Maintenance for the week of November 3:
• NA megaservers for maintenance – November 3, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for maintenance – November 3, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)
• ESO Store and Account System for maintenance – November 3, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
https://forums.elderscrollsonline.com/en/discussion/684716

Make quest bosses harder.

  • Merforum
    Merforum
    ✭✭✭✭✭
    ThorianB wrote: »
    One side wants the quest bosses to stay easy so they don't have to worry about getting stuck.
    Another side wants the bosses to be harder so it feels climatic/challenging/dangerous...

    ...

    Just give the bosses hard mode like vet dungeons. If you want quest mode difficulty, ignore the scroll. If you want a boss that is a threat, pick up the scroll. Everyone wins....

    (mic drop)

    That is a great solution but guess what, the people that keep talking about making stuff harder are not doing it because THEY want to do harder content, they just want it to be harder for OTHER people. (Just like how they are apoplectic that we might get a companion who can do a braindead 20+K DPS rotation). I would bet $1000 that if they added a 'hardmode' type scroll next to every boss, even delves, which is a great idea, NONE of the people complaining about 'make content harder' would EVER use the scroll. Here's proof, why is it that these same people are the ones ruining NORMAL DAILY DF runs. Should the high DPS folks who want CHALLENGE always run in VET with HARDMODE. Why don't THEY? There is a tiny very vocal minority of people who are greifers (like people who park bears and pets on top of pledge givers, writ stations). ZOS knows all about them and how they ruin the game for everyone else, I think instead of dealing with them directly ZOS keeps trying to find a workaround, like companions. Let's hope it works.
  • Merforum
    Merforum
    ✭✭✭✭✭
    ThorianB wrote: »
    BlueRaven wrote: »
    @SilverBride Special vet modes for overland content cost extra money to create. That may mean the amount of overland content for casual players would go down (the money would have to come from somewhere in the dlc budget).

    Edit: And remember this is once per character content.

    It's not that difficult actually. When creating new content make the story bosses hard mode by design. Then add a set of debuffs such as reduced HP and damage, maybe a couple of mechanics removed. You could even take out an entire phase if you set the boss up to have phases.

    Then by default the debuffs are set to true, when you pick up the scroll it switches the debuffs to false and you get the harder boss.

    Exactly and in addition to making the bosses have more health, harder hit and more mechs. They could implement the DPS immunity shield on bosses, which would allow all DPS up to a certain point like 20-65K, then anything more than that is lost. That way they would make every boss as hard/easy as they like, without allowing anyone to blow through them. This would also make killing dragons and other world bosses actually challenging no matter how many people showed up, and they could start reducing the Health of some of these bosses which with the power creep just keeps going up and up 1 million health you would think should be max.
  • ZOS_GregoryV
    Greetings all,

    After removing a few comments, we would like to remind everyone that all posts should be kept civil, constructive, and within the guidelines of the rules. If there may be any questions in regards to the rules, please take a few moments to review them here.

    Thank you for your understanding,
    -Greg-
    Edited by ZOS_GregoryV on April 14, 2021 7:42PM
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
    Forum Rules | Code of Conduct | Terms of Service | Home Page | Help Site
    Staff Post
  • geekboy09
    geekboy09
    ✭✭✭✭
    I am not in the camp who wants overland harder. Regular mobs, delve bosses, public dungeon bosses should remain the same in my opinion, but we have veteran players leaving the game because overland is too easy. My idea was a compromise with quest bosses and possibly 1 world boss of said zone. I like the scroll idea too.
  • JMadFour
    JMadFour
    ✭✭✭✭✭
    Honestly, you don't even need to make them *harder*. Just make them more interesting.

    King Kurog was an incredibly fun and interesting fight. It wasn't terribly difficult, but the atmosphere, sound/graphic effects, dialogue and the mechanics made it enjoyable and made it feel like an epic solo fight.

    Do all Quest Boss fights on that level.
    Edited by JMadFour on April 14, 2021 8:02PM
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    I think the main reason any players leave is because after doing the story several times on several alts, it's not new any more. Tedium is one of the main reasons players stop playing any game, and any time you do something repeatedly it does begin to feel tedious.

    Making the story bosses harder for everyone isn't going to change the fact that it's still the same story, and still the same boss that you are now fighting again for the umpteenth time.

    This is why we get new chapters and dlc's. So we have some new experiences.
    PCNA
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    I like the HM scroll idea, and I would happily use it. At this point, my Vestige appreciates a challenge from supposedly powerful enemies.


    That being said, I think that there are easy (and cheap) ways ZOS could alleviate the concerns of those who are afraid of getting "stuck" on a boss fight.
    - Companions, it's the obvious new feature that's basically instant backup
    - Quest companions, where say that after you die once, you get the option to have Valsirenn come help you against K'tora or a Fighters Guild person helps you against Doshia. Just recycle the AI from the quest NPCs that can already serve as our companions.
    - Let players group up for the fight after we die. I don't think we need to lose instances fully, but we should be able to pull in or "summon" another player to help out in a fight. Maybe it would be unimmersive for my SO to teleport in to help me against Mannimarco, but frankly it was kinda unimmersive to not be adventuring together in the Main Quest anyway. Being able to summon in help from a friend or guildmate would be nice.


    The benefit of harder Quest bosses:
    Every time I've gotten "stuck" on a boss, it's because I wasn't doing something right. Maybe there was a mechanic I didn't understand. More often, I needed to learn something about how to fight effectively. Whether my sustain was lacking, or my balance of healing vs damage was too one-sided, or I had to do a better job of kiting, I needed to learn from my mistakes and try new things to improve. Very rarely was it a simple "I need to do more damage" solution.

    I realize that being "stuck" is no fun. I think everyone who's run vMA for the first time understands the sheer frustration of dying to a boss again and again. But the experience of dying, learning from one's mistakes, and trying again (and again, and again, and...well, I died a lot, okay?) is the point of those fights. It makes us better players and prepares us for the harder content in the game - be that dungeons or harrowstorms.

    This game is not designed for players to only ever play easy quests. Just because players can do that doesn't mean that's what it's designed for. ESO is designed to encourage players to experience every type of content that the game has to offer. Harder Quest bosses help provide teach the progression of tactics and battle awareness that prepares players to experience all the content ESO has to offer.
    Edited by VaranisArano on April 14, 2021 8:38PM
  • ArchMikem
    ArchMikem
    ✭✭✭✭✭
    ✭✭✭✭✭
    I've said it before and I'll keep saying it, being able to completely destroy a Boss NPC mid monologue just ruins the atmosphere of the quest.
    CP2,100 Master Explorer - AvA One Star General - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • StarOfElyon
    StarOfElyon
    ✭✭✭✭✭
    ✭✭
    geekboy09 wrote: »
    While i'm not necessarily in the group who wants overland as a whole harder although im open to it, i do believe zenimax can increase difficulty of quest bosses instead of two or three attacks you give to the boss then they die

    Yes.
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    That being said, I think that there are easy (and cheap) ways ZOS could alleviate the concerns of those who are afraid of getting "stuck" on a boss fight.

    I'm not "afraid" of getting stuck. I just do not enjoy spending hours, or even days, being unable to progress to the next story.

    The benefit of harder Quest bosses:
    Every time I've gotten "stuck" on a boss, it's because I wasn't doing something right. Maybe there was a mechanic I didn't understand. More often, I needed to learn something about how to fight effectively

    As I said in an earlier post, I don't want to learn to get better because I am good enough for how I play. I can see how learning mechanics would be relevant for dungeons and trials, particularly vet ones, but this is just the base game story. It needs to be at a difficulty level that everyone of every playstyle can complete.

    This game is not designed for players to only ever play easy quests. Just because players can do that doesn't mean that's what it's designed for. ESO is designed to encourage players to experience every type of content that the game has to offer. Harder Quest bosses help provide teach the progression of tactics and battle awareness that prepares players to experience all the content ESO has to offer.

    No one can say for sure what this game was designed for except ZoS. I don't think they care how we choose to play... they just want us to play. And I don't need to be taught mechanics that will prepare me for all the content in ESO because I never intend to explore all the content... at least not at this time. But if I ever decide to explore vet content, a hard story boss isn't going to be enough preparation.
    Edited by SilverBride on April 14, 2021 9:12PM
    PCNA
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    That being said, I think that there are easy (and cheap) ways ZOS could alleviate the concerns of those who are afraid of getting "stuck" on a boss fight.

    I'm not "afraid" of getting stuck. I just do not enjoy spending hours, or even days, being unable to progress to the next story.

    The benefit of harder Quest bosses:
    Every time I've gotten "stuck" on a boss, it's because I wasn't doing something right. Maybe there was a mechanic I didn't understand. More often, I needed to learn something about how to fight effectively

    As I said in an earlier post, I don't want to learn to get better because I am good enough for how I play. I can see how learning mechanics would be relevant for dungeons and trials, particularly vet ones, but this is just the base game story. It needs to be at a difficulty level that everyone of every playstyle can complete.

    This game is not designed for players to only ever play easy quests. Just because players can do that doesn't mean that's what it's designed for. ESO is designed to encourage players to experience every type of content that the game has to offer. Harder Quest bosses help provide teach the progression of tactics and battle awareness that prepares players to experience all the content ESO has to offer.

    No one can say for sure what this game was designed for except ZoS. I don't think they care how we choose to play... they just want us to play. And I don't need to be taught mechanics that will prepare me for all the content in ESO because I never intend to explore all the content... at least not at this time. But if I ever decide to explore vet content, a hard story boss isn't going to be enough preparation.

    I'm not trying to insult you and you aren't the only person I've seen say thing like not wanting bosses to get harder.

    I certainly understand you looking at the game through your lens, as a player who does not intend to ever do anything harder, who does not want to learn game mechanics, and who doesn't want to get stuck. From your point of view, I see why you argue against anything that might make your experience harder.


    On the other hand, I do think that's a limited perspective. Most players are going to benefit from ESO bosses teaching them to respect basic combat mechanics, especially if they ever do anything harder than overland questing.

    I'm suggesting that we get more bosses like K'tora, Doshia, Mannimarco, and Lady Belain in conjunction with the tools for players like you to overcome those challenges if they need extra help. Those three are what ZOS already thinks is acceptable for players to fight in solo instances - my full suggestion would give you the option to make those bosses easier if you were getting stuck. Harder boss fights also would benefit players who don't play like you do - players who do want to transition to harder content. Yes, teaching players game mechanics like blocking, interrupting, dodge rolling, and "don't stand in stupid" does make progression to harder content easier when new players aren't unlearning bad habits picked up from facerolling story bosses that are too easy. That's pretty important when ZOS throws group events like Harrowstorms or Geysers into the same zone as relatively easy story bosses. It's much easier to learn from a story boss than it is during the chaos of a group event or the pressure of your first time in a dungeon.


    Finally, even if it's as simple as running dungeons during the Undaunted event or running arenas during the Witches Festival, ESO is expressly designed to encourage players to run all the content it has to offer. Not all players leave their comfort zone - whatever that comfort zone may be - but that's their choice. ZOS wants players to explore and so its good game design to prepare players who want to move on to the next step with the skills to help make their experience better.

    I don't expect you to agree with me or even to like my suggestion. In fact, it seems clear that you have strong reasons to dislike it. Nevertheless, I suggest it because I think that having harder story bosses along the lines of K'tora, the old Doshia, Mannimarco, and Lady Belain would be greatly beneficial to most players, including most new and casual players.
  • Sylvermynx
    Sylvermynx
    ✭✭✭✭✭
    ✭✭✭✭✭
    The one quest boss I had no issue with was Mannimarco. Of course, I didn't complete the MQ until my mains were over 300 1.0 CP....

    The "new" Doshia was really hard for me because with my ping I couldn't kill the orbs so she healed up over and over. I didn't enjoy the parts of the Summerset MQ I played, so never got to K'tora; now I only do the part that gets me started on the Psijic questline. Not interested in the whole Skyrim bits at all - all I do there is surveys and antiquities, and mess with the Gallery.

    I'm not real interested in harder quest bosses either for many of the same reasons as @SilverBride: I don't do group content any more (burned out on it in other games plus high ping - can't dump that on the unsuspecting folks), and I'm totally uninterested in things like trials or pvp.

    But if we wind up with harder quest bosses, I'll adapt. I always adapt. I'll either figure out a way to kill them, or I'll stop questing.
  • Araneae6537
    Araneae6537
    ✭✭✭✭✭
    ✭✭✭✭✭
    While I wouldn’t want overland made more difficult in general and would actually like to see the aggro range of most animals decreased, I would love for the difficulty and general toughness of bosses and especially story bosses to scale better or simply have the option of a more challenging and interesting fight. There doesn’t need to be any more or better loot, just that main antagonists that the story has been building to should take some effort on my part not to die and/or to kill them.
    Edited by Araneae6537 on April 14, 2021 10:27PM
  • Gythral
    Gythral
    ✭✭✭✭✭
    ✭✭✭
    Been there, done all that

    & it got nerfed down to current levels...

    Nothing more needs to be said!
    “Be as a tower, that, firmly set,
    Shakes not its top for any blast that blows!”
    Dante Alighieri, The Divine Comedy
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    ESO is expressly designed to encourage players to run all the content it has to offer. Not all players leave their comfort zone - whatever that comfort zone may be - but that's their choice. ZOS wants players to explore and so its good game design to prepare players who want to move on to the next step with the skills to help make their experience better.

    No one knows what ESO was designed for, or what ZoS wants except ZoS.

    I play what is fun for me. It has nothing to do with comfort zones, bur rather what I find fun.

    Companions are being introduced in part so players like myself can explore more content they may not otherwise because of not wanting to be subjected to toxic behavior in dungeon and trial groups... and it does happen.

    But the bottom line is that the story bosses are part of the base story that is for every player of every skill level. They need to be left as they are. I would be ok though if they made a scroll like has been suggested so players can choose for themselves how much of a challenge they want. But I will never agree to forcing harder story bosses on everyone.
    Edited by SilverBride on April 14, 2021 10:30PM
    PCNA
  • AvalonRanger
    AvalonRanger
    ✭✭✭✭✭
    Daraklus wrote: »
    I am against this for the main reason that I don't want to be stuck from progressing. When the game was new, I remember being stuck on one boss fight for days, and I wasn't the only one. This proposal could hurt a large portion of the playerbase.

    I fail to see how it would be a bad thing to put a challenge for players to overcome. It would realistically inspire them to overcome the challenge and in return try to be better in the game for it, no?

    I say this as someone who just beat a challenging encounter in Outriders after failing several times and feeling really good about it.

    Being stuck for days isn't fun. I don't play for a challenge and I don't want to get better in game. I am good enough for all the activities I enjoy. I just want to have fun and relax, and I am not alone.

    It is very frustrating when others want to change what is a fun experience for me into something that I would no longer be able to enjoy. That is why I see this as a bad thing.

    Totally, I agree. Story based quest is not for challenge. Half of ESO is role playing game.
    I don't want crazy difficulty for the story based quest. If I want combat training,
    I'll go world boss or "Vateshran hollows".
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
    with [1Stam Blade].
    But, I'm Tank main player. Recently I'm doing Healer.

    2023/12/21
    By the way...Dungeon-Meshi(One of Famous Japanese fantasy story comic book) got finale...
    Good-bye "King of Monster Eater".

    2024/08/23
    Farewell Atsuko Tanaka...(-_-) I never forget epic acting for major Motoko Kusanagi.
  • cynicalbutterfly
    cynicalbutterfly
    ✭✭✭✭
    I wouldn't mind the quest bosses being scaled to our level. Everything else does more or less so why not them too... At least it would make things a little harder but not completely unbeatable.
  • Mr_Gallows
    Mr_Gallows
    ✭✭✭
    The general problem for pve and pvp is that regens are out of control. A hard cap of 2k would be much better. Then you decide how you get the regen.
  • Elvenheart
    Elvenheart
    ✭✭✭✭✭
    ✭✭✭
    As has been suggested, I think giving quest bosses a scroll for a hard mode option would be a great solution. While ZOS might not be willing to do it for existing content at least at first, they could do it for new content going forward and call it a new feature 🙂
  • Vhozek
    Vhozek
    ✭✭✭✭✭
    Companions = more difficult overworld
    There is no way in hell they won't do it now.
    [snip]

    [Edit for Bait.]
    Edited by ZOS_GregoryV on April 15, 2021 1:39AM
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Vhozek
    Vhozek
    ✭✭✭✭✭
    Elvenheart wrote: »
    As has been suggested, I think giving quest bosses a scroll for a hard mode option would be a great solution. While ZOS might not be willing to do it for existing content at least at first, they could do it for new content going forward and call it a new feature 🙂

    I hope it's something more than just a scroll.
    Maybe a dialogue option that makes the rest of the quest harder, or a second door to the same boss that makes it harder.
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Vhozek
    Vhozek
    ✭✭✭✭✭
    Vhozek wrote: »
    Elvenheart wrote: »
    As has been suggested, I think giving quest bosses a scroll for a hard mode option would be a great solution. While ZOS might not be willing to do it for existing content at least at first, they could do it for new content going forward and call it a new feature 🙂

    I hope it's something more than just a scroll.
    Maybe a dialogue option that makes the rest of the quest harder, or a second door to the same boss that makes it harder.

    I forgot to mention that a dialogue option would make more sense even though it's basically just a disguised scroll option. The thing is that it would be more immersive as opposed to having to read a scroll on the floor before fighting the boss. They don't even have to add new voice acting to all existing quests, they can just add the mute player dialogue option at the end of the quest dialogue that then closes the interaction with the quest giver. An example would be: "Oh I got this. He can't be that tough" [Veteran mode].
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Magdalina
    Magdalina
    ✭✭✭✭✭
    ✭✭✭
    Daraklus wrote: »
    I am against this for the main reason that I don't want to be stuck from progressing. When the game was new, I remember being stuck on one boss fight for days, and I wasn't the only one. This proposal could hurt a large portion of the playerbase.

    I fail to see how it would be a bad thing to put a challenge for players to overcome. It would realistically inspire them to overcome the challenge and in return try to be better in the game for it, no?

    I say this as someone who just beat a challenging encounter in Outriders after failing several times and feeling really good about it.

    Because most players are casual. ZOS, I'm sure, doesn't want to lose their casual players. We have 40+ hour a week jobs. We play games to release the stress from the normal world. We don't need more.

    Having a job doesn't mean you can't enjoy at least enough challenge for boss fights to feel immersive. I mean, you're free to feel otherwise, to each their own, but let's not imply that it's just kids or some geek kids living in their parents' basement or something that want this lol. Most hardcore players I know, including myself, do have jobs, many have families etc. We also majorly play the games to release stress a lot and challenging immersive fights help us with that:P

    In fact, right now it's actually pretty bad for stress release for us - if we can't find/don't feel like getting group for harder group content, like all there's left to do is MA/VH because everything else is excruciatingly boring. If I don't feel like either group content or vet arenas there's pretty much nothing in the game for me to do - I'd LOVE to quest but I really can't anymore, it just isn't immersive:/

    At the very very least they could throw us a bone and make quest bosses (which are already mostly in solo instances so not like it'd affect others) actually able to pose a challenge akin to vet/vet hm dungeons vs normal ones (toggleable optional difficulty).
  • Merforum
    Merforum
    ✭✭✭✭✭
    Mr_Gallows wrote: »
    The general problem for pve and pvp is that regens are out of control. A hard cap of 2k would be much better. Then you decide how you get the regen.

    Thanks you, I think hard caps on everything that is performing outside acceptable limits is the only way ZOS devs will be able to achieve anything resembling 'balance' that people keep talking about. It's in every game and every part of life and they even use limited versions for resist/shields caps already, maybe it is so simple it is being overlooked.
  • Starlight_Whisper
    Starlight_Whisper
    ✭✭✭✭✭
    Not just more health though...
  • Vandellia
    Vandellia
    ✭✭✭
    No Just NO. I would think that most people are happy with the challenge level as it is. There are many ways you can make things harder for you to survive in the game. There are many things that can and do challenge you Malestrom Arena and Veteran undaunted dungeons, you can choose not to apply cp, or choose to dumb down your gear. run some public dungeons solo that can be done and is a challange. As a previous poster said no one likes getting stuck on progression because the boss mob is not killable by the average player. Hard for the sake of hard is not enjoyable for a lot of people.
  • Scardan
    Scardan
    ✭✭✭✭✭
    If you make story bosses harder, new people will to have to find a group.

    Let's be extremely precise in our use of terms.
  • Daraklus
    Daraklus
    ✭✭✭✭
    Scardan wrote: »
    If you make story bosses harder, new people will to have to find a group.

    It is truly a tragedy that an MMO game would encourage you to find other players to do quests with.

    Unfortunately your argument is rather moot because Companions are going to show up sometime soon that will effectively allow players who use light attacks to get past anything with the help of an overpowered NPC.
    Vandellia wrote: »
    No Just NO. I would think that most people are happy with the challenge level as it is. There are many ways you can make things harder for you to survive in the game. There are many things that can and do challenge you Malestrom Arena and Veteran undaunted dungeons, you can choose not to apply cp, or choose to dumb down your gear. run some public dungeons solo that can be done and is a challange. As a previous poster said no one likes getting stuck on progression because the boss mob is not killable by the average player. Hard for the sake of hard is not enjoyable for a lot of people.

    Ah yes, the good old "Go do your instanced content forever" argument, peppered with "play against the point of an RPG and make yourself weak"

    Well I tried this, and you know what happened? I took off all my armor and CP, and went to do a few quests and a public dungeon. All it did was make me deal less damage and have to use my healing ability from "Rarely" to "Once or twice".

    Muh challenge indeed. Where I could still kill things with ease and feel no sense of danger.
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    ✭✭
    Most quest bosses are instanced right? Why not give players an option to take on the boss in normal or veteran mode? You could have something like a HM scroll you burn to increase the difficulty of the fight.

    I really feel that quests are designed for the general public (often new players) while veteran players (ie loyal customers) are completely ignored. I understand the majority of the players would probably do the bosses on normal difficulty but its shouldnt be too hard to increase the boss' health and damage output to give veteran players a good fight.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Olauron
    Olauron
    ✭✭✭✭✭
    I really feel that quests are designed for the general public (often new players) while veteran players (ie loyal customers) are completely ignored.

    As a veteran player (7+ years) and as a loyal customer (bought all chapters, have eso+, bought from crown store things I like) I completely disagree. Quests are great. Quests are designed for me. Nothing should be changed.
    By the way, veteran players and loyal customers are two completely different categories.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
This discussion has been closed.