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"Challenge difficulty" will never work as designed

  • spartaxoxo
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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.

    Most of the chapter stories bosses are solo instanced, including several of the side quest ones. A lot of times it will be talk to npc and kill some small fry in over world to get some item, go to solo instance to kill boss. Many stories are like that.
    Gabriel_H wrote: »
    ... I found a way to exploit it.

    People on different difficulty levels sharing content in overland is not an exploit. It is the express purpose of the system.
    Edited by spartaxoxo on February 6, 2026 10:49PM
  • ESO_player123
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    spartaxoxo wrote: »
    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.

    Most of the chapter stories bosses are solo instanced, including several of the side quest ones. A lot of times it will be talk to npc and kill some small fry in over world to get some item, go to solo instance to kill boss. Many stories are like that.
    Gabriel_H wrote: »
    ... I found a way to exploit it.

    People on different difficulty levels sharing content in overland is not an exploit. It is the express purpose of the system.

    It's not an exploit when the rewards are the same, when players are not trying to get higher level rewards through shared instances. Please note that I'm not talking about extra XP or gold which are the currently proposed rewards for higher difficulty. They said that they are planning to expand, and when/if they decide to add special rewards such as mounts/skins/gold gear (I've seen all of that being requested here on the forums) then mixing players will become exploitable.

    Another note: I would be fine with better/special rewards if the players were split by difficulty like in the current Normal/Vet dungeon/trial system.
  • zaria
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    Gabriel_H wrote: »
    I don't see how that will be any different than it is now where we have players of all different levels and skills fighting the same World Boss etc..

    Currently:
    A level 10 rocks up to a WB who is a 160CP mob. The game, in the background scales the level 10 up to 160CP.
    A big bad 1,800CP rocks up and makes the fight a whole lot easier because they are overpowered compared to the mob.
    The level 10 is grateful for the easy kill.

    Under challenge mode:
    A level 1,800CP rocks up to a world boss, with the player set to extra-super duper hard mode. They are taking a lot more damage, and doing a lot less. They are happy about it, they want this. They set the difficulty slider.
    A second 1,800CP rocks up and makes the fight a whole lot easier because they are overpowered compared to the mob.
    The first 1,800CP is super mad. They just had their gaming experience ruined.

    The difference is intent and outcome.
    This is already an issue, some want to solo an world boss, a friendly khajiit see the fight and want to help.

    And some level 15 something helped me with an world boss I could not solo.
    Now if the level 15 is an alt with crafted gear they are pretty tough.
    If new players with random gear not so much.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Gabriel_H
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    lillybit wrote: »
    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

    In overland all players below 160CP are scaled up in the background to 160CP. So yes, it is the difference between 160CP and 1,800CP.

    PC EU
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  • Gabriel_H
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    spartaxoxo wrote: »
    People on different difficulty levels sharing content in overland is not an exploit. It is the express purpose of the system.

    Yes, it is. If the reward is locked behind completing something on Vestige difficulty, and you have a group of 4 players - 3 on Vestige and 1 on normal - you are clearing the content easily becasue that 1 player on normal is completely overpowered compared to the mobs. That's an exploit. That's the point.

    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: »
    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.

    Ok, fine: here's an example.

    I'm CP 2800-something. In my overland build (I have a specific "for-fun" build I use in overland since it does more DPS than my dungeon and trial setups), I think I'm pulling about 10k DPS.
    No, that is not a typo. 10k. Less than 10% of what most sweaty people have.

    How can I manage to be "so bad" at the game? Well, for one, I'm a tank. My favored playstyle is a full-on stone wall. All 64 points in health, thematically appropriate sets (Ironblood and Perfect Yol), and I'm still mostly tanking while my Companion handles the DPS since he outparses me in the first place. Because that's the way I like to play.
    You know what's not fun for me to play? Some Arcbladeknight monstrosity who beams everything down with perfectly-metagamed sets that make no sense being on my carefully-backstoried character.

    So don't you worry, because if you're fighting a WB and I walk by, you'll probably still outparse me even if I'm on standard mode. Because not everyone who plays this game is trying to be a 130k DPS god.

    And again, if you want to bring up the "nature of an MMO," let's start with one simple fact: The nature of an MMO is that multiple people are around to jump into a fight at any one time, not that someone can claim a public boss for their own to solo and whine when others join in.
  • spartaxoxo
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    spartaxoxo wrote: »
    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.

    Most of the chapter stories bosses are solo instanced, including several of the side quest ones. A lot of times it will be talk to npc and kill some small fry in over world to get some item, go to solo instance to kill boss. Many stories are like that.
    Gabriel_H wrote: »
    ... I found a way to exploit it.

    People on different difficulty levels sharing content in overland is not an exploit. It is the express purpose of the system.

    It's not an exploit when the rewards are the same, when players are not trying to get higher level rewards through shared instances. Please note that I'm not talking about extra XP or gold which are the currently proposed rewards for higher difficulty. They said that they are planning to expand, and when/if they decide to add special rewards such as mounts/skins/gold gear (I've seen all of that being requested here on the forums) then mixing players will become exploitable.

    Another note: I would be fine with better/special rewards if the players were split by difficulty like in the current Normal/Vet dungeon/trial system.

    Exploiting is about using things in a way that's not intended. The devs specifically went with this design so people could play together and they picked the rewards with the idea in mind that doing so wouldn't be exploiting. They literally stated they were limiting the rewards for that reason.
    Gabriel_H wrote: »
    spartaxoxo wrote: »
    People on different difficulty levels sharing content in overland is not an exploit. It is the express purpose of the system.

    Yes, it is. If the reward is locked behind completing something on Vestige difficulty, and you have a group of 4 players - 3 on Vestige and 1 on normal - you are clearing the content easily becasue that 1 player on normal is completely overpowered compared to the mobs. That's an exploit. That's the point.

    Such a thing would be no different than carrying a friend through a dungeon. Or helping some random newbie beat a world boss. Regardless of personal opinions about carrying players, the devs wanted people from different difficulty levels to be able to play together.

    Edit: removed redundant text
    Edited by spartaxoxo on February 7, 2026 4:09AM
  • Erickson9610
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    Gabriel_H wrote: »
    spartaxoxo wrote: »
    People on different difficulty levels sharing content in overland is not an exploit. It is the express purpose of the system.

    Yes, it is. If the reward is locked behind completing something on Vestige difficulty, and you have a group of 4 players - 3 on Vestige and 1 on normal - you are clearing the content easily becasue that 1 player on normal is completely overpowered compared to the mobs. That's an exploit. That's the point.

    It's really not much of an exploit if the rewards are just part of a Golden Pursuit with one of the tasks asking you to defeat enemies in a higher challenge difficulty. Sure, you'd clear content easier with other players, but you also could've done any of the other Golden Pursuit challenges to get that reward instead.

    Challenge Difficulty will probably not directly give you better rewards on its own, due to the challenges pointed out in threads like these.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

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  • ESO_player123
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    spartaxoxo wrote: »
    spartaxoxo wrote: »
    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.

    Most of the chapter stories bosses are solo instanced, including several of the side quest ones. A lot of times it will be talk to npc and kill some small fry in over world to get some item, go to solo instance to kill boss. Many stories are like that.
    Gabriel_H wrote: »
    ... I found a way to exploit it.

    People on different difficulty levels sharing content in overland is not an exploit. It is the express purpose of the system.

    It's not an exploit when the rewards are the same, when players are not trying to get higher level rewards through shared instances. Please note that I'm not talking about extra XP or gold which are the currently proposed rewards for higher difficulty. They said that they are planning to expand, and when/if they decide to add special rewards such as mounts/skins/gold gear (I've seen all of that being requested here on the forums) then mixing players will become exploitable.

    Another note: I would be fine with better/special rewards if the players were split by difficulty like in the current Normal/Vet dungeon/trial system.

    Exploiting is about using things in a way that's not intended. The devs specifically went with this design so people could play together and they picked the rewards with the idea in mind that doing so wouldn't be exploiting. They literally stated they were limiting the rewards for that reason.

    Edit: removed redundant text

    Like I said, as long as the rewards are XP and extra gold, I do not see an issue (except players on higher difficulty being unhappy with players on lower difficulty melting mobs). However, I do not believe that the rewards will stay there. The devs said that it's just the start, so we do not know where it will end up.

  • katanagirl1
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    I haven’t been following this discussion because I am not personally interested in this option, but having players of different difficulty in the same instance is exactly not what I would have expected. Why would you not want to put those of the same difficulty together? Why would players of another difficulty would want to join them? Aren’t the people they get together to do things with also those who want higher difficulty?

    When you design it the way I am thinking, and peel players off onto instances, you do so based on difficulty and then ramp up the enemy health. That seems pretty straightforward, maybe I am missing something. I don’t really care either way, if I want sweaty stuff I go to trials. Overland for me is farming, surveys and treasure maps. I want it to be relaxing, not a parsing chore.
    Khajiit Stamblade main
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  • robwolf666
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    i understand there are some people who think delves, public dungeons, etc. are devoid of players. this is not actually true, at least on PC-EU. it's very rare, outside of super off-peak times, that i'm in a delve or PD and there isn't at least one other player there, and usually more.

    so how can i possibly enjoy "challenge difficulty" on a harder difficulty, when there's almost always some other player around who's going to kill my public dungeon bosses in 3 seconds? where is the challenge? where is the difficulty?

    it's extremely obvious that this system will be a failure, not because "no one wants difficult content" (as some toxic casuals claim) but rather because you can't have difficult content if someone else in that content turns the self-nerf slider to "easy mode". challenge difficulty feels like something designed for a single player game, but ESO is not a single player game, it's an MMORPG.

    someone please convince me that i'm wrong here, because i don't see how this can possibly work.

    Historically Elder Scrolls is a single player game - the more ESO leans into that, the happier I am.
    That said - difficulty modes need to be separated, I don't see how it will work effectively otherwise.
    One way would be the FO76 way - private servers/instances. If that was a part of ESO+... I'd be "Where do I sign up?".
  • Eliahnus
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    Gabriel_H wrote: »
    spartaxoxo wrote: »
    People on different difficulty levels sharing content in overland is not an exploit. It is the express purpose of the system.

    Yes, it is. If the reward is locked behind completing something on Vestige difficulty, and you have a group of 4 players - 3 on Vestige and 1 on normal - you are clearing the content easily becasue that 1 player on normal is completely overpowered compared to the mobs. That's an exploit. That's the point.
    Gabriel_H wrote: »
    spartaxoxo wrote: »
    People on different difficulty levels sharing content in overland is not an exploit. It is the express purpose of the system.

    Yes, it is. If the reward is locked behind completing something on Vestige difficulty, and you have a group of 4 players - 3 on Vestige and 1 on normal - you are clearing the content easily becasue that 1 player on normal is completely overpowered compared to the mobs. That's an exploit. That's the point.

    It’s not an exploit. It’s bad design.
  • Muizer
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    Do we need yet another thread for this? It's hardly some novel insight. @ZOS_Icy or some other mod, kindly close or merge this thread.
    Edited by Muizer on February 7, 2026 11:39AM
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • Heronisan
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    I think making a slider is a huge missed opportunity to get tons of end game content for players to work towards for free...

    If we had a norm and vet instanced version, this means they could now esentially start adding titles, skins, personality and whatever else rewards they would like, just like we have these rewards for trifectas, harmodes and vet versions of dugeons and trials. And we could get yet another carrot on a stick, which a mmo needs to survive.

    They could in theory turn any delve, or wb or quest or whatever else to a 12 man trial difficulty or something else. Vet would be where a player could go to get challenged, so because vet version would be where overland is deadly, then devs could have very free reigns when playing around in that overland version.

    Its not uncommon for other mmos to have one area be level 50, and maybe inaide this level 50 area is a level 70-80 area or boss.

    So for one zone in eso, maybe one delve was 4 man difficulty, the other one 12 man difficulty etc. And theres also one of the WB beeing so hard u need to gather 20 players to kill it.

    With a slider it wont be possible to add titles and unique stuff as rewards because a non slidrr player could just oneshot anything for u, and i feel like it would be much harder to program it to give rewards based on slider, instead of 2 instanced places

    Having a slider does not bring people together, if someone wants to be cahllenged in overland, theu need to actively avoid other players to not get their experience ruined, vompared to a vet version, where u know u have the same difficulty, u are both in the same dangrr, turning it more into a feeling of working together to take down something hard. Which is what alot of end gamers want, they want to run around in a world that is actually dangerous for everyone.
    Edited by Heronisan on February 7, 2026 11:59AM
  • BananaBender
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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.

    I agree that this is an issue we already have where players of completely different skill level are playing the same content, and said content can't really be designed around every single skill level which will inevitably leave some players out.
    What I don't understand is why we need to repeat the same, already proven to be bad design? It is an issue now, why does it have to be an issue in the future as well when it could just be solved by having difficulty based instances. It wouldn't fully solve the issue as people who nuke the bosses can still play on the difficulty we currently have, but it would at least help a little bit.

    I'm personally looking forwards on trying the vestige difficulty in solo instances, but I don't see myself using if it fails to do the one thing it's supposed to, raise the difficulty. Having other players fight the world boss for you isn't more difficult than it is right now.
  • SilverBride
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    I don't understand what is so bad about players of different difficulties interacting with other players in the open world. That is how it is in an MMO. Players of different levels and skills and difficulties are going to run into others and sometimes fight the same enemies. That is no different than it is now.

    They are giving us difficulty choices which is what was asked for. That doesn't require that we be separated, which would restrict who we could play with, and would be as bad as it was at launch when we could only play with others of our same faction.
    PCNA
  • SilverBride
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    What I don't understand is why we need to repeat the same, already proven to be bad design? It is an issue now, why does it have to be an issue in the future as well when it could just be solved by having difficulty based instances.

    The design that was proven bad was at launch when we could only play with others of our same faction. Separating players by what difficulty level they choose would be just as bad, and would greatly restrict who we could play with. That is an already proven bad feature we don't want to repeat.
    PCNA
  • Gabriel_H
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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.

    Ok, fine: here's an example.

    I'm CP 2800-something. In my overland build (I have a specific "for-fun" build I use in overland since it does more DPS than my dungeon and trial setups), I think I'm pulling about 10k DPS.
    No, that is not a typo. 10k. Less than 10% of what most sweaty people have.

    How can I manage to be "so bad" at the game? Well, for one, I'm a tank. My favored playstyle is a full-on stone wall. All 64 points in health, thematically appropriate sets (Ironblood and Perfect Yol), and I'm still mostly tanking while my Companion handles the DPS since he outparses me in the first place. Because that's the way I like to play.
    You know what's not fun for me to play? Some Arcbladeknight monstrosity who beams everything down with perfectly-metagamed sets that make no sense being on my carefully-backstoried character.

    So don't you worry, because if you're fighting a WB and I walk by, you'll probably still outparse me even if I'm on standard mode. Because not everyone who plays this game is trying to be a 130k DPS god.

    And again, if you want to bring up the "nature of an MMO," let's start with one simple fact: The nature of an MMO is that multiple people are around to jump into a fight at any one time, not that someone can claim a public boss for their own to solo and whine when others join in.

    Still missing the point. ZOS are bringing in increased difficulty as way to provide a challenge and sense of accomplishment. Having mixed difficulty instances does not do that. It's a giant flaw in that intent and outcome.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Gabriel_H
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    Gabriel_H wrote: »
    spartaxoxo wrote: »
    People on different difficulty levels sharing content in overland is not an exploit. It is the express purpose of the system.

    Yes, it is. If the reward is locked behind completing something on Vestige difficulty, and you have a group of 4 players - 3 on Vestige and 1 on normal - you are clearing the content easily becasue that 1 player on normal is completely overpowered compared to the mobs. That's an exploit. That's the point.

    It's really not much of an exploit if the rewards are just part of a Golden Pursuit with one of the tasks asking you to defeat enemies in a higher challenge difficulty. Sure, you'd clear content easier with other players, but you also could've done any of the other Golden Pursuit challenges to get that reward instead.

    Challenge Difficulty will probably not directly give you better rewards on its own, due to the challenges pointed out in threads like these.

    "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." - ZOS, 22nd January 2026.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Gabriel_H
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    I don't understand what is so bad about players of different difficulties interacting with other players in the open world. That is how it is in an MMO. Players of different levels and skills and difficulties are going to run into others and sometimes fight the same enemies. That is no different than it is now.

    They are giving us difficulty choices which is what was asked for. That doesn't require that we be separated, which would restrict who we could play with, and would be as bad as it was at launch when we could only play with others of our same faction.

    Again: Intent and outcome.

    ZOS are specifically introducing a system whose intent is to provide a challenge and sense of accomplishment. That is not the same thing as a 3600CP running in to kill a WB a level 10 is fighting.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Warhawke_80
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    Gabriel_H wrote: »
    I don't understand what is so bad about players of different difficulties interacting with other players in the open world. That is how it is in an MMO. Players of different levels and skills and difficulties are going to run into others and sometimes fight the same enemies. That is no different than it is now.

    They are giving us difficulty choices which is what was asked for. That doesn't require that we be separated, which would restrict who we could play with, and would be as bad as it was at launch when we could only play with others of our same faction.

    Again: Intent and outcome.

    ZOS are specifically introducing a system whose intent is to provide a challenge and sense of accomplishment. That is not the same thing as a 3600CP running in to kill a WB a level 10 is fighting.

    Right...they have already solved the level scaling issues...so as Todd says....."it should just work."
    ““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
  • SilverBride
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    A challenge doesn't mean exclusive instances of the game that others cannot take part in. A challenge means making it more difficult to defeat the enemies, and this is what the difficulty levels will do. I would be pretty irritated if they gave these players their own personal playgrounds that excluded everyone else.
    Edited by SilverBride on February 7, 2026 9:00PM
    PCNA
  • Erickson9610
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    Gabriel_H wrote: »
    Gabriel_H wrote: »
    spartaxoxo wrote: »
    People on different difficulty levels sharing content in overland is not an exploit. It is the express purpose of the system.

    Yes, it is. If the reward is locked behind completing something on Vestige difficulty, and you have a group of 4 players - 3 on Vestige and 1 on normal - you are clearing the content easily becasue that 1 player on normal is completely overpowered compared to the mobs. That's an exploit. That's the point.

    It's really not much of an exploit if the rewards are just part of a Golden Pursuit with one of the tasks asking you to defeat enemies in a higher challenge difficulty. Sure, you'd clear content easier with other players, but you also could've done any of the other Golden Pursuit challenges to get that reward instead.

    Challenge Difficulty will probably not directly give you better rewards on its own, due to the challenges pointed out in threads like these.

    "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." - ZOS, 22nd January 2026.

    "and layer with other existing systems to help reward players"

    Golden Pursuit challenges. That was the one example ZOS explicitly stated would be a possibility. Aside from that, we don't know how else Challenge Difficulty will offer rewards.

    My guess is we'll have Tamriel Tome challenges that require us to be in a harder difficulty to complete — and we have the option of rerolling those challenges.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • wolfie1.0.
    wolfie1.0.
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    Gabriel_H wrote: »
    I don't see how that will be any different than it is now where we have players of all different levels and skills fighting the same World Boss etc..

    Currently:
    A level 10 rocks up to a WB who is a 160CP mob. The game, in the background scales the level 10 up to 160CP.
    A big bad 1,800CP rocks up and makes the fight a whole lot easier because they are overpowered compared to the mob.
    The level 10 is grateful for the easy kill.

    Under challenge mode:
    A level 1,800CP rocks up to a world boss, with the player set to extra-super duper hard mode. They are taking a lot more damage, and doing a lot less. They are happy about it, they want this. They set the difficulty slider.
    A second 1,800CP rocks up and makes the fight a whole lot easier because they are overpowered compared to the mob.
    The first 1,800CP is super mad. They just had their gaming experience ruined.

    The difference is intent and outcome.

    Its worse than that. Lets say 2 cp 1800 characters roll up and are in a group. One is in super hard mode and the other is just normal. Normal.dude kills the mobs, hard mode character gets highly boosted exp and more gold....
  • Orbital78
    Orbital78
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    So could we just aoe pull everything into a ball on max difficulty and just let someone on normal difficulty melt it down for max profits?
  • SilverBride
    SilverBride
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    wolfie1.0. wrote: »
    Lets say 2 cp 1800 characters roll up and are in a group. One is in super hard mode and the other is just normal. Normal.dude kills the mobs, hard mode character gets highly boosted exp and more gold....

    I hope they are taking things like that into consideration and adjusting the experience and gold to the actual contribution each player made.

    PCNA
  • INM
    INM
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    I don't know what's the problem in putting people playing on different difficulties into different shards aside from making the game look more busy that it actually is (or simply because it requires a bit more effort to implement). Because currently, Overland interactions between people are close to 0, people barely group and play together.

    The argument about One Tamriel doesn't make sense either, because there was a system limitation you couldn't circumvent. Here you could have just change the difficulty.

    The argument about splitting the player base is kinda funny, considering that some people in this thread are very concerned about it, when in another thread they were trying to tell difficulty setting doesn't make sense, because only a few percent of people would want that. How would it exactly split the general population if these few percent would exist on another shard?
  • SilverBride
    SilverBride
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    This new system hasn't even hit the PTS yet and it's already creating a lot of conflict among the players.
    PCNA
  • Skorro
    Skorro
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    Well skyreach levelling carries are about to get a lot quicker lol
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