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Update 50 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts

U50 Feedback Thread for Challenge Difficulty

ZOS_Kevin
ZOS_Kevin
Community Manager
This is the official feedback thread for Challenge Difficulty. Specific feedback that the team is looking for includes the following:
  • Was the system easy to use?
  • What was the most challenging aspect of encounters?
  • Did the risk feel appropriate for the reward?
  • Did you enjoy the system overall?
  • Any general feedback?
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • emilyhyoyeon
    emilyhyoyeon
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    • Was the system easy to use?
      Yes
    • Did you enjoy the system overall?
      Yes
    • Any general feedback?
      FTR: I'm testing regular overland mobs, overland quests, delves, and public dungeons.

      I feel like the ''jumps'' between each difficulty don't feel very smooth. On a glass cannon dungeon-style damage dealer, I felt almost no difference playing on Master vs Adventurer.

      Playing on Master vs Vestige, the difference was very substantial; it's not appropriate for my glass cannon DD, which makes sense. But I also don't think it makes sense for my glass cannon DD to notice effectively no difference between Adventurer to Master.*

      If I were to adjust the numbers, I think:

      Seasoned: 100% increased damage taken, 50% less damage done (or maybe leave it unchanged**)
      Master: 300% increased damage taken, 65% less damage done
      Vestige: 600% increased damage taken, 80% less damage done


      *I think adjusting damage done is more important than damage taken in order to fix what feels awkward to me

      **this difficulty is clearly not ''meant for me'' so I'm kind of wary giving feedback on it

    ETA: The more I'm feeling things around with the settings, the more I'm really feeling like the main ''pain point'' with the values currently are that the damage done nerf is too low (at least on Master, for sure).

    I still firmly think the incoming damage increase on Master is good.

    Edited by emilyhyoyeon on April 14, 2026 7:11PM
    IGN @ emilypumpkin
    Tullanisse Starborne altmer spellsword battlemage & scholar of the ayleids
    Qa'Rirra khajiit assassin & dancer
    Seliwequen Narilata altmer necromancer & debaucher
  • CP5
    CP5
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    So, I logged in and saw the Master tag on the loading screen, opened the character menu and saw it was set to Master. I think that UI element is a little on the big side, doesn't really blend with the rest of the UI but it does stand out. When I ran to a nearby dungeon to test combat I didn't notice any difference when I entered, only to find I was set to normal somehow. Aside from that the system works well enough, and I appreciate the fact that it exists so it can be built upon.

    My issue is, once I got the difficulty set, is that fights didn't really change much, basic fights we still just as basic, since many enemies spend so much time preparing to attack or using attacks that do bugger all that their increased damage didn't matter. And when I went to Wrothgar to try out Old Orsinium I did die a few times. It actually put a smile on my face, until I realized that the only thing that ever really did me in was multiple ranged mobs all doing basic attacks. I mentioned this ages ago in the Overland Content Feedback Thread, that simply making enemies hit harder and us hit weaker was not only something we could do ourselves with gear, but it wouldn't address the main pressure point I feel with most encounters outside of dungeons and trials.

    Enemies at large are just way to basic, years ago when the whole pass was done where "increased the damage but reduced the health of tank enemies" and what not, there isn't anything differentiating one enemy class from another, all mobs are just as durable, deal just about as much damage, give so much grace with their special attacks that they're normally debuffs for the attacker, hence why the light attack barrage was the biggest threat. My reason for preferring instances over debuffs was because I feel, to be impactful, most enemies need to do more in combat. Yes they need more health to live long enough to act, and they need enough damage to justify paying attention to, but without anything else to make them more, I guess the term is 'stand out', overall enemies remain a giant grey glob, doesn't matter if you're fighting bandits, deadra, or ghosts. I know it can't be easily done with a player sided modifier, but if enemies could use more advanced attacks against specific players, that could do something, though again, that'd bleed over onto players who don't want harder content, but as it is I either noticed nothing different or just got instantly gibbed at the start of the fight because I didn't hard cc all the ranged mobs, harder, yes, and I have to pay attention, but if that's it then I don't really feel like challenging myself on that highest difficulty, just seems tedious.

    And in addition, the biggest feedback will be how it feels to be in the middle of a fun fight, only to have a player on a lower difficulty clear the fight without noticing me, and being left waiting for the enemies to respawn, it's an issue that already exists in the game, and once this goes live I'll just have to wait and see how often fate puts that situation on me.
  • shadoza
    shadoza
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    This was my first pass:
    Was the system easy to use? ==> Once I found it, it was easy to use
    What was the most challenging aspect of encounters? ==> Public Dungeons.
    Did the risk feel appropriate for the reward? ==> I didn't see a reward. There was experience but I didn't feel the gain because I was already past C160
    Did you enjoy the system overall? ==> not really but it wasn't designed for my play style. I think I left my level on master and forgot about.
    Any general feedback? I did not see and increase in gold. I did not see any gold. What do I have to kill to see gold?
  • Overbowed
    Overbowed
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    Was the system easy to use?
    Yes

    What was the most challenging aspect of encounters?
    On vestige difficulty the world bosses with multiple adds/bosses posed the most difficulty, as they provide fewer offensive windows. I think the world boss difficulty is in a good spot.

    Did the risk feel appropriate for the reward?
    Reward doesn't matter to me, I was looking forward to the challenge to reinvigorate what I saw as dead content (overland mobs).

    Did you enjoy the system overall?
    I am a little disappointed as vestige difficulty is still too easy. I am normally a PvPer and this was the thing I was hoping would pull me back into some PvE. So with minimal prep I set off with my PvP build, however I found the overland mobs and incursions can still be solo'd fairly easily. The overland mobs still die in 3-4 hits and the damage is easily negotiable with use of the core combat abilities. I guess I was just expecting more like a 10 second fight per plain overland mob.

    Any general feedback?
    Please make vestige difficulty harder, I think the damage reduction could be greater as many of the fights with non-elite mobs were still not long enough to see their unique mechanics. In my opinion it should be a playstyle where every mob poses a threat, not just a marginally longer fight.

    Edit: Adding to my feedback, there could be room to add another difficulty above vestige. My dream would be a 'soul crushing' mode. 99% mitigation, 1000% more damage. I want every trip between towns to feel like an adventure, with a need to theorycraft specialized builds for the occasion, and worry about running out of soul gems/potions/gear breaking in between.
    Edited by Overbowed on April 14, 2026 11:15AM
    The Cyrodiil deer died for your particle effect mounts.

    Bring back ground oils 2025.
  • FabresFour
    FabresFour
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    1) Was the system easy to use?
    Yes, I found the system easy to use. However, I’m not a big fan of where it’s placed, as it feels like it takes up too much space on the player’s interface.

    2) What was the most challenging aspect of encounters?
    I really liked the damage dealt by monsters on Vestige difficulty, especially the bosses’ one-shot mechanics, which, I have to say, felt fantastic.

    3) Did the risk feel appropriate for the reward?
    This one is a bit more complex. I liked the rewards. I know many players would like to see more, but I’m not sure everyone fully understands what this increase in gold actually means. For example, I went to the Rivenspire Public Dungeon and, from a simple group of enemies, I earned nearly 500 gold, something that would usually give around 150–160 gold. That said, I can still understand why some players don’t feel sufficiently rewarded.

    4) Did you enjoy the system overall?
    I tested all difficulty levels. On Adventurer, Seasoned, and Master, there weren’t many moments of high pressure. Maybe World Boss encounters on Master felt somewhat challenging, but overall, those three difficulties feel fine. Still, I would like to see a bigger jump between them.

    Now, when it comes to Vestige difficulty: it feels perfect. I tested it with a freshly created level 3 character, and dealing with two skeletons in Bleakrock at the same time was both challenging and fun, I had to roll dodge, block, interrupt, and actually use core game mechanics. It was a very satisfying experience for someone who has been playing for a long time.

    Then I tested it with a more experienced character. Even dealing only about 20% of my usual damage, I was still able to kill enemies fairly quickly. That said, feeling the incoming damage, the one-shot traps, all of that was incredibly satisfying in my experience.

    6) Any general feedback?
    Overall, I’m very satisfied with the system. However, even on the PTS, I already ran into what used to be a hypothetical situation: I was playing on a higher difficulty, and another player on a lower difficulty ended up making the experience frustrating. I really hope ZeniMax looks into solutions for this in the future, as it can seriously hurt the experience.
    @FabresFour - 2444 CP
    Director and creator of the unofficial translation of The Elder Scrolls Online into BR-Portuguese.
    Twitch: twitch.tv/FabresFour
  • Cellentel
    Cellentel
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    I tested Vestige difficulty with a high damage Magicka Warden setup. High damage, some survivability but not a lot.

    First test: Red Rook Camp in Glenumbra

    First reaction: Is this actually on? I could still two-shot the enemies with my spammable. Tweaking the setting to adventurer and back a few times, I could see that yes, it was indeed doing something but the the overland enemies (at least, in a early game zone) still felt like tissue paper.

    I then proceeded to walk over one of the traps that are on the ground in that area, and got one-shot for 40K. So apparently it affects those too. After several more trap deaths, I let myself get hit by an overland enemy and found it took away about 3/4 of my health.

    Conclusion: In environments with packs of one or two enemies, I could still kill them before they ever became remotely a threat to me.

    Second test: Hircine’s Haunt in Craglorn

    For reasons I cannot explain, this delve is my favorite place in the entire game. Even on live, the enemies are bulky enough and come in larger enough groups that there’s some degree of basic challenge. I can definitely notice the difference between my well-built characters and my wearing-whatever-happens-to-be-in-my-inventory ones. So I wanted to give it a shot on Vestige.

    This was a much more interesting experience than the Red Rook Camp. The packs of enemies were large enough that I couldn’t burst them all down before they could react, and they survived long enough that if I stood still they would swarm me. It still only took 2-3 hits to kill me, so if they reached me, I died. However, any given any still died if I focused on it for a moment, so backpedaling + bursting was very effective. I tried out a few more defensive abilities (damage shield, Major Resolve) and that gave me a bit more tankiness, but didn’t really change the feel much - even with those I would die after a few hits, and I could still burst everything down while backpedaling.

    The two bosses in there (crocodile, werewolf) were fine. The werewolf killed me when I first pulled him without even looking at me - apparently I was hit by a 60K swipe as soon as he pulled without any sort of animation. Beyond that, it was fine because I had Isobel there to tank. She seemed to have zero issue with damage from them (I guess the setting doesn’t affect companion damage taken? It seemed that way at least) and could keep the bosses’ attention. I died to an add that spawned at the very end of the werewolf fight, at the same time the boss died.

    Conclusion

    With the current Vestige balance, individual enemies still feel like paper with a proper damage setup, but can also kill you equally fast. The difficulty therefore depends on how many enemies there are - low density areas will remain pretty trivial, but areas with high enemy density can pose a bit more challenge. The inherent mechanics of most overland content make this pretty easy to workaround - enemies can chase you a long ways before resetting, so kiting them is easy.

    For my tastes, I think making enemies a bit tougher to kill but the player a bit less squishy would be more enjoyable (and yes, I’m aware I could accomplish that myself with gear choices). That would also make the experience better in lower density areas, since there’s less of a dependency on adds swarming you in order to be threatened.
  • mocap
    mocap
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    Master difficulty is ok. At 20k armor you get spike damage from trash mobs. Still can quick kill them even with PTS default gear.

    Vestige difficulty: spike damage is... "spiky". Need close to resist cap, major/minor Protection etc etc. Manageable at least fighting against 3 mobs. Very good difficulty if not hurry. Reminds me of typical single-player game on very high difficulty level.
  • mocap
    mocap
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    For pure class gameplay, Vestige is only available for DK and Arcanist. Other classes don't have their own "beam" unless you count new werewolf channeled attack, which is insane and on par with Arc beam.
  • MattVH
    MattVH
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    Was the system easy to use?

    While a bit tough to find, i'm happy how it can just be adjusted seamlessly in the character sheet. Well done.

    What was the most challenging aspect of encounters?

    Being outnumbered. A single god is still nothing compared to just being outnumbered by a few rats. The most difficult fights are just randomly encountered; they spawn adds with a high magnetic light attack rate, instead of being a more focused complex duel with a powerful delve boss.

    Did the risk feel appropriate for the reward?

    The main reward for me is just that the overland is more immersive and engaging now.
    Gold and experience are never a reward for me personally in ESO. It's both too easy to come by at some point.
    It makes sense that this is the only reward for now, as we can cheese the system fighting alongside lower difficulties.
    But then the limitless potential for rewards like achievements and their associated unlockables/cosmetics could just be yet another reason to take the plunge and do seperate Vestige difficulty, or whatever can be done to maybe even dynamically seperate players.

    Did you enjoy the system overall?

    I personally am extremely excited, as i would play this even without the rewards. I was already desperate playing quests without gear, champion points, and even self imposed rules like no DoT and HoT lazy skills, lol. Now its easier to have actual duels with NPCs, instead of having to design a whole specific handicap build.

    It's been great having to be on your toes, even when you fight 2 simple bandits at the same time. It's something i've always wanted for overland and solo play (i mean thats how Elder Scrolls combat should be, regardless of this being the MMO imo).
    Also made me realize that i automatically did not care about their telepgraphs when i was in overland.

    Any general feedback?
    Like many others: my main worry is about running into other players (again!). And it's ironic that it's 'yet another reason' to try and avoid people now :\

    Sure, making a whole different server/zone/instance would spread the player base out, and that is indeed my first thought as well, but it just does not matter at this point anymore. While i might be more jaded then some, and i'm not saying i'm extremely upset about all these, they do add up:

    node-grabbing
    300% movement speed
    dungeon rushing
    epilepsy inducing mount summons
    people fighting over boss spawns with full burst ultimate and AoE spams...

    Doing less damage had the potential to remedy that and people seeking eachother out again. That doesn't mean normal difficulty has to be removed, i just think some sacrifices (like seperate zones) might just be worth it, with time. Best case scenario would be something dynamic but ambitious/complex like having Vestige only seperating players when they are outside of towns, or inside delves, and the like. (not ignoring potential engine level complexity).

    About Vestige difficulty: I can't speak for damage taken much yet, it sure seems to do the job. But just like some have mentioned already: i'm not against doing even less Damage.

    Certain fights are weird because of X amount of adds with magnetic light attacks. I should be punished for not dodging, wasting resources, mistiming, blocking, but not for not having 20 heals over times up at all times (which i think takes away the reactive gameplay). This is almost a completely different tangent about some core combat design flaws, but i do think Vestige difficulty exposes that
    Edited by MattVH on April 16, 2026 10:14AM
  • Sordidfairytale
    Sordidfairytale
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    Was the system easy to use? No. The write up indicates it is at the log in screen.

    Feedback:

    Provide a visual indicator that indicates the setting your character is currently at.

    Increase challenge overall, but also increase Ultimate Generation as an added reward.
    Edited by Sordidfairytale on April 14, 2026 12:02PM
    The Vegemite Knight
  • ssewallb14_ESO
    ssewallb14_ESO
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    This has huge potential but it's difficult to test as the damage done reduction appears to be bugged, as I pointed out in the bug report thread.

    I did deliberately self-nerf a bit by removing some DPS tuning and it makes overland feel much better with the higher damage taken and longer TTK, it feels like an interactive game again which has been missing for many years. Mechanics do matter but it's not excessive.

    Down the line it would be cool to see something like the fabled in IA occasionally spawn in Vestige, to add a bit more mechanical complexity.

    On a side note, I low-key love that Pale Order doesn't work well in this. Forces me to actively defend instead of just trying to do as much damage as I can to heal.
    Edited by ssewallb14_ESO on April 14, 2026 12:36PM
  • BretonMage
    BretonMage
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    I'm not someone who really wanted harder overland, though I often wish delve and public dungeon bosses were more challenging. I tried Seasoned and Master difficulties, and preferred the seasoned level, though I didn't discern much of a difference between that and Adventurer difficulty for the most part (DLC WBs were definitely harder though).

    On Master, I would have liked trash mobs to deal less damage, because some of them could kill me if I wasn't paying attention, which is really strange. Trash mobs should always be on the easy side, I think. On seasoned, trash mobs were fine, but I would have liked public dungeons bosses to be more challenging (have more health, for example).

    I have always believed that trash mobs should be easy and bosses should be hard, and I don't get that dichotomy from any of the challenge modes. I don't think I'd bother with challenge difficulty as the gameplay wasn't that much more fun for me, and the rewards weren't a draw either.
    Edited by BretonMage on April 14, 2026 6:06PM
  • LonePirate
    LonePirate
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    While on Vestige Difficulty, the Werewolf boss during the Bliss's Delivery Dynamic Encounter did one shot me a couple of times. I was wearing mostly light armor so my resistances were not especially high. The fight was at night and one of the times was due to my own player stupidity for not getting out of the way when the large, circular ground smash or whatever it was consumed me. The other time, though, was due to the radiating rock (?) attack that was not properly telegraphed and I did not see it coming so I couldn't get out of the way. I don't know if this was a fluke instance as I did see the red, round telegraph another time. It may have been due to it being nighttime during the fight or maybe one of the ground effects from one of the Arcanists obscured it. Either way, it may be something to keep a watch on in future fights. I fully suspect I might have survived if I had not been on Vestige Difficulty so this is not a complaint about Vestige Difficulty which seems more than OK so far.
  • Lord_Hev
    Lord_Hev
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    [*] Was the system easy to use?

    Yes, it felt seamless and straight-forward.

    [*] What was the most challenging aspect of encounters?

    Having to really watch for fast interrupt on some enemies, and ensure being built for survivability. Charging into and stacking multiple pulls of adds is dangerous as being pelted by multiple enemies very dramatically ramps up in damage taken. World Bosses require a tank.

    [*] Did the risk feel appropriate for the reward?

    The exp and gold looked noticeably improved but hard to really say as my pts character also had enlightenment. More gold in particular looted from slain enemies would definitely incentivize the higher difficulties.

    [*] Did you enjoy the system overall?

    I am of the opinion that this system is not ideal and would have prefered just plain veteran overland instancing as we had before at game launch. I easily forsee the frequent unintended griefing to occur when other players inevitably join in or "pass through" on easier difficulties. But for what it provides and does, it's better then trying to self-nerf myself on live. At least with this system I can immersively collect and utilize quest rewards and use transmutation system, enchants, and tempers to attempt to min-max these looted drops and 5pcs for a zone for survivability and sustain if needed and avoid the immense power creep. On live my only option is to remove all cp and never ever equip a 5pc bonus set.


    [*] Any general feedback?

    Currently the values are:

    Seasoned: You will take 100% more damage from monsters and do 20% less damage.

    Master: You will take 300% more damage from monsters and do 50% less damage.

    Vestige: You will take 600% more damage from monsters and will deal 80% less damage.


    My suggestions:

    Seasoned: You will take 100% more damage from monsters and will deal 50% less damage.

    Master: You will take 200% more damage from monsters and will deal 70% less damage.

    Vestige: You will take 300% more damage from monsters and will deal 90% less damage.


    This system absolutely needs tweaking. As it stands now, Master and Vestige difficulties feel too much like an FPS shooter. You either burn down the mobs or they burn you down. If we use the standard vet group dungeons as an example, a trash pack there can quickly kill a dps player, while a tank can indefinitely tank, but will take a while to whittle them all down if no dps skills are slotted. A middle ground should be approached for overland. Even at 80% reduced damage done, most of the mobs die exceptionally quick. While most World bosses can also be quickly burned. However alot of these enemies are also grossly over-tuned for having 600% damage recieved. World bosses should not be landing stronger light attacks on my tank then Trial Hard-mode 3rd floor Falgravn, while having less "health" then a HM dungeon boss that hits for substantially less light attacks on my tank. My dps friend with 25k buffed resists and self-healing would get very regular one-shot pelted by random adds in split seconds before I even had a chance to taunt as many of a selection of adds that I could.

    For additional reference the primary sample size we used for all difficulty options was Lake Olo WB in West Weald. On Vestige difficulty we could get to the 1st split phase consistently, but we ultimately gave up on progging it. Every miniscule bit of random damage or untaunted add(and boy I had a LOT to taunt) would just insta-gib my dps friend through 25k resists and 25k health with all blue defense cp slotted. The boss itself was capable of one-shotting my tank with 55k+ light attacks against 34k armor, all defensive blue cp slottables and I was in Swarming Scion form when I finally let go of block to see how much damage it would do. I would have needed over 60k health to safely endure one unblocked light attack.

    We toned it down to Master and were able to secure a 4 minute kill clear on it. My friend still died a few times, but this time it felt like he could react to adds and even the big ones weren't clipping his 25k health pool with a basic light attack. I still had to permanently never let go of block while the Boss was active in the arena, but I could survive its light attacks in Swarming Scion(they now were clocking for 40k, which without swarming scion this would clean one-shot me, I had 35k health base.) The damage we were taking felt appropriate for Vestige difficulty. But of course, this was on Master.

    For additional sample reference, with our same duo composition we can duo Group dungeon HM Unhallowed Graves Kjalnar. Kjalnar on HM does less light attack damage on my tank, and theres plenty of reaction-able things that are capable of insta-gibbing my dps friend. This is a HM group dungeon. We secured Kjalnar kill on a no death clean pull at 11 minutes. Just the two of us.

    Laka Olo on Seasoned difficulty was straight forward and pretty fun for duoing WB. The boss was landing 21k light attacks on my 34k resist and all defensive blue cp tank. My dps friend could handle untaunted adds reasonably. We secured a smooth 2 minute kill clear on it.

    We then did Lake Olo on Adventurer for the full sample experience. 10k light attacks on my tank, I didn't really put much effort into taunting anything else. We secured a 1 minute clear on it.

    On live(adventurer) I can solo Lake Olo with a 4 minute clear. I know of others that can solo it on live in 2 - 3 minutes. Just for some additional anecdotal referencing.





    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • AlterBlika
    AlterBlika
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    Tried Vestige for soloing world bosses (base game and DLC).

    - What was the most challenging aspect of encounters?

    Base game - these feel like some older non-HM vDLC final bosses. Tbh it really depends on the boss but in general they were okay I think.. I didn't find most of them especially challenging.
    DLC - they feel like some HM vDLC final bosses where you must stay focused the entire fight and react to every incoming light attack. They feel like bosses now finally.

    - Did the risk feel appropriate for the reward?

    300 more gold and 3k more exp? Nah

    - Did you enjoy the system overall?

    It's the best thing ever happened to ESO imo
    Edited by AlterBlika on April 14, 2026 10:35PM
  • Cominfordatoothbrush
    - Was the system easy to use?
    yes, simple as can be

    - What was the most challenging aspect of encounters?
    only tried base game public dungeons and delves, and I would say damage received at vestige feels overtuned

    - Did you enjoy the system overall?
    I can safely say this is the only way I'll be playing overland after update 50. While it needs tweaking this is absolutely one of my favorite changes made to the game in years

    - Any general feedback?
    The main reason I want to comment - It feels like there's a missing difficulty level missing between master and vestige. Vestige is great for overland, questing, and delves, but public dungeon bosses were killing me in 2-3 hits with 23k armor (medium armor with a heavy reinforced chest, major/minor resolve, armor CP), and health food. The reduced damage done is a pretty good level, but it's just not a reasonable jump in damage recieved. The ideal scenario imo is quest and public dungeon bosses to feel something like a difficult veteran arena boss or like soloing a veteran dlc dungeon, having it sustain a reasonable amount of damage and being dangerous enough that you're forced to respect mechanics. Fair but difficult enough that it should be played with a proper build that you would use for those kinds of instances. But just being destroyed by basic attacks is not so great. Master difficulty results in fights being too short for this, while I've pretty much described my issue with vestige. Also, I honestly think a bit stronger penalties to damage done would make it better. Even on vestige these fights aren't very long.
    Edited by Cominfordatoothbrush on April 15, 2026 5:41AM
  • DrMedBorn
    DrMedBorn
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    Was the system easy to use?
    Yes

    What was the most challenging aspect of encounters?
    Bosses, of course and more than 2,3 mobs (on vestige)


    Did the risk feel appropriate for the reward?

    Not really, some better drop rates in general would be cool, special titles etc.


    Did you enjoy the system overall?
    Yes/No

    Any general feedback?

    I think it would help to give the actual difficulty mode a symbol next to all players nametag.
    This would intice people to group up more often in the open world (to do harder content together) because people would automacially see if they are playing on a more challange. Also if another player sees I am fighting in master or vestige and the other player sees it, he might might not disturb my current fight.

    Its really annyoing if you are having a great fight and a adventuerer comes along and just kills it with 1 blow. Fells like they are cheating lol.

    I understand you dont want to seperate players much but at least make the dwelves and puglic dungeons instanced with only the player with same diffictuly (or at least excluse anything below Master

  • Pepegrillos
    Pepegrillos
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    The system is awesome. Playing on the highest difficulty makes it so that systems and aspects of the game that go mostly unnoticed in the regular game actually shine here. This includes how npcs are positioned, the terrain, the little upgrades you get while leveling, that random item you looted, consumables, etc. All of that makes a difference to whether you live or die.

    Here is my main problem with it: when other people in lower difficulties show up and one shot your mobs, it ruins the whole experience. Almost feels like you are getting griefed.
  • Frooke
    Frooke
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    I found the system easy to use and activate. However, since it persists on the character even after logging out and back into the game, I ended up forgetting it was enabled. At one point, I was doing a 50k DPS parse without understanding what was happening. It’s far from being a real issue—just a small confusion—but perhaps a clearer indicator could help.

    I really liked the Vestige mode, as it brings a very satisfying level of balance for endgame players. The most challenging aspect of encounters was managing survivability while still maintaining damage. I tested it with my PvP build at around 30k resistances, and I still needed to heal and properly execute mechanics. I also tested it with an optimized Trial DPS and a Heavy Attack Oakensoul build, and in all cases it felt like enemies were still taking too much damage.

    Overall, the risk feels appropriate for the reward, especially in quests and delves, where incoming damage feels well balanced. World bosses, however, clearly require a proper group setup with a dedicated tank, which also feels appropriate.

    I did enjoy the system overall, but I believe some tuning could improve it further. Specifically for Vestige mode, reducing outgoing damage to around 90% would likely feel ideal. At the same time, I understand that such a change could negatively impact newer players who want to experience higher difficulty. Because of that, it might be interesting to adjust Master mode separately—for example, adjusting incoming damage by around 400~500% while reducing outgoing damage by 60–70%. This would make Master mode a great option for experienced and new players starting fresh characters, while still allowing veterans to keep their builds without instantly deleting bosses in Vestige mode.
  • DoofusMax
    DoofusMax
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    • Was the system easy to use?: Meh. I had to go into the Help files to find out how to turn it on, but once I knew that, it was easy enough.
    • What was the most challenging aspect of encounters?: I bumped it up one or two notches (Seasoned on one character and Master on another, I think) and encounters don't melt anymore, but mob packs were still more annoyance than obstacle. Note that I'm CP2350-ish and all characters are decently kitted. They aren't meta unless by accident, but they run useful sets, mythics, food buffs, and the like.
    • Did the risk feel appropriate for the reward? I think I'm only getting XP from it and XP is mostly "whatever" at my level. If there is extra gold dropping, it wasn't enough of a difference to notice.
    • Did you enjoy the system overall? I can't speak to Vestige difficulty, but Seasoned isn't noticeably different from Adventurer. Master is noticeably tougher.
    • Any general feedback? If I were deciding how this was going to look on the live servers, I'd give a pop-up notice that the difficulty options are available and give the player an immediate chance to change the setting with instructions on where to find the setting in-game if they want to change it again later. Having to go look in the Help files to find out where it is was a bit much.
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • Freelancer_ESO
    Freelancer_ESO
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    Was the system easy to use?

    When I logged on my characters was displaying that it was set to Master. It might be better for it to default to off so if someone doesn't want it on and doesn't know how to turn it off they aren't stuck with it assuming that wasn't a display bug.

    What was the most challenging aspect of encounters?

    Certain abilities hit rather hard and can one shot/nearly one shot. My deaths were from things like Boss Abilities, Thrown Dagger, and Traps.

    Did the risk feel appropriate for the reward?

    The risk experience feels kinda uneven. On the lower tiers of increased difficulties it didn't really feel harder much of the time for possibly getting increased rewards. On higher difficulties, you hit situations where you basically had to dodge/run to avoid one shots so the rewards aren't that great of a deal.

    Did you enjoy the system overall?

    I could maybe see some characters that have builds using somewhat enhanced difficulty full time. I'd assume the top difficulties I'd only do for specific events/rewards.

    Any general feedback?

    I'm not that main audience for the change so take this with a grain of salt but, you might want to look at reducing the damage players do a bit more, reducing the damage players take slightly/adjust some of the individual abilities that are hitting really hard, and possibly look at the effectiveness of healing/shielding/cost of actions/companions if you want to fine tune things a bit. When I was testing things in Vestige Difficulty I found it was most effective to try to get my Companion to get agro because so many things hit so hard that it was best to minimize the amount I was getting targeted. I also had to focus more on keeping buffs up which isn't exactly the most fun part of gameplay for me. On the lower difficulties I'd generally just heal thru the damage and spam dodge roll if I thought something might one shot me.
  • mocap
    mocap
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    Was the system easy to use?
    Yes
    Did you enjoy the system overall?
    Yes
    Did the risk feel appropriate for the reward?
    Yes
    What was the most challenging aspect of encounters?
    Unpredictable oneshots

    Any general feedback?
    The Vestige difficulty level isn't particularly challenging overall. You can even play without any gear (no weapons, jewelry, or armor). Any of the three current channeling skills (Arcanist, DK, Werewolf) easily shreds mobs with 32k HP. Meanwhile, an active Crit Surge (which can be paired with Leeching Strikes) makes the character virtually immortal while channeling.

    There are two main issues:

    1) Slow mob attacks: it feels like they only attack once every 3 seconds or so. Most of the time, they die before they can even land a hit.

    2) Oneshots: and this is the biggest problem. When the original mob damage was designed, no one anticipated a +600% modifier. As a result, some mobs deal 20k+. It’s not that the damage is too high, it’s just unpredictable. You sitting at half HP (19k/40k) thinking everything is fine, then get hit for 21k and insta flop. I still have some ideas how to play, even with that. Heavy dot build with damage shield spam, for example.

    But generaly speaking: Vestige is fine. Maybe reduce damage to 90%.
    Here’s a pic of a naked character with zero gear shredding a mob in 5 seconds on Vestige difficulty:
    2gltr5i9ldgt.jpg
  • coop500
    coop500
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    Was the system easy to use?
    Yeah, easy enough to find.

    What was the most challenging aspect of encounters?
    World Bosses in DLC zones, I think they need to be excluded.

    Did the risk feel appropriate for the reward?
    Honestly? No, but this system was made to make questing feel more immersive, so I'm fine with that.

    Did you enjoy the system overall?
    Honestly probably won't use it much outside of roleplaying (making quests that feel high risk actually high risk).

    Any general feedback?
    Exclude world bosses from the system, and adjust the rates of damage taken and damage dealt, make these numbers a little more equal. Random one shots aren't fun, especially if World Bosses continue to be included.
    Edited by coop500 on April 16, 2026 2:28PM
    Hoping for more playable races
  • Arunei
    Arunei
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    I haven't tested yet, as I'm not one who's bothered by the current difficulty of Overland, but I would like to point something out. The whole "people on lower settings come and make battles trivial" thing already happens, just in the opposite direction. Someone battling a WB might be testing a new build or just having fun and Mister McFiveHundredThousandDPS comes along and absolutely nukes it in two seconds.

    WBs aren't meant to be claimed by any one person to beat, honestly no Overland content is (aside from instanced stuff clearly). Usually though, you can find WBs that aren't being camped or anything (especially these days when Tome Challenges have people going between a few specific WBs, haven't tested the rerolls on the PTS to see of there are a wider range of Bosses for U50 yet), and even on Live it's rare that I'm doing stuff and see people jumping into random fights with trash packs, so I doubt there's going to be much worry about your fights being interrupted a whole lot by people on lower settings. Most of us staying on Adventurer aren't going to bother going after mobs unless they're near something we want/need to collect

    And Public Dungeons and Delves also aren't typically super busy unless it's Witches Fest or people are doing a "complete Group Event in X/Y Public Dungeon" Challenge, or it's a place where Leads drop. So I would say it's likely the same thing, in that you won't be running across too many people that are 'stealing' kills.

    Also someone mentioned mobs still having basic attacks. I don't think it's realistic for every kind of mob in Overland to get entirely new mechanics added, but maybe it could be coded that the higher the difficulty setting, the more often and faster mobs attack and use things like Snares, Knockbacks, and Roots? That way you have to be paying more attention, react faster, and be smart about your resources.
    PC-NA | Been around since closed beta

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • coop500
    coop500
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    Arunei wrote: »
    I haven't tested yet, as I'm not one who's bothered by the current difficulty of Overland, but I would like to point something out. The whole "people on lower settings come and make battles trivial" thing already happens, just in the opposite direction. Someone battling a WB might be testing a new build or just having fun and Mister McFiveHundredThousandDPS comes along and absolutely nukes it in two seconds.

    WBs aren't meant to be claimed by any one person to beat, honestly no Overland content is (aside from instanced stuff clearly). Usually though, you can find WBs that aren't being camped or anything (especially these days when Tome Challenges have people going between a few specific WBs, haven't tested the rerolls on the PTS to see of there are a wider range of Bosses for U50 yet), and even on Live it's rare that I'm doing stuff and see people jumping into random fights with trash packs, so I doubt there's going to be much worry about your fights being interrupted a whole lot by people on lower settings. Most of us staying on Adventurer aren't going to bother going after mobs unless they're near something we want/need to collect

    And Public Dungeons and Delves also aren't typically super busy unless it's Witches Fest or people are doing a "complete Group Event in X/Y Public Dungeon" Challenge, or it's a place where Leads drop. So I would say it's likely the same thing, in that you won't be running across too many people that are 'stealing' kills.

    Also someone mentioned mobs still having basic attacks. I don't think it's realistic for every kind of mob in Overland to get entirely new mechanics added, but maybe it could be coded that the higher the difficulty setting, the more often and faster mobs attack and use things like Snares, Knockbacks, and Roots? That way you have to be paying more attention, react faster, and be smart about your resources.

    The system defo feels specifically geared towards the most crackhead meta players, which is defo not me because just playing on the second difficulty with my oakensoul werewolf got me destroyed randomly during a world boss in Summerset. So yeah this system isn't for me really.
    Hoping for more playable races
  • ssewallb14_ESO
    ssewallb14_ESO
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    ob13jes3hclk.png
    I'd be lying if this wasn't at least slightly funny, but maybe make the environmental traps not scale with combat difficulty?

    I'm here for the MMO combat, not to play Minesweeper.
  • MincMincMinc
    MincMincMinc
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    The reward for me is non existant. The XP bonus doesnt apply to really any veteran player. The gold bonus is simply not felt either. I would almost rather see more purple/gold loot drop ideally. However there are bound to be exploits where there are loot mobs that have 1hp or simply getting players on easy mode to farm you.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple potion mats or gold would be better than rewards for the worthy inventory bloat
  • mocap
    mocap
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    Did a few more tests and my final thoughts:

    Master difficulty: really fun to play with 0 armor and no damage sets. It feels almost perfect — enemies hit hard, but there are little to no oneshot bursts. Have a lot of fun with power Flame Lash, provides very strong healing and damage right out of the box without any gear.

    Vestige difficulty: it feels like player damage should be cut by 90%, while monster damage should be increased only to 400% or 500%. This would actually require using full sets/mythic. However, if that happens, Master and Vestige might end up feeling a bit identical. In one case you nerfed yourself, in the other, difficulty level nerfed you.
  • Tannus15
    Tannus15
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    Was the system easy to use?
    Yes

    What was the most challenging aspect of encounters?

    Both the incoming damage in vestage is too high and the outgoing damage is too high.

    Did the risk feel appropriate for the reward?

    Not really.

    Did you enjoy the system overall?

    Yes, it breaths new life into a very stale experience

    Any general feedback?

    On a well setup end game character i'm still 1 or 2 shotting non boss mobs in overland or delves, but in return they are also hitting very hard.
    Any sort of drawn out fight and you're pretty muched doomed, so it's all about quickly smashing enemies.

    I think @Lord_Hev suggested values might be better.

    The reward isn't really noticable, but that's not the point. The game is more fun.

    Lastly bosses can last a long time, and then someone just comes along on adventurer and deletes it. This feels real bad.
    Please consider at least making delves and public dungeons instanced to a set difficulty and use the group leader difficulty.

    I really don't care about "exploiting" the system or whatever. I just don't want to be in the middle of a tough fight and then have someone slap the boss in 2 seconds.
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