Okay so I know it hasn't even been 48 hours but I figured I'd give some of my own feedback after testing the waters with the new harder overland zones. The TLDR of this is "great idea, needs some work".
Right now, as it stands, there's not a whole lot of real incentive to do Challenge Difficulty. The big reason for this is the numbers just don't work out in the player's favor as a proper reward for getting abused and murdered by every skeleton in Glenumbra.
Let's look at Vestige difficulty as the extreme example. In this highest difficulty, you are taking seven times as much damage as normal, dealing a fifth of your usual outgoing damage, and as a reward? Twice as much XP, three times as much gold, and some dyes and titles. Even with Seasoned, twice as much incoming damage, half as much outgoing, and your reward is a measly 1.2x experience and 1.5x gold... and some dyes and a title. The risk far outweighs the reward, and there becomes little reason to do anything on these difficulties other than achievement farm. And once you've gotten those achievements, no reason at all other than extended masochism. There's also no real reason whatsoever, if your goal is to get those cosmetics, to play on Master. One achievement covers Vestige difficulty, all the rest are obtainable on Seasoned.
This isn't too much of a surprise, unfortunately. Games in the Bethesda/ZeniMax sphere have often had problems with difficulty sliders that players would later fix with mods. See the Nexus sites for Oblivion (7 different mods with "difficulty" in the title alone, 9 for Remastered), Skyrim (38 mods), Fallout 3 (15 mods), 4 (31 mods), and New Vegas (28 mods). Obviously, this can't be done in an MMO, but it speaks to the root problem.
But it's not a lost cause. There are things that ZOS can do to incentivize people to want to utilize this new feature and cut down on the potential for a trichotillomania epidemic among the playerbase. I had a couple of ideas, and I'm also hoping this sparks discussion for other ideas.
The first idea I had are improved rewards. As already pointed out, the gold and experience boosts are nothing compared to the change in damage. Problem is, I'm not even sure a 7x gold and experience boost would be much better or much more of a justification to play on Vestige regularly. So why not spice things up a bit? I'm talking more set items per boss (maybe 2-4 set items depending on difficulty), higher quality (e.g. legendary on Vestige), chance of more ideal traits, up to and including Nirnhoned, higher change of monster trophies (yeah remember those?), maybe some new Challenge Difficulty-specific sets (maybe even bind-on-equip so they can work their way into the guild market economy).
My other idea is steadily increasing buffs based on how well you do in a given difficulty. This can be done in one (or both) of two ways. The most basic way to do this would be the more enemies you kill in a given difficulty, the more of a buff you get for the future. This one's just a hypothetical idea, but maybe some small percentage increase (respective to difficulty) per enemy killed with a preset cap, and the bonus only applies when on the difficulty you killed those enemies on. Alternatively (or concurrently), a bonus that only persists as long as you don't change difficulty. Just gonna toss out some loose math here as an example, don't take it as gospel.
Let's say that when you're on Vestige difficulty, every enemy you kill grants you a permanent 0.05% damage bonus, up to a maximum of 30%, but the bonus is only active when on Vestige. On top of that, there could also be a 1% damage reduction per enemy killed, up to a maximum of 350%, but this buff not only is only active on Vestige, but also resets back to zero if you change difficulty to something else and then back to Vestige. These bonuses would vary dependant on the difficulty and the base outgoing/incoming damage change that difficulty has.
This is just my musings for ideas, maybe other people have ideas I didn't think of, but the long and short of it is while we definitely needed a refreshing change to old content, and this was certainly a step in the right direction, it could be better.
Okay so I know it hasn't even been 48 hours but I figured I'd give some of my own feedback after testing the waters with the new harder overland zones. The TLDR of this is "great idea, needs some work".
Right now, as it stands, there's not a whole lot of real incentive to do Challenge Difficulty. The big reason for this is the numbers just don't work out in the player's favor as a proper reward for getting abused and murdered by every skeleton in Glenumbra.
Let's look at Vestige difficulty as the extreme example. In this highest difficulty, you are taking seven times as much damage as normal, dealing a fifth of your usual outgoing damage, and as a reward? Twice as much XP, three times as much gold, and some dyes and titles. Even with Seasoned, twice as much incoming damage, half as much outgoing, and your reward is a measly 1.2x experience and 1.5x gold... and some dyes and a title. The risk far outweighs the reward, and there becomes little reason to do anything on these difficulties other than achievement farm. And once you've gotten those achievements, no reason at all other than extended masochism. There's also no real reason whatsoever, if your goal is to get those cosmetics, to play on Master. One achievement covers Vestige difficulty, all the rest are obtainable on Seasoned.
This isn't too much of a surprise, unfortunately. Games in the Bethesda/ZeniMax sphere have often had problems with difficulty sliders that players would later fix with mods. See the Nexus sites for Oblivion (7 different mods with "difficulty" in the title alone, 9 for Remastered), Skyrim (38 mods), Fallout 3 (15 mods), 4 (31 mods), and New Vegas (28 mods). Obviously, this can't be done in an MMO, but it speaks to the root problem.
But it's not a lost cause. There are things that ZOS can do to incentivize people to want to utilize this new feature and cut down on the potential for a trichotillomania epidemic among the playerbase. I had a couple of ideas, and I'm also hoping this sparks discussion for other ideas.
The first idea I had are improved rewards. As already pointed out, the gold and experience boosts are nothing compared to the change in damage. Problem is, I'm not even sure a 7x gold and experience boost would be much better or much more of a justification to play on Vestige regularly. So why not spice things up a bit? I'm talking more set items per boss (maybe 2-4 set items depending on difficulty), higher quality (e.g. legendary on Vestige), chance of more ideal traits, up to and including Nirnhoned, higher change of monster trophies (yeah remember those?), maybe some new Challenge Difficulty-specific sets (maybe even bind-on-equip so they can work their way into the guild market economy).
My other idea is steadily increasing buffs based on how well you do in a given difficulty. This can be done in one (or both) of two ways. The most basic way to do this would be the more enemies you kill in a given difficulty, the more of a buff you get for the future. This one's just a hypothetical idea, but maybe some small percentage increase (respective to difficulty) per enemy killed with a preset cap, and the bonus only applies when on the difficulty you killed those enemies on. Alternatively (or concurrently), a bonus that only persists as long as you don't change difficulty. Just gonna toss out some loose math here as an example, don't take it as gospel.
Let's say that when you're on Vestige difficulty, every enemy you kill grants you a permanent 0.05% damage bonus, up to a maximum of 30%, but the bonus is only active when on Vestige. On top of that, there could also be a 1% damage reduction per enemy killed, up to a maximum of 350%, but this buff not only is only active on Vestige, but also resets back to zero if you change difficulty to something else and then back to Vestige. These bonuses would vary dependant on the difficulty and the base outgoing/incoming damage change that difficulty has.
This is just my musings for ideas, maybe other people have ideas I didn't think of, but the long and short of it is while we definitely needed a refreshing change to old content, and this was certainly a step in the right direction, it could be better.
If I recall this right, Challenge Difficulty was introduced, because people did not enjoy overland content because it was too easy. They wanted engaging gameplay.It was never about getting anything extra in term of rewards. Everyone claimed it was about having fun and engaging gameplay.
Which means: there should be no extra rewards needed, as this is a mode for people to *have fun* not to farm more gold.
Okay so I know it hasn't even been 48 hours but I figured I'd give some of my own feedback after testing the waters with the new harder overland zones. The TLDR of this is "great idea, needs some work".
Right now, as it stands, there's not a whole lot of real incentive to do Challenge Difficulty. The big reason for this is the numbers just don't work out in the player's favor as a proper reward for getting abused and murdered by every skeleton in Glenumbra.
Let's look at Vestige difficulty as the extreme example. In this highest difficulty, you are taking seven times as much damage as normal, dealing a fifth of your usual outgoing damage, and as a reward? Twice as much XP, three times as much gold, and some dyes and titles. Even with Seasoned, twice as much incoming damage, half as much outgoing, and your reward is a measly 1.2x experience and 1.5x gold... and some dyes and a title. The risk far outweighs the reward, and there becomes little reason to do anything on these difficulties other than achievement farm. And once you've gotten those achievements, no reason at all other than extended masochism. There's also no real reason whatsoever, if your goal is to get those cosmetics, to play on Master. One achievement covers Vestige difficulty, all the rest are obtainable on Seasoned.
This isn't too much of a surprise, unfortunately. Games in the Bethesda/ZeniMax sphere have often had problems with difficulty sliders that players would later fix with mods. See the Nexus sites for Oblivion (7 different mods with "difficulty" in the title alone, 9 for Remastered), Skyrim (38 mods), Fallout 3 (15 mods), 4 (31 mods), and New Vegas (28 mods). Obviously, this can't be done in an MMO, but it speaks to the root problem.
But it's not a lost cause. There are things that ZOS can do to incentivize people to want to utilize this new feature and cut down on the potential for a trichotillomania epidemic among the playerbase. I had a couple of ideas, and I'm also hoping this sparks discussion for other ideas.
The first idea I had are improved rewards. As already pointed out, the gold and experience boosts are nothing compared to the change in damage. Problem is, I'm not even sure a 7x gold and experience boost would be much better or much more of a justification to play on Vestige regularly. So why not spice things up a bit? I'm talking more set items per boss (maybe 2-4 set items depending on difficulty), higher quality (e.g. legendary on Vestige), chance of more ideal traits, up to and including Nirnhoned, higher change of monster trophies (yeah remember those?), maybe some new Challenge Difficulty-specific sets (maybe even bind-on-equip so they can work their way into the guild market economy).
My other idea is steadily increasing buffs based on how well you do in a given difficulty. This can be done in one (or both) of two ways. The most basic way to do this would be the more enemies you kill in a given difficulty, the more of a buff you get for the future. This one's just a hypothetical idea, but maybe some small percentage increase (respective to difficulty) per enemy killed with a preset cap, and the bonus only applies when on the difficulty you killed those enemies on. Alternatively (or concurrently), a bonus that only persists as long as you don't change difficulty. Just gonna toss out some loose math here as an example, don't take it as gospel.
Let's say that when you're on Vestige difficulty, every enemy you kill grants you a permanent 0.05% damage bonus, up to a maximum of 30%, but the bonus is only active when on Vestige. On top of that, there could also be a 1% damage reduction per enemy killed, up to a maximum of 350%, but this buff not only is only active on Vestige, but also resets back to zero if you change difficulty to something else and then back to Vestige. These bonuses would vary dependant on the difficulty and the base outgoing/incoming damage change that difficulty has.
This is just my musings for ideas, maybe other people have ideas I didn't think of, but the long and short of it is while we definitely needed a refreshing change to old content, and this was certainly a step in the right direction, it could be better.
If I recall this right, Challenge Difficulty was introduced, because people did not enjoy overland content because it was too easy. They wanted engaging gameplay.It was never about getting anything extra in term of rewards. Everyone claimed it was about having fun and engaging gameplay.
Okay so I know it hasn't even been 48 hours but I figured I'd give some of my own feedback after testing the waters with the new harder overland zones. The TLDR of this is "great idea, needs some work".
Right now, as it stands, there's not a whole lot of real incentive to do Challenge Difficulty. The big reason for this is the numbers just don't work out in the player's favor as a proper reward for getting abused and murdered by every skeleton in Glenumbra.
Let's look at Vestige difficulty as the extreme example. In this highest difficulty, you are taking seven times as much damage as normal, dealing a fifth of your usual outgoing damage, and as a reward? Twice as much XP, three times as much gold, and some dyes and titles. Even with Seasoned, twice as much incoming damage, half as much outgoing, and your reward is a measly 1.2x experience and 1.5x gold... and some dyes and a title. The risk far outweighs the reward, and there becomes little reason to do anything on these difficulties other than achievement farm. And once you've gotten those achievements, no reason at all other than extended masochism. There's also no real reason whatsoever, if your goal is to get those cosmetics, to play on Master. One achievement covers Vestige difficulty, all the rest are obtainable on Seasoned.
This isn't too much of a surprise, unfortunately. Games in the Bethesda/ZeniMax sphere have often had problems with difficulty sliders that players would later fix with mods. See the Nexus sites for Oblivion (7 different mods with "difficulty" in the title alone, 9 for Remastered), Skyrim (38 mods), Fallout 3 (15 mods), 4 (31 mods), and New Vegas (28 mods). Obviously, this can't be done in an MMO, but it speaks to the root problem.
But it's not a lost cause. There are things that ZOS can do to incentivize people to want to utilize this new feature and cut down on the potential for a trichotillomania epidemic among the playerbase. I had a couple of ideas, and I'm also hoping this sparks discussion for other ideas.
The first idea I had are improved rewards. As already pointed out, the gold and experience boosts are nothing compared to the change in damage. Problem is, I'm not even sure a 7x gold and experience boost would be much better or much more of a justification to play on Vestige regularly. So why not spice things up a bit? I'm talking more set items per boss (maybe 2-4 set items depending on difficulty), higher quality (e.g. legendary on Vestige), chance of more ideal traits, up to and including Nirnhoned, higher change of monster trophies (yeah remember those?), maybe some new Challenge Difficulty-specific sets (maybe even bind-on-equip so they can work their way into the guild market economy).
My other idea is steadily increasing buffs based on how well you do in a given difficulty. This can be done in one (or both) of two ways. The most basic way to do this would be the more enemies you kill in a given difficulty, the more of a buff you get for the future. This one's just a hypothetical idea, but maybe some small percentage increase (respective to difficulty) per enemy killed with a preset cap, and the bonus only applies when on the difficulty you killed those enemies on. Alternatively (or concurrently), a bonus that only persists as long as you don't change difficulty. Just gonna toss out some loose math here as an example, don't take it as gospel.
Let's say that when you're on Vestige difficulty, every enemy you kill grants you a permanent 0.05% damage bonus, up to a maximum of 30%, but the bonus is only active when on Vestige. On top of that, there could also be a 1% damage reduction per enemy killed, up to a maximum of 350%, but this buff not only is only active on Vestige, but also resets back to zero if you change difficulty to something else and then back to Vestige. These bonuses would vary dependant on the difficulty and the base outgoing/incoming damage change that difficulty has.
This is just my musings for ideas, maybe other people have ideas I didn't think of, but the long and short of it is while we definitely needed a refreshing change to old content, and this was certainly a step in the right direction, it could be better.
If I recall this right, Challenge Difficulty was introduced, because people did not enjoy overland content because it was too easy. They wanted engaging gameplay.It was never about getting anything extra in term of rewards. Everyone claimed it was about having fun and engaging gameplay.
Many of us feel it's about having fun and engaging gameplay. "Everyone" is unfortunately never happy, whatever the context, game, sporting event, cup of tea, or badger hole.
Fwiw, I love the difficulty. Master is good for me. The rewards, dyes and titles, are fine as is. Everyone can manage seasoned difficulty if they want the rewards, and only one reward is set behind vestige.
I also hope the upcoming overland difficulty Golden Pursuit remains accessible for players who only pop up to seasoned. That'd be awesome and super accessible.
All that said, what's the difference between rewards for hard mode overland and vet content? We've had mounts, skins, and other fancy stuff behind trifectas for years. I've never gotten any of them, and also never felt I was missing out as I cannot stand PUGs, parsing, or hard group PvE.
Exactly this. People even said they didn't need rewards repeatedly when requesting this feature. Getting a few extra dyes and titles is a nice touch worth getting if you like, but nothing that can't be missed if you don't as there are similar alternatives gained with other types of gameplay. Much better than skins etc. which can make it feel like you're forced to play something you don't enjoy much or missing out, as they tend to be much more unique and rare to archieve.If I recall this right, Challenge Difficulty was introduced, because people did not enjoy overland content because it was too easy. They wanted engaging gameplay. It was never about getting anything extra in term of rewards. Everyone claimed it was about having fun and engaging gameplay.
If I recall this right, Challenge Difficulty was introduced, because people did not enjoy overland content because it was too easy. They wanted engaging gameplay.It was never about getting anything extra in term of rewards. Everyone claimed it was about having fun and engaging gameplay.
Which means: there should be no extra rewards needed, as this is a mode for people to *have fun* not to farm more gold.
As I said in another thread, Vestige does not work on a fundamental level, because the whole debuff is a sledgehammer. There are overland bosses who have attacks designed to be blocked, and cannot be dodged. Those attacks on Vestige cut through a fully trial specced tank's block and one-shot. I've pushed my health up to the available max of 60K (without gimping my other stats that I also need). I don't think it's going to be enough for some bosses. And good luck doing a Vestige WE without a tank. Bring healers, lots of healers.
Okay so I know it hasn't even been 48 hours but I figured I'd give some of my own feedback after testing the waters with the new harder overland zones. The TLDR of this is "great idea, needs some work".
Right now, as it stands, there's not a whole lot of real incentive to do Challenge Difficulty. The big reason for this is the numbers just don't work out in the player's favor as a proper reward for getting abused and murdered by every skeleton in Glenumbra.
Let's look at Vestige difficulty as the extreme example. In this highest difficulty, you are taking seven times as much damage as normal, dealing a fifth of your usual outgoing damage, and as a reward? Twice as much XP, three times as much gold, and some dyes and titles. Even with Seasoned, twice as much incoming damage, half as much outgoing, and your reward is a measly 1.2x experience and 1.5x gold... and some dyes and a title. The risk far outweighs the reward, and there becomes little reason to do anything on these difficulties other than achievement farm. And once you've gotten those achievements, no reason at all other than extended masochism. There's also no real reason whatsoever, if your goal is to get those cosmetics, to play on Master. One achievement covers Vestige difficulty, all the rest are obtainable on Seasoned.
This isn't too much of a surprise, unfortunately. Games in the Bethesda/ZeniMax sphere have often had problems with difficulty sliders that players would later fix with mods. See the Nexus sites for Oblivion (7 different mods with "difficulty" in the title alone, 9 for Remastered), Skyrim (38 mods), Fallout 3 (15 mods), 4 (31 mods), and New Vegas (28 mods). Obviously, this can't be done in an MMO, but it speaks to the root problem.
But it's not a lost cause. There are things that ZOS can do to incentivize people to want to utilize this new feature and cut down on the potential for a trichotillomania epidemic among the playerbase. I had a couple of ideas, and I'm also hoping this sparks discussion for other ideas.
The first idea I had are improved rewards. As already pointed out, the gold and experience boosts are nothing compared to the change in damage. Problem is, I'm not even sure a 7x gold and experience boost would be much better or much more of a justification to play on Vestige regularly. So why not spice things up a bit? I'm talking more set items per boss (maybe 2-4 set items depending on difficulty), higher quality (e.g. legendary on Vestige), chance of more ideal traits, up to and including Nirnhoned, higher change of monster trophies (yeah remember those?), maybe some new Challenge Difficulty-specific sets (maybe even bind-on-equip so they can work their way into the guild market economy).
My other idea is steadily increasing buffs based on how well you do in a given difficulty. This can be done in one (or both) of two ways. The most basic way to do this would be the more enemies you kill in a given difficulty, the more of a buff you get for the future. This one's just a hypothetical idea, but maybe some small percentage increase (respective to difficulty) per enemy killed with a preset cap, and the bonus only applies when on the difficulty you killed those enemies on. Alternatively (or concurrently), a bonus that only persists as long as you don't change difficulty. Just gonna toss out some loose math here as an example, don't take it as gospel.
Let's say that when you're on Vestige difficulty, every enemy you kill grants you a permanent 0.05% damage bonus, up to a maximum of 30%, but the bonus is only active when on Vestige. On top of that, there could also be a 1% damage reduction per enemy killed, up to a maximum of 350%, but this buff not only is only active on Vestige, but also resets back to zero if you change difficulty to something else and then back to Vestige. These bonuses would vary dependant on the difficulty and the base outgoing/incoming damage change that difficulty has.
This is just my musings for ideas, maybe other people have ideas I didn't think of, but the long and short of it is while we definitely needed a refreshing change to old content, and this was certainly a step in the right direction, it could be better.
I'm fairly certain when they announced this, they said there wouldn't be anything more than XP and gold at first to see how things go. There might be plans down the line, maybe? Who knows. Personally, I find myself rolling at master and can still solo Dolmens. But I have to really pay attention and work at it, as intended.
I enjoy it, feels like a fight. Can go through a whole rotation and then some. But I'm glad I can turn it on and off too. Because sometimes I just want to burn through stuff and get to where I need to be.
I'd like to see maybe a dye or two added as some kind of incentive. Maybe a snazzy outfit, or drops for outfit pieces. I'd be real happy with payoffs like those. I never felt the need for gear or anything impactful to drop from it. If they don't add anything later on, I won't cry or complain either.
I think it would make sense to have instance realms dedicated to the difficulty setting that every player should share, so if somebody challenges themselves by taking on a WB on Vestige their motivation won't be ruined by another player playing on the easiest difficulty and oneshotting their prey ><"
People getting exactly what they asked for ' overland difficulty', then asking to get rewarded for getting it?
We have tomes now with rewards, we have night market with rewards why does everything have to have rewards.
You enjoying the difficulty should be its own reward.
Rkindaleft wrote: »People getting exactly what they asked for ' overland difficulty', then asking to get rewarded for getting it?
We have tomes now with rewards, we have night market with rewards why does everything have to have rewards.
You enjoying the difficulty should be its own reward.
If there was no increase in rewards, people who are playing solo on Vestige would then be essentially punished when it comes to gold looting and XP gains. If the mob/boss takes 5x longer to kill, then they would be essentially getting 5x less the "reward" over time for no reason at all just because they decided to give themselves a challenge.
Okay so I know it hasn't even been 48 hours but I figured I'd give some of my own feedback after testing the waters with the new harder overland zones. The TLDR of this is "great idea, needs some work".
Right now, as it stands, there's not a whole lot of real incentive to do Challenge Difficulty. The big reason for this is the numbers just don't work out in the player's favor as a proper reward for getting abused and murdered by every skeleton in Glenumbra.
Let's look at Vestige difficulty as the extreme example. In this highest difficulty, you are taking seven times as much damage as normal, dealing a fifth of your usual outgoing damage, and as a reward? Twice as much XP, three times as much gold, and some dyes and titles. Even with Seasoned, twice as much incoming damage, half as much outgoing, and your reward is a measly 1.2x experience and 1.5x gold... and some dyes and a title. The risk far outweighs the reward, and there becomes little reason to do anything on these difficulties other than achievement farm. And once you've gotten those achievements, no reason at all other than extended masochism. There's also no real reason whatsoever, if your goal is to get those cosmetics, to play on Master. One achievement covers Vestige difficulty, all the rest are obtainable on Seasoned.
This isn't too much of a surprise, unfortunately. Games in the Bethesda/ZeniMax sphere have often had problems with difficulty sliders that players would later fix with mods. See the Nexus sites for Oblivion (7 different mods with "difficulty" in the title alone, 9 for Remastered), Skyrim (38 mods), Fallout 3 (15 mods), 4 (31 mods), and New Vegas (28 mods). Obviously, this can't be done in an MMO, but it speaks to the root problem.
But it's not a lost cause. There are things that ZOS can do to incentivize people to want to utilize this new feature and cut down on the potential for a trichotillomania epidemic among the playerbase. I had a couple of ideas, and I'm also hoping this sparks discussion for other ideas.
The first idea I had are improved rewards. As already pointed out, the gold and experience boosts are nothing compared to the change in damage. Problem is, I'm not even sure a 7x gold and experience boost would be much better or much more of a justification to play on Vestige regularly. So why not spice things up a bit? I'm talking more set items per boss (maybe 2-4 set items depending on difficulty), higher quality (e.g. legendary on Vestige), chance of more ideal traits, up to and including Nirnhoned, higher change of monster trophies (yeah remember those?), maybe some new Challenge Difficulty-specific sets (maybe even bind-on-equip so they can work their way into the guild market economy).
My other idea is steadily increasing buffs based on how well you do in a given difficulty. This can be done in one (or both) of two ways. The most basic way to do this would be the more enemies you kill in a given difficulty, the more of a buff you get for the future. This one's just a hypothetical idea, but maybe some small percentage increase (respective to difficulty) per enemy killed with a preset cap, and the bonus only applies when on the difficulty you killed those enemies on. Alternatively (or concurrently), a bonus that only persists as long as you don't change difficulty. Just gonna toss out some loose math here as an example, don't take it as gospel.
Let's say that when you're on Vestige difficulty, every enemy you kill grants you a permanent 0.05% damage bonus, up to a maximum of 30%, but the bonus is only active when on Vestige. On top of that, there could also be a 1% damage reduction per enemy killed, up to a maximum of 350%, but this buff not only is only active on Vestige, but also resets back to zero if you change difficulty to something else and then back to Vestige. These bonuses would vary dependant on the difficulty and the base outgoing/incoming damage change that difficulty has.
This is just my musings for ideas, maybe other people have ideas I didn't think of, but the long and short of it is while we definitely needed a refreshing change to old content, and this was certainly a step in the right direction, it could be better.
If I recall this right, Challenge Difficulty was introduced, because people did not enjoy overland content because it was too easy. They wanted engaging gameplay.It was never about getting anything extra in term of rewards. Everyone claimed it was about having fun and engaging gameplay.
Many of us feel it's about having fun and engaging gameplay. "Everyone" is unfortunately never happy, whatever the context, game, sporting event, cup of tea, or badger hole.
Fwiw, I love the difficulty. Master is good for me. The rewards, dyes and titles, are fine as is. Everyone can manage seasoned difficulty if they want the rewards, and only one reward is set behind vestige.
I also hope the upcoming overland difficulty Golden Pursuit remains accessible for players who only pop up to seasoned. That'd be awesome and super accessible.
All that said, what's the difference between rewards for hard mode overland and vet content? We've had mounts, skins, and other fancy stuff behind trifectas for years. I've never gotten any of them, and also never felt I was missing out as I cannot stand PUGs, parsing, or hard group PvE.
Agreed. Seasoned is well balanced. Master is for those who want to spend 10 minutes killing a boss they've already killed 10,000 times, and Vestige ... honestly ... Vestige feels like ZOS got p***ed about the constant complaining and said: "Oh you want difficult, we'll give you [expletive] difficult. Die, and be happy. ZOS out!"
As I said in another thread, Vestige does not work on a fundamental level, because the whole debuff is a sledgehammer. There are overland bosses who have attacks designed to be blocked, and cannot be dodged. Those attacks on Vestige cut through a fully trial specced tank's block and one-shot. I've pushed my health up to the available max of 60K (without gimping my other stats that I also need). I don't think it's going to be enough for some bosses. And good luck doing a Vestige WE without a tank. Bring healers, lots of healers.
Necrotech_Master wrote: »Okay so I know it hasn't even been 48 hours but I figured I'd give some of my own feedback after testing the waters with the new harder overland zones. The TLDR of this is "great idea, needs some work".
Right now, as it stands, there's not a whole lot of real incentive to do Challenge Difficulty. The big reason for this is the numbers just don't work out in the player's favor as a proper reward for getting abused and murdered by every skeleton in Glenumbra.
Let's look at Vestige difficulty as the extreme example. In this highest difficulty, you are taking seven times as much damage as normal, dealing a fifth of your usual outgoing damage, and as a reward? Twice as much XP, three times as much gold, and some dyes and titles. Even with Seasoned, twice as much incoming damage, half as much outgoing, and your reward is a measly 1.2x experience and 1.5x gold... and some dyes and a title. The risk far outweighs the reward, and there becomes little reason to do anything on these difficulties other than achievement farm. And once you've gotten those achievements, no reason at all other than extended masochism. There's also no real reason whatsoever, if your goal is to get those cosmetics, to play on Master. One achievement covers Vestige difficulty, all the rest are obtainable on Seasoned.
This isn't too much of a surprise, unfortunately. Games in the Bethesda/ZeniMax sphere have often had problems with difficulty sliders that players would later fix with mods. See the Nexus sites for Oblivion (7 different mods with "difficulty" in the title alone, 9 for Remastered), Skyrim (38 mods), Fallout 3 (15 mods), 4 (31 mods), and New Vegas (28 mods). Obviously, this can't be done in an MMO, but it speaks to the root problem.
But it's not a lost cause. There are things that ZOS can do to incentivize people to want to utilize this new feature and cut down on the potential for a trichotillomania epidemic among the playerbase. I had a couple of ideas, and I'm also hoping this sparks discussion for other ideas.
The first idea I had are improved rewards. As already pointed out, the gold and experience boosts are nothing compared to the change in damage. Problem is, I'm not even sure a 7x gold and experience boost would be much better or much more of a justification to play on Vestige regularly. So why not spice things up a bit? I'm talking more set items per boss (maybe 2-4 set items depending on difficulty), higher quality (e.g. legendary on Vestige), chance of more ideal traits, up to and including Nirnhoned, higher change of monster trophies (yeah remember those?), maybe some new Challenge Difficulty-specific sets (maybe even bind-on-equip so they can work their way into the guild market economy).
My other idea is steadily increasing buffs based on how well you do in a given difficulty. This can be done in one (or both) of two ways. The most basic way to do this would be the more enemies you kill in a given difficulty, the more of a buff you get for the future. This one's just a hypothetical idea, but maybe some small percentage increase (respective to difficulty) per enemy killed with a preset cap, and the bonus only applies when on the difficulty you killed those enemies on. Alternatively (or concurrently), a bonus that only persists as long as you don't change difficulty. Just gonna toss out some loose math here as an example, don't take it as gospel.
Let's say that when you're on Vestige difficulty, every enemy you kill grants you a permanent 0.05% damage bonus, up to a maximum of 30%, but the bonus is only active when on Vestige. On top of that, there could also be a 1% damage reduction per enemy killed, up to a maximum of 350%, but this buff not only is only active on Vestige, but also resets back to zero if you change difficulty to something else and then back to Vestige. These bonuses would vary dependant on the difficulty and the base outgoing/incoming damage change that difficulty has.
This is just my musings for ideas, maybe other people have ideas I didn't think of, but the long and short of it is while we definitely needed a refreshing change to old content, and this was certainly a step in the right direction, it could be better.
If I recall this right, Challenge Difficulty was introduced, because people did not enjoy overland content because it was too easy. They wanted engaging gameplay.It was never about getting anything extra in term of rewards. Everyone claimed it was about having fun and engaging gameplay.
Many of us feel it's about having fun and engaging gameplay. "Everyone" is unfortunately never happy, whatever the context, game, sporting event, cup of tea, or badger hole.
Fwiw, I love the difficulty. Master is good for me. The rewards, dyes and titles, are fine as is. Everyone can manage seasoned difficulty if they want the rewards, and only one reward is set behind vestige.
I also hope the upcoming overland difficulty Golden Pursuit remains accessible for players who only pop up to seasoned. That'd be awesome and super accessible.
All that said, what's the difference between rewards for hard mode overland and vet content? We've had mounts, skins, and other fancy stuff behind trifectas for years. I've never gotten any of them, and also never felt I was missing out as I cannot stand PUGs, parsing, or hard group PvE.
Agreed. Seasoned is well balanced. Master is for those who want to spend 10 minutes killing a boss they've already killed 10,000 times, and Vestige ... honestly ... Vestige feels like ZOS got p***ed about the constant complaining and said: "Oh you want difficult, we'll give you [expletive] difficult. Die, and be happy. ZOS out!"
As I said in another thread, Vestige does not work on a fundamental level, because the whole debuff is a sledgehammer. There are overland bosses who have attacks designed to be blocked, and cannot be dodged. Those attacks on Vestige cut through a fully trial specced tank's block and one-shot. I've pushed my health up to the available max of 60K (without gimping my other stats that I also need). I don't think it's going to be enough for some bosses. And good luck doing a Vestige WE without a tank. Bring healers, lots of healers.
doing incursions on vestige was quite a challenge in some cases (the 2 most difficult i recall was harrowstorms and volcanic vents), other incursions like standard dolmens and even geysers was fine, i did not really feel like i had too many issues on those (or even mirrormoor incursions werent even that bad)
on my MT spec trial tank with about 40k max hp capped resistances and block mitigations and whatnot, there were many things that would still frankly 1 or 2 shot me during these events
i participated in these events with 3 total players + companions
on the volcanic vent, i straight up could not tank the last boss, the heavy attacks would hit about 45k dmg through block, and some other hits could do upwards 75k dmg if i didnt block
other ones like the harrowstorm, the crows were the worst of the big adds to deal with, that one big add doing its carrion storm, could easily 2 shot my tank with little warning i was taking dmg (dealing the dmg in 2 ticks in under 2 seconds)
to be honest this really goes to show just how difficult content is compared to each other when run with these massive dmg modifiers
CalamityCat wrote: »I don't need any reward incentives to get satisfaction from a higher difficulty kill. I think if we had a big incentive, there would just be even more competition between players and inevitable drama if some unwitting newbie inadvertently destroyed a boss while someone tried to solo it in Vestige.
I'm sure the devs literally said they were thinking about better rewards for later but had modest ones for now until they see that everything is working as intended. Which is a caution I'm happy to support.
For me it means I can tune up the difficulty to be a nice challenge for all my alts and add some extra excitement to questing and zone exploration.
There's also the comedy option of finding lowly beasties overland and cranking then up to Vestige. Zenith has mentioned how dangerous mudcrabs are, so I feel obliged to explore this.
CalamityCat wrote: »I don't need any reward incentives to get satisfaction from a higher difficulty kill. I think if we had a big incentive, there would just be even more competition between players and inevitable drama if some unwitting newbie inadvertently destroyed a boss while someone tried to solo it in Vestige.
I'm sure the devs literally said they were thinking about better rewards for later but had modest ones for now until they see that everything is working as intended. Which is a caution I'm happy to support.
For me it means I can tune up the difficulty to be a nice challenge for all my alts and add some extra excitement to questing and zone exploration.
There's also the comedy option of finding lowly beasties overland and cranking then up to Vestige. Zenith has mentioned how dangerous mudcrabs are, so I feel obliged to explore this.
You’ll be able to tell who the overpowered characters are, they will be the ones running from mudcrabs and skeevers.
CalamityCat wrote: »There's also the comedy option of finding lowly beasties overland and cranking then up to Vestige. Zenith has mentioned how dangerous mudcrabs are, so I feel obliged to explore this.
CalamityCat wrote: »