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"Challenge difficulty" will never work as designed

  • SilverBride
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    I wasn't surprised that this is being done with debuffs. I don't know how else they could have done it without splitting the players. But one of the biggest complaints was about quest bosses which are mostly done solo, so why not just give a hard mode option like veteran dungeon bosses have instead? I don't remember any that said they want hard flights with bears and wolves so how many will really be upping the difficulty just for quests?

    As far as other players ruining someone's experience by fighting a mob they were fighting, well that already happens now. That isn't a difficulty issue. It's an MMO issue.
    PCNA
  • lillybit
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    Way back in one of the original posts about overland difficulty I remember making the same point as OP. It's gonna be weird.

    I also think it'll be subject to abuse - that level 10 player on highest difficulty wandering around with a 1800 CP on easy, killing everything quick so level 10 gets the extra XP. Even if they make is so groups have to share the same difficulty, there's nothing saying they have to be grouped for overland. Unless I've got mixed up, the extra XP for vestige is more than the group bonus so it's still better or them
    PS4 EU
  • AScarlato
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    I'll still take this new system over what we have now for the overland, which is absolutely everything dying in half a second no matter who is around.

    As others said, a fair amount of story content puts you into solo instances. And I also have run into long periods of time - especially in older zones - where I don't run into other players at all.

    And when I do - well I'm no worse off than today even if they are playing on the easiest mode. And in the event they are on the same difficulty, I come out ahead.
  • Czeri
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    There is just no way around the fact that you can't avoid other players in ESO. It's a problem right now - when you do a quest only to be granted with completing your objective just because another player dealt the killing blow to the boss the moment you entered the lair - and it will be a problem when you try to set your difficulty higher and not see any difference because of the unwanted help.

    ZOS did try to do something about that with original Craglorn, where you had to group with others if you hoped to get anywhere due to the difficulty, but the downside proved worse - grouping is extremely difficult to organise, because you needed to not only find someone to play with you at the same time you were ready to go, but they needed to be at the same point in the questline, otherwise one of you was wasting their time redoing things, or doing things that didn't register yet because you were skipping ahead. So it was a huge failure.

    I honestly don't see how this can ever be solved, unless they start offering individual world instances like in Fallout 76.
  • BardokRedSnow
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    Simple solution seems to be to give people who change difficulty their own instance of a delve for themselves and group members.
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • SilverBride
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    Giving players their own instance of a delve or other content won't work because they don't want to separate the players.
    PCNA
  • NoireJin the Witchking
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    Giving players their own instance of a delve or other content won't work because they don't want to separate the players.

    "wont work" isn't true in the slightest, it's a choice due to them not wanting to. It will most definitely will work. However it's less work to use the guise of "not wanting to split the player base". Inherently the essence of MMOS outside of matchmaking is split already. Some solo, some group.

    Rather then people who want to play harder having to put up with the jank, they should do a little more leg work on this system, rather than obfuscating with the excuse of "Not wanting to split the player base"
    Edited by NoireJin the Witchking on February 6, 2026 6:03PM
  • AlexanderDeLarge
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    Been saying it for a while now but hopefully the shared phasing concept is reevaluated when we get crossplay. "Splitting up the community" concerns don't really hold weight when you have three platforms on one server.
  • Sylosi
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    The OP is absolutely correct.

    There is no point having landscape difficulty if there are people in the same instance on the default level who can just come by and one shot stuff.

    You can get away with everyone in one instance In a game like LOTRO, (where I'd say about 30-35% of people play on some landscape difficulty) whilst still a problem, it is less of problem because they have traditional servers rather than megaservers, plus have less players overall & have a larger world.

    All of which generally means you not only have fewer players, but they are more spread out, so whilst an annoyance, it is far more occasional than it would be in ESO. Plus LOTRO has the nicest, most considerate playerbase I've seen in an MMORPG, so it is not uncommon for someone to see the landscape difficulty debuff and go elsewhere to let you get on with it, the ESO playerbase on the other hand...

    Their handling of landscape difficulty is just another example of how inept Zenimax are, they have good ideas for things, but then the implementation is just amateurish and poorly thought through. They added 2 team BGs, yet ignored the single most important thing for that to work - a proper MMR / matchmaking system, then rather than doing real sub-classing they added the abomination they did which just led to a new level of homogenization, etc. And now they are doing the same thing with landscape difficulty, good idea, but amateurish, poorly thought through implementation to the point it will be rendered useless.

    And they wonder why their playerbase has declined so much and why many of us haven't played the game (or spent money on it) in any meaningful sense in years.

    Edited by Sylosi on February 6, 2026 10:23PM
  • SilverBride
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    Giving players their own instance of a delve or other content won't work because they don't want to separate the players.

    "wont work" isn't true in the slightest, it's a choice due to them not wanting to. It will most definitely will work. However it's less work to use the guise of "not wanting to split the player base". Inherently the essence of MMOS outside of matchmaking is split already. Some solo, some group.

    Rather then people who want to play harder having to put up with the jank, they should do a little more leg work on this system, rather than obfuscating with the excuse of "Not wanting to split the player base"

    Not splitting the players is a requirement that they decided on and giving players their own instance of a delve goes against that. That is why I say it won't work because it doesn't meet that requirement.
    PCNA
  • Paramedicus
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    Unfortunately, they simply chose the easiest way to implement it.

    There are multiple difficulty levels (not just two) because it would be difficult to decide which one is appropriate. This would require a lot of time spent on QA, and it might fail anyway because the difficulty of the overland is not uniform.

    They don't want to split the player base, so everyone will use the same instance (let's not forget that more instances = higher costs ;) ).

    And as a result, the rewards for higher difficulty are crappy to prevent farming abuse.
    Edited by Paramedicus on February 6, 2026 6:36PM
    PC EU
    /script JumpToHouse("@Hateful_Huske")
    

    ↑↑↑ Feel free to visit my house if you need to use: ↑↑↑
    • Transmute Station
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  • NoireJin the Witchking
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    Giving players their own instance of a delve or other content won't work because they don't want to separate the players.

    "wont work" isn't true in the slightest, it's a choice due to them not wanting to. It will most definitely will work. However it's less work to use the guise of "not wanting to split the player base". Inherently the essence of MMOS outside of matchmaking is split already. Some solo, some group.

    Rather then people who want to play harder having to put up with the jank, they should do a little more leg work on this system, rather than obfuscating with the excuse of "Not wanting to split the player base"

    Not splitting the players is a requirement that they decided on and giving players their own instance of a delve goes against that. That is why I say it won't work because it doesn't meet that requirement.

    It's an artificial requirement one subject to change as they also mentioned after analyzing feedback, it's not a infallible position. Saying it wont work infers a technical limitation. Its more accurate to say they don't want to. Using wont work plays into the idea of it not being feasible. Again, it is.
  • SilverBride
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    Not splitting the players is a requirement that they decided on and giving players their own instance of a delve goes against that. That is why I say it won't work because it doesn't meet that requirement.

    It's an artificial requirement one subject to change as they also mentioned after analyzing feedback, it's not a infallible position. Saying it wont work infers a technical limitation. Its more accurate to say they don't want to. Using wont work plays into the idea of it not being feasible. Again, it is.

    All I'm saying is it is not feasible with the current requirement in place.

    Where did they say this requirement was subject to change? I know they mentioned expanding the system based on how it goes initially and the feedback they get, but I don't remember them saying they would remove the requirement of not splitting the players.
    PCNA
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    In theory they could make it so the difficulty of an enemy in overland is determined by who first engages it.
  • Warhawke_80
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    No matter what they do it won't be enough...but if that's the trade off to get Story Mode Dungeon & Trials....then so be it.
    ““Elric knew. The sword told him, without words of any sort. Stormbringer needed to fight, for that was its reason for existence...”― Michael Moorcock, Elric of Melniboné
  • ESO_player123
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    In theory they could make it so the difficulty of an enemy in overland is determined by who first engages it.

    In practice that would make the person who arrives second wait while the first finishes. So, if a normal mode player (A) arrives to complete a WB daily and finds a Vestiges mode player (B) engaged with the WB, A will have to sit on their thumbs while B works on the WB (potentially for a long time) or join on the difficulty they did not sign up to use. And may be even wait for the WB to respawn.

    I've never requested difficult overland, but even I think that splitting players into different instances is the way to go.
    Edited by ESO_player123 on February 6, 2026 8:18PM
  • SilverBride
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    In theory they could make it so the difficulty of an enemy in overland is determined by who first engages it.

    There are 2 reasons why this wouldn't be a solution.
    1. Making the difficulty of the enemy be determined by who attacks it first completely takes away the option for those that choose not to increase their difficulty.
    2. The enemies difficulty doesn't change with this system. It's the player that changes.
    Edited by SilverBride on February 6, 2026 8:29PM
    PCNA
  • NoireJin the Witchking
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    Not splitting the players is a requirement that they decided on and giving players their own instance of a delve goes against that. That is why I say it won't work because it doesn't meet that requirement.

    It's an artificial requirement one subject to change as they also mentioned after analyzing feedback, it's not a infallible position. Saying it wont work infers a technical limitation. Its more accurate to say they don't want to. Using wont work plays into the idea of it not being feasible. Again, it is.

    All I'm saying is it is not feasible with the current requirement in place.

    Where did they say this requirement was subject to change? I know they mentioned expanding the system based on how it goes initially and the feedback they get, but I don't remember them saying they would remove the requirement of not splitting the players.

    Again, i think its the importance of that particular language that's being used. Of course it's not feasible if that asinine requirement in place. It's like me standing in a doorway and saying to someone who wants to pass "You cant walk past me" yeah... but must i be blocking that doorway?

    But that requirement is not an absolute and it doesn't have to be. and they said "subject to change based on feedback once the system reaches the Public Test Server." but regarding the numbers of the different levels but it's not hard to believe if a good number of people want a certain change it wouldn't be unreasonable to provide that feedback to ZOS.
  • Gabriel_H
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    Didactiso wrote: »
    I like having multiple levels of difficulties as it grants me increased freedom to adjust my playstyle in more nuanced ways!

    If I find Vestige to be too demanding for me, I can switch down to Master or Seasoned. With this, I can still be immersed with the gameplay difficulty without it being too easy. This also gives players a stronger sense of progression as they work their way up from one tier to the next. Two difficulties is not enough; it shouldn’t be all or nothing.

    Don’t know why some are against options that would greatly cater to far more players of different skill sets.

    So, you are happily killing WBs on your custom difficulty and enjoying the challenge ... I rock up on my 1800+CP toon, on easy difficulty, and kill the boss in 1/10th of the time it will have taken you, as you stand there and can do nothing but watch, utterly obliterating any challenge you had. What was the point of being in challenge mode?
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • tomofhyrule
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    It’s hard not to notice the argument was originally “we want story bosses not to fall over” and has turned into “I want to solo WBs and not have anyone else come by!”

    Out of curiosity, even if the difficulty levels were instanced, wouldn’t someone on your same difficulty level coming to fight the boss with you make it that much easier just due to having more people? Is that just as bad, or is it ok since they’re not on low difficulty?
    (aka, is the problem that you want to solo it, or you just don’t want noobs around)

    Also remember that currently, players who are doing Delves or whatever have that problem already with high-DPS players killing things before them. Why is it only a problem if high-skill players are getting kills stolen, but not when they’re the ones doing the stealing? And who cares in the first place, since major quest bosses are instanced and public bosses are intended to be open to anyone and any time, not done in a “thou must wait to allow others to solo it” way.

    The devs have said it is in their interest not to split the playerbase. I’m sure many players would love nothing more than if they could get a 100% solo instance of the entire game (see all of the arguments about group content and flashy mounts recently), but an MMO lives and dies on the perception of popularity. If some new player logs on and sees nobody there, they say “dead game” and leave for good. As such, sometimes we need to consider what would be best for us might not be good for the health of the game as a whole.
  • Gabriel_H
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    However if i want to play in an instance with like minded players on the same difficulty as me then that is MY choice.

    Way to miss the point. You don't get to do that. As it stands people on Vestige difficulty and people on as is difficulty will be in the same instance.

    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Gabriel_H
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    AScarlato wrote: »
    As others said, a fair amount of story content puts you into solo instances.

    It doesn't. The original main quest is solo instanced, and some of the Chapter stories have some solo instances, but the vast majority are shared instances.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • tomofhyrule
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    Gabriel_H wrote: »
    AScarlato wrote: »
    As others said, a fair amount of story content puts you into solo instances.

    It doesn't. The original main quest is solo instanced, and some of the Chapter stories have some solo instances, but the vast majority are shared instances.

    The vast majority of bosses are solo instanced.

    You can expect that you get to fight Dagon alone. You cannot expect that the wolves in the overland you have to pass by to get to that solo area will be exclusive to you.

    Again, you can’t expect to have the whole game solo. If you do, you may want to play a solo game.
  • Gabriel_H
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    Out of curiosity, even if the difficulty levels were instanced, wouldn’t someone on your same difficulty level coming to fight the boss with you make it that much easier just due to having more people? Is that just as bad, or is it ok since they’re not on low difficulty?
    (aka, is the problem that you want to solo it, or you just don’t want noobs around)

    If 4 high-end players are on Vestige on a WB, they are doing a combined total of 80% of the damage (actually less than that due to having to avoid more incoming damage) of the 5th high-end player who just rocked up on normal difficulty. It shouldn't take that much to see that is highly problematic.

    What if it was only 1 high-end player, doing only 20% of normal damage, we'll call it 15% with the extra movement. They've just spent 20 minutes getting the boss down to 50%. Another high-end player comes in, on normal difficulty and takes the boss from 50% to 0% in less than 2 minutes.

    That defeats the entire point of the increased difficulty levels - which is to provide a challenge and sense of accomplishment. Plus, and I hate to be the one to break it to ZOS but ...

    anugh3bm3v71.png

    ... I found a way to exploit it.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • SilverBride
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    Where did they say this requirement was subject to change? I know they mentioned expanding the system based on how it goes initially and the feedback they get, but I don't remember them saying they would remove the requirement of not splitting the players.

    Again, i think its the importance of that particular language that's being used. Of course it's not feasible if that asinine requirement in place. It's like me standing in a doorway and saying to someone who wants to pass "You cant walk past me" yeah... but must i be blocking that doorway?

    But that requirement is not an absolute and it doesn't have to be. and they said "subject to change based on feedback once the system reaches the Public Test Server." but regarding the numbers of the different levels but it's not hard to believe if a good number of people want a certain change it wouldn't be unreasonable to provide that feedback to ZOS.

    Where does it say it would be subject to change? What I saw was it would be expandable in the future. They also stressed that players would not be divided.

    First, we are making a choice to make sure players are not separated by difficulty. We want to ensure you can engage with any player you want regardless of difficulty. To do this, the choice to opt-in or change your difficulty is up to you. If you like Overland the way it is, great! No change is needed. If you want it to be far more punishing, then opt-in to Vestige Difficulty. You can still play with friends, all while having the bump in challenge.

    That said, we are building Challenge Difficulty to be expandable in the future and layer with other existing systems to help reward players for taking on the challenge.
    PCNA
  • tomofhyrule
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    Gabriel_H wrote: »
    Out of curiosity, even if the difficulty levels were instanced, wouldn’t someone on your same difficulty level coming to fight the boss with you make it that much easier just due to having more people? Is that just as bad, or is it ok since they’re not on low difficulty?
    (aka, is the problem that you want to solo it, or you just don’t want noobs around)

    What if it was only 1 high-end player, doing only 20% of normal damage, we'll call it 15% with the extra movement. They've just spent 20 minutes getting the boss down to 50%. Another high-end player comes in, on normal difficulty and takes the boss from 50% to 0% in less than 2 minutes.

    Which, as I said, is exactly what happens now. A low-skill player who has 15% of the DPS of a vet player is struggling for 20 minutes, before some DPS monster wipes the rest in a matter of seconds.

    Is that just as infuriating? Or is that acceptable since the high skill player is the one who’s looking like a god instead of getting shown up?

    And again, no single person has a monopoly on public enemies. If you want to solo a boss to show you can, there are instanced content (i.e. the story bosses, Archive, arenas, dungeons) that one can enter solo and show their stuff.
  • Gabriel_H
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    Which, as I said, is exactly what happens now. A low-skill player who has 15% of the DPS of a vet player is struggling for 20 minutes, before some DPS monster wipes the rest in a matter of seconds.

    Is that just as infuriating? Or is that acceptable since the high skill player is the one who’s looking like a god instead of getting shown up?

    And again, no single person has a monopoly on public enemies. If you want to solo a boss to show you can, there are instanced content (i.e. the story bosses, Archive, arenas, dungeons) that one can enter solo and show their stuff.

    Sorry, but the differential is nowhere near that high at present. The power differential between 160CP and 1,800CP is only around 20% - 30% at most.

    In addition, that's simply the nature of an MMO - but ZOS are changing that by adding increased difficulty and marketing it as a challenge and sense of accomplishment. That isn't how it is at present.

    ZOS are creating the problem.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Meridiano
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    If ZOS don't reward me with collectibles chances in loot, I stick with the easiest difficulty. Gold? XP? You can keep them. Overland mobs slowing me down and preventing me from using a mount or gathering a resourse node - this is much stronger motivation. To one-shot them.
    Edited by Meridiano on February 6, 2026 9:52PM
    Contact me if you want.
  • lillybit
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    Gabriel_H wrote: »
    Which, as I said, is exactly what happens now. A low-skill player who has 15% of the DPS of a vet player is struggling for 20 minutes, before some DPS monster wipes the rest in a matter of seconds.

    Is that just as infuriating? Or is that acceptable since the high skill player is the one who’s looking like a god instead of getting shown up?

    And again, no single person has a monopoly on public enemies. If you want to solo a boss to show you can, there are instanced content (i.e. the story bosses, Archive, arenas, dungeons) that one can enter solo and show their stuff.

    Sorry, but the differential is nowhere near that high at present. The power differential between 160CP and 1,800CP is only around 20% - 30% at most.

    In addition, that's simply the nature of an MMO - but ZOS are changing that by adding increased difficulty and marketing it as a challenge and sense of accomplishment. That isn't how it is at present.

    ZOS are creating the problem.

    It's not about the differential between 160CP and 1,800CP. It's between a 1,800CP with a proper build and a level 35 who used to play Skyrim say, with attrib points stread out in all 3, random (probably non set) gear they've picked up and skills that just sound cool. For them, that's how it is at present
    PS4 EU
  • gamergirldk
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    I can only see this works If players are in their own difficult instance zone. So all have the same lev mobs.
    And if that means that we have to divide the player base in overland so be it.

    They could atleast make half a 3-6 month test run so we can see how the player numbers will turn out for each difficult lev..
    I do belive we have enough players to support it
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