn them into a timed circle.

    Anyway I'd be happy with equivalent xp for the extra time killing mobs, and some increased drop rates of materials and set items, etc.

    Right now, as proposed vestige is a PUNISHMENT for the player on xp. Mobs take 5x as long to kill, and you only get 2x the xp.

    Plus it's even slower still as you have to build in some defense and healing unlike normal mode so really you need around 7-8x xp to break even, 10x to be a benefit.

    Now I'll definitely use it while questing as I want the better challenge, but it needs further rewards to be worth bothering when not doing story quests. I'd love to grind in the mode for xp and rewards, but I won't purposefully punish myself when doing so just for the difficulty.

    Edited by Attorneyatlawl on January 25, 2026 2:03AM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Lord_Hev
    Lord_Hev
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    Please scrap this and just give us what we have been asking for: VETERAN overland.

    Or if it is insisted this must be the way, please shard us, use the sharding architecture for selected difficulties. The people who's entire play experience DEPENDS on being default normal mode do not want to be in the same instance as me, and I do not want to be in the same instance as them. I want to be in the same instance as fellow-minded adventurers wanting engaging and immersive experiences. Separate us.
    Edited by Lord_Hev on January 25, 2026 10:30AM
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • taylorwilenskiub17_ESO
    I’m excited for this change. The ease of overland difficultly was one of the main reasons I quit. I couldn’t enjoy new storylines when they all felt so meaningless.

    Everyone is so focused on rewards being adequate or inadequate, but seem to forget there is a sizeable population of players like myself who just need to general combat to be challenging enough to make the storyline quests worth doing.

    I agree the mixture of difficulties will pose challenges and it feels like the only way to really address this is with layered instances. Especially for public dungeons and delves, heck even world bosses.

    I’m thinking after the player base tests this ZOS can see how many players engage at each difficulty level and if this layered approach makes sense but I don’t see it working without that.

    Generally though I’m super excited for this change and feel like the general population of over indexing on their complaints with this like they do with everything. We moaned that this wasn’t a feature, now it’s coming it it’s FIRST iteration and everyone is complaining it’s not being done right. Let’s be happy ZOS is even addressing this long standing issue and give it some time to bake and mold to what it needs to be.
  • Djiku
    Djiku
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    They way I would prefer difficulty implemented:
    1. Just one hard difficulty, not 3 like it is suggested. Just call it veteran, to stay consistent. It is way easier to balance one difficulty instead of 3 and it just isn't necessary, imo. Also, it would only split up the playerbase into 2 layers/shards.
    2. Separate the players into their respective difficulties! Having every difficulty in one worldspace will lead to griefing and I think many players already voiced that opinion.
    Edited by Djiku on January 25, 2026 3:54PM
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