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)
@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.
VaranisArano wrote: »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.
VaranisArano wrote: »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
VaranisArano wrote: »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.
SilverBride wrote: »VaranisArano wrote: »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.VaranisArano wrote: »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.VaranisArano wrote: »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.
VaranisArano wrote: »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.
SilverBride wrote: »SilverBride 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.
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 🙂
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.
Sevalaricgirl wrote: »SilverBride 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.
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.
If you make story bosses harder, new people will to have to find a group.
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.
Septimus_Magna wrote: »I really feel that quests are designed for the general public (often new players) while veteran players (ie loyal customers) are completely ignored.