given that there are no more chapters.. how many stories do you have left to do to make use of this feature? I mean if youve already completed them all, then whats the value? What are the chances that new players who dont have 3000 cp and all gold equipment are asking for this feature?
spartaxoxo wrote: »
given that there are no more chapters.. how many stories do you have left to do to make use of this feature? I mean if youve already completed them all, then whats the value? What are the chances that new players who dont have 3000 cp and all gold equipment are asking for this feature?
I see new players cite the difficulty as a reason for uninstalling sometimes.
For them it seems to be floaty animations and over monetization, and too complicated to make a group build mostly. But, lack of difficulty in the stories is not an uncommon complaint.
Beyond that, a lot of vets would replay the stories if they were engaging imo. The base game came out 10 years ago. There's plenty of quests that I don't remember and would enjoy experiencing again, personally.
Just to add to this. We are still working out how overland will scale overtime. But, we have the added benefit of scaling this feature with subclassing in mind. But since this is actively being worked on, don't have all of the answers right now. However, we will pass this thread on so that the general concern is known.
I'm sure you all caught this but I cannot seem to find it hereJust to add to this. We are still working out how overland will scale overtime. But, we have the added benefit of scaling this feature with subclassing in mind. But since this is actively being worked on, don't have all of the answers right now. However, we will pass this thread on so that the general concern is known.
So they are thinking of some scaling mechanism.
I'm sure you all caught this but I cannot seem to find it hereJust to add to this. We are still working out how overland will scale overtime. But, we have the added benefit of scaling this feature with subclassing in mind. But since this is actively being worked on, don't have all of the answers right now. However, we will pass this thread on so that the general concern is known.
So they are thinking of some scaling mechanism.
As you probably know, I'm not a fan of this idea. I think it's got a very limited potential to make combat harder in a way that is satisfactory. Just think where that trajectory is headed: getting one-shot by a single skeever if you do not block or dodge. Of course we won't see that in game, but the harder the difficulty, the more it's going to feel like that.
Then again, if I read this correctly, ZOS are in part developing this to balance the power creep of subclassing (which probably says something about accepting pure classes are getting comparatively weaker, but that's for another thread).
. This is why i feel the temporary zone rehash would provide something fun for a broad range of players and playstyles at minimal development cost, not just a few people.
Franchise408 wrote: »I'm sure you all caught this but I cannot seem to find it hereJust to add to this. We are still working out how overland will scale overtime. But, we have the added benefit of scaling this feature with subclassing in mind. But since this is actively being worked on, don't have all of the answers right now. However, we will pass this thread on so that the general concern is known.
So they are thinking of some scaling mechanism.
As you probably know, I'm not a fan of this idea. I think it's got a very limited potential to make combat harder in a way that is satisfactory. Just think where that trajectory is headed: getting one-shot by a single skeever if you do not block or dodge. Of course we won't see that in game, but the harder the difficulty, the more it's going to feel like that.
Then again, if I read this correctly, ZOS are in part developing this to balance the power creep of subclassing (which probably says something about accepting pure classes are getting comparatively weaker, but that's for another thread).
I actually think the opposite.
If current scaling is anything to go by, a potential scaling for this will just keep the overland vastly underpowered. ESO doesn't do a very good job with level scaling. My hopes for this new overland difficulty have just dropped.
Franchise408 wrote: »I'm sure you all caught this but I cannot seem to find it hereJust to add to this. We are still working out how overland will scale overtime. But, we have the added benefit of scaling this feature with subclassing in mind. But since this is actively being worked on, don't have all of the answers right now. However, we will pass this thread on so that the general concern is known.
So they are thinking of some scaling mechanism.
As you probably know, I'm not a fan of this idea. I think it's got a very limited potential to make combat harder in a way that is satisfactory. Just think where that trajectory is headed: getting one-shot by a single skeever if you do not block or dodge. Of course we won't see that in game, but the harder the difficulty, the more it's going to feel like that.
Then again, if I read this correctly, ZOS are in part developing this to balance the power creep of subclassing (which probably says something about accepting pure classes are getting comparatively weaker, but that's for another thread).
I actually think the opposite.
If current scaling is anything to go by, a potential scaling for this will just keep the overland vastly underpowered. ESO doesn't do a very good job with level scaling. My hopes for this new overland difficulty have just dropped.
I don't quite see how "the potential for scaling is limited" is the opposite of "this will keep overland vastly underpowered". Those seem to be quite compatible statements.
Franchise408 wrote: »Franchise408 wrote: »I'm sure you all caught this but I cannot seem to find it hereJust to add to this. We are still working out how overland will scale overtime. But, we have the added benefit of scaling this feature with subclassing in mind. But since this is actively being worked on, don't have all of the answers right now. However, we will pass this thread on so that the general concern is known.
So they are thinking of some scaling mechanism.
As you probably know, I'm not a fan of this idea. I think it's got a very limited potential to make combat harder in a way that is satisfactory. Just think where that trajectory is headed: getting one-shot by a single skeever if you do not block or dodge. Of course we won't see that in game, but the harder the difficulty, the more it's going to feel like that.
Then again, if I read this correctly, ZOS are in part developing this to balance the power creep of subclassing (which probably says something about accepting pure classes are getting comparatively weaker, but that's for another thread).
I actually think the opposite.
If current scaling is anything to go by, a potential scaling for this will just keep the overland vastly underpowered. ESO doesn't do a very good job with level scaling. My hopes for this new overland difficulty have just dropped.
I don't quite see how "the potential for scaling is limited" is the opposite of "this will keep overland vastly underpowered". Those seem to be quite compatible statements.
Scaling is the main, determining factor for the current state of the undertuned overworld. Everything scales to the player, and does so in a way to keep things very simplistic and easy. I can't see how using that mechanic as a tool to address overland difficulty will make for an acceptable overland experience to those of us who are seeking something new. Using the tool that is the root of the problem to fix the problem is... counterintuitive.
Franchise408 wrote: »Franchise408 wrote: »I'm sure you all caught this but I cannot seem to find it hereJust to add to this. We are still working out how overland will scale overtime. But, we have the added benefit of scaling this feature with subclassing in mind. But since this is actively being worked on, don't have all of the answers right now. However, we will pass this thread on so that the general concern is known.
So they are thinking of some scaling mechanism.
As you probably know, I'm not a fan of this idea. I think it's got a very limited potential to make combat harder in a way that is satisfactory. Just think where that trajectory is headed: getting one-shot by a single skeever if you do not block or dodge. Of course we won't see that in game, but the harder the difficulty, the more it's going to feel like that.
Then again, if I read this correctly, ZOS are in part developing this to balance the power creep of subclassing (which probably says something about accepting pure classes are getting comparatively weaker, but that's for another thread).
I actually think the opposite.
If current scaling is anything to go by, a potential scaling for this will just keep the overland vastly underpowered. ESO doesn't do a very good job with level scaling. My hopes for this new overland difficulty have just dropped.
I don't quite see how "the potential for scaling is limited" is the opposite of "this will keep overland vastly underpowered". Those seem to be quite compatible statements.
Scaling is the main, determining factor for the current state of the undertuned overworld. Everything scales to the player, and does so in a way to keep things very simplistic and easy. I can't see how using that mechanic as a tool to address overland difficulty will make for an acceptable overland experience to those of us who are seeking something new. Using the tool that is the root of the problem to fix the problem is... counterintuitive.
Franchise408 wrote: »Franchise408 wrote: »I'm sure you all caught this but I cannot seem to find it hereJust to add to this. We are still working out how overland will scale overtime. But, we have the added benefit of scaling this feature with subclassing in mind. But since this is actively being worked on, don't have all of the answers right now. However, we will pass this thread on so that the general concern is known.
So they are thinking of some scaling mechanism.
As you probably know, I'm not a fan of this idea. I think it's got a very limited potential to make combat harder in a way that is satisfactory. Just think where that trajectory is headed: getting one-shot by a single skeever if you do not block or dodge. Of course we won't see that in game, but the harder the difficulty, the more it's going to feel like that.
Then again, if I read this correctly, ZOS are in part developing this to balance the power creep of subclassing (which probably says something about accepting pure classes are getting comparatively weaker, but that's for another thread).
I actually think the opposite.
If current scaling is anything to go by, a potential scaling for this will just keep the overland vastly underpowered. ESO doesn't do a very good job with level scaling. My hopes for this new overland difficulty have just dropped.
I don't quite see how "the potential for scaling is limited" is the opposite of "this will keep overland vastly underpowered". Those seem to be quite compatible statements.
Scaling is the main, determining factor for the current state of the undertuned overworld. Everything scales to the player, and does so in a way to keep things very simplistic and easy. I can't see how using that mechanic as a tool to address overland difficulty will make for an acceptable overland experience to those of us who are seeking something new. Using the tool that is the root of the problem to fix the problem is... counterintuitive.
colossalvoids wrote: »Every time people do mention how it's good to make delves/pd's more relevant challenge wise I want to mention thousand and first time that personally, it's about questing and stories made relevant instead. Surely it was beaten up a ton already, but if it's not the first aim and focus I can see how the feature can fall flat because wrong initial focus. Questing is still the most played part of the game and always will be, if the focus would go into instances again it would be still a change for less than a percent of playerbase and might not even make it past the PTS halting other progress the game can make.
colossalvoids wrote: »Every time people do mention how it's good to make delves/pd's more relevant challenge wise I want to mention thousand and first time that personally, it's about questing and stories made relevant instead. Surely it was beaten up a ton already, but if it's not the first aim and focus I can see how the feature can fall flat because wrong initial focus. Questing is still the most played part of the game and always will be, if the focus would go into instances again it would be still a change for less than a percent of playerbase and might not even make it past the PTS halting other progress the game can make.
GloatingSwine wrote: »colossalvoids wrote: »Every time people do mention how it's good to make delves/pd's more relevant challenge wise I want to mention thousand and first time that personally, it's about questing and stories made relevant instead. Surely it was beaten up a ton already, but if it's not the first aim and focus I can see how the feature can fall flat because wrong initial focus. Questing is still the most played part of the game and always will be, if the focus would go into instances again it would be still a change for less than a percent of playerbase and might not even make it past the PTS halting other progress the game can make.
Questing is the hardest bit to meaningfully change the difficulty of though.
The problem, and this is why they never did another Craglorn, is that most people just don't want to spend extra time fighting mobs. But without that there isn't any curve to the difficulty, you have to have a curve from mobs to story bosses not have one be irrelevant and the other actually tough.
So the first question to ask when you say "questing made relevant" is "What should the minimum TTK of a common enemy be?". How long is every single mob guaranteed to be able to live against the strongest build a player can bring?
Because everything else about difficulty has to proceed from that.
GloatingSwine wrote: »colossalvoids wrote: »Every time people do mention how it's good to make delves/pd's more relevant challenge wise I want to mention thousand and first time that personally, it's about questing and stories made relevant instead. Surely it was beaten up a ton already, but if it's not the first aim and focus I can see how the feature can fall flat because wrong initial focus. Questing is still the most played part of the game and always will be, if the focus would go into instances again it would be still a change for less than a percent of playerbase and might not even make it past the PTS halting other progress the game can make.
Questing is the hardest bit to meaningfully change the difficulty of though.
The problem, and this is why they never did another Craglorn, is that most people just don't want to spend extra time fighting mobs. But without that there isn't any curve to the difficulty, you have to have a curve from mobs to story bosses not have one be irrelevant and the other actually tough.
So the first question to ask when you say "questing made relevant" is "What should the minimum TTK of a common enemy be?". How long is every single mob guaranteed to be able to live against the strongest build a player can bring?
Because everything else about difficulty has to proceed from that.
GloatingSwine wrote: »colossalvoids wrote: »Every time people do mention how it's good to make delves/pd's more relevant challenge wise I want to mention thousand and first time that personally, it's about questing and stories made relevant instead. Surely it was beaten up a ton already, but if it's not the first aim and focus I can see how the feature can fall flat because wrong initial focus. Questing is still the most played part of the game and always will be, if the focus would go into instances again it would be still a change for less than a percent of playerbase and might not even make it past the PTS halting other progress the game can make.
Questing is the hardest bit to meaningfully change the difficulty of though.
The problem, and this is why they never did another Craglorn, is that most people just don't want to spend extra time fighting mobs. But without that there isn't any curve to the difficulty, you have to have a curve from mobs to story bosses not have one be irrelevant and the other actually tough.
So the first question to ask when you say "questing made relevant" is "What should the minimum TTK of a common enemy be?". How long is every single mob guaranteed to be able to live against the strongest build a player can bring?
Because everything else about difficulty has to proceed from that.
I don't care about length so much as I care about impact.
I don't want a slider that's just going to make it take longer with the same guaranteed success. I want the world to feel dangerous and not boring as hell.
If I am by myself and on foot, and there is a literal fricken giant 9 feet away from me, my life should feel like it's in danger.
And not just him turning around and giving me that little "warning" animation. It should be spontaneous, like holy crap, it turns out that a 14 foot tall humanoid with legs twice the length of mine can cover ground very fast!
And not just "oh I might have to drink a potion" danger. Like... If that thing hits me, I'm paste. There is literally no spontaneous danger ANYWHERE in the ENTIRE GAME.
I just want to also point out how stale the design has become for me.
Not just ESO but this type of game in general, MMO, MMORPG, online action game, online role-playing, I don't care how you classify it.
Like... does every single dungeon/delve, quest, etc have to have the exact same formula?
2-4 archetypal eNeMiEs (an archer maybe, a tanker, a ranged mage) confront you around the first corner and you crush them without a second though.
Exactly 6 seconds later, 2-4 "different' (lol) archetypal EnEmIeS confront you again, this time a healer (ON NOES THEY HAVE A HEALER THIS TIME HE MIGHT HEAL THEM LOL) who you instantaneously crush in 2 seconds.
Then you walk around a different corner and... guess what? 2-4 eNeMiEs confront you, exact same scaling, exact same bland archetypes, no surprises, no spontaneity, no fun whatsoever just casually murdering another handful of useless NPCs for what is supposed to pass as "gameplay".
I would much rather have literally nothing. And I mean that sincerely... If I have to explore a spooky crypt for storytelling purposes, having to cleave through 28 bandits like warm butter, by myself, as an invincible one man army, absolutely destroys the atmosphere for me.
I mean obviously it's too late to rip this game apart from the roots up, but hopefully *something* can at least *kind of* change in the design going forward. I'm up to High Isle now and my first "crypt" quest against these evil knights is just such... such a damned boring *sigh*. Oh no, evil bad guy knights who want to do evil bad guy stuff. They are such a huge threat, right? Nope, they are just as laughable and pathetic as any other quest enemy in the game, I end them in 2 buttons and my magicka, stamina and health bars don't budge.
I'd rather travel through an abandoned crypt with NO enemies at all, rather than have to cleave through 22 incompetent useless fools who just make everything look like a huge joke.
twisttop138 wrote: »I just want to also point out how stale the design has become for me.
Not just ESO but this type of game in general, MMO, MMORPG, online action game, online role-playing, I don't care how you classify it.
Like... does every single dungeon/delve, quest, etc have to have the exact same formula?
2-4 archetypal eNeMiEs (an archer maybe, a tanker, a ranged mage) confront you around the first corner and you crush them without a second though.
Exactly 6 seconds later, 2-4 "different' (lol) archetypal EnEmIeS confront you again, this time a healer (ON NOES THEY HAVE A HEALER THIS TIME HE MIGHT HEAL THEM LOL) who you instantaneously crush in 2 seconds.
Then you walk around a different corner and... guess what? 2-4 eNeMiEs confront you, exact same scaling, exact same bland archetypes, no surprises, no spontaneity, no fun whatsoever just casually murdering another handful of useless NPCs for what is supposed to pass as "gameplay".
I would much rather have literally nothing. And I mean that sincerely... If I have to explore a spooky crypt for storytelling purposes, having to cleave through 28 bandits like warm butter, by myself, as an invincible one man army, absolutely destroys the atmosphere for me.
I mean obviously it's too late to rip this game apart from the roots up, but hopefully *something* can at least *kind of* change in the design going forward. I'm up to High Isle now and my first "crypt" quest against these evil knights is just such... such a damned boring *sigh*. Oh no, evil bad guy knights who want to do evil bad guy stuff. They are such a huge threat, right? Nope, they are just as laughable and pathetic as any other quest enemy in the game, I end them in 2 buttons and my magicka, stamina and health bars don't budge.
I'd rather travel through an abandoned crypt with NO enemies at all, rather than have to cleave through 22 incompetent useless fools who just make everything look like a huge joke.
That sounds super cool. What game are you basing that off of cause I'd love to give it a try. (I'm not being sarcastic, it genuinely sounds cool) Unfortunately though I don't think that's what they have in mind. It sounds like a different game tbh. Another poster said it best though, in a response to you. You'll find danger in pvp. That's how star wars galaxies was. It was dangerous man. You could lose it all. Try imperial City.
I mean... in Elder Scrolls we literally have MULTIPLE canonical groups of assassins whose entire purpose for existing is to gank high-profile targets with reputation and power (sounds kind of like the player, no?), and not one ESO developer in its entire 10+ year history has thought, even for a second, to try to assassinate the player with an NPC?
GloatingSwine wrote: »I mean... in Elder Scrolls we literally have MULTIPLE canonical groups of assassins whose entire purpose for existing is to gank high-profile targets with reputation and power (sounds kind of like the player, no?), and not one ESO developer in its entire 10+ year history has thought, even for a second, to try to assassinate the player with an NPC?
Yes? There's a few times where NPCs appear out of nowhere. There's one everyone runs past as part of the Daggerfall zone story (he'll respawn every time you go between the castle and wayshrine until you clear that quest stage). Nobody cares, it's just an NPC with standard NPC combat balance, does about 800 damage a hit to players with 20k+ health.
So we're back on combat balance in a wildly divergent gamespace, spec out an NPC assassin encounter that can reasonably threaten a 100k dps full-sweaty endgame player character which is also accessible content for a level 5 player just out of the tutorial. Those characters are playing together in a group.
twisttop138 wrote: »I just want to also point out how stale the design has become for me.
Not just ESO but this type of game in general, MMO, MMORPG, online action game, online role-playing, I don't care how you classify it.
Like... does every single dungeon/delve, quest, etc have to have the exact same formula?
2-4 archetypal eNeMiEs (an archer maybe, a tanker, a ranged mage) confront you around the first corner and you crush them without a second though.
Exactly 6 seconds later, 2-4 "different' (lol) archetypal EnEmIeS confront you again, this time a healer (ON NOES THEY HAVE A HEALER THIS TIME HE MIGHT HEAL THEM LOL) who you instantaneously crush in 2 seconds.
Then you walk around a different corner and... guess what? 2-4 eNeMiEs confront you, exact same scaling, exact same bland archetypes, no surprises, no spontaneity, no fun whatsoever just casually murdering another handful of useless NPCs for what is supposed to pass as "gameplay".
I would much rather have literally nothing. And I mean that sincerely... If I have to explore a spooky crypt for storytelling purposes, having to cleave through 28 bandits like warm butter, by myself, as an invincible one man army, absolutely destroys the atmosphere for me.
I mean obviously it's too late to rip this game apart from the roots up, but hopefully *something* can at least *kind of* change in the design going forward. I'm up to High Isle now and my first "crypt" quest against these evil knights is just such... such a damned boring *sigh*. Oh no, evil bad guy knights who want to do evil bad guy stuff. They are such a huge threat, right? Nope, they are just as laughable and pathetic as any other quest enemy in the game, I end them in 2 buttons and my magicka, stamina and health bars don't budge.
I'd rather travel through an abandoned crypt with NO enemies at all, rather than have to cleave through 22 incompetent useless fools who just make everything look like a huge joke.
That sounds super cool. What game are you basing that off of cause I'd love to give it a try. (I'm not being sarcastic, it genuinely sounds cool) Unfortunately though I don't think that's what they have in mind. It sounds like a different game tbh. Another poster said it best though, in a response to you. You'll find danger in pvp. That's how star wars galaxies was. It was dangerous man. You could lose it all. Try imperial City.
I'm playing AC Valhalla right now, and it has very much the same overarching "template" as ESO, with many obvious differences of course. You run around in an open world and do quests, progress through a story, find gear, level up etc.
Sometimes when I'm out in the world some bandits/soldiers will just appear out of nowhere from behind a tree and scream that they want vengeance because you killed their friends/family or something.
It is absolutely spontaneous, and depending on your character's level, gear etc., and obviously your skill, it is absolutely dangerous and life-threatenting, about as close as you can get to the "pvp ganking" you can get from NPCs. It's really well done and I'm astounded that more games don't do this very basic thing to add spontaneity to their world.
I mean... in Elder Scrolls we literally have MULTIPLE canonical groups of assassins whose entire purpose for existing is to gank high-profile targets with reputation and power (sounds kind of like the player, no?), and not one ESO developer in its entire 10+ year history has thought, even for a second, to try to assassinate the player with an NPC?
THAT's what I mean when I complain that the devs formula is stale as hell and needs shaking up. They don't ask the question: "What will we put in this delve?" Instead the ask the question: What will be the flavour of the copy/pasted archetypal leveled NPCs which we will clump together in small, digestible groups that the player can kill 7 to 10 times before getting to the named mini-boss?"
How about this: Don't actually put a boss? Don't put regular trash NPCs for once? Instead have 2 or 3 encounters of assassins appearing from the shadows who surprise me. Have NO npcs in the entire dungeon, but instead have just one powerful, ruthless assassin trying to kill me before I reach my objective. Have ONE npc, or a group of NPCs, who I have to chase down, but who keep foiling me putting dangerous traps and pitfalls.
I mean these thoughts literally spilled out of my brain in 3 seconds of spitballing. ESO devs can't come up with anything like this over a decade? Or are they too afraid to try anything different? They certainly have the resources to experiment even just a little.
Hell even in Skyrim we had at least that one derpy DB assassin who would bum rush you incompetently, then you kill him and you get the assassin's note. (Thank god for mods, people really transformed that encounter into something fun and dangerous.)
I could go on and on. Give me a week and I could come up with 100 different scenarios of something DIFFERENT than "small clumps of generic template NPCs which the player swats down after 3 seconds." Over and over again. Forever. (Do we really imagine that 5-10 years from now we'll STILL be getting these copy/pasted delves in this exact same formula???)
Yes they have "mechanics" in game, hell even the random group of Molag Bal from Vanilla would be "spontaneous" if they weren't such a complete laughing stock.
The problem is damage multipliers, yes, I wholeheartedly agree. But the implementation is also underwhelming. I mean they literally just appear 10 feet away from you and stand there. Forever. Doing literally nothing. Forever. You don't even have to engage with them if you don't want to.
GloatingSwine wrote: »Yes they have "mechanics" in game, hell even the random group of Molag Bal from Vanilla would be "spontaneous" if they weren't such a complete laughing stock.
The problem is damage multipliers, yes, I wholeheartedly agree. But the implementation is also underwhelming. I mean they literally just appear 10 feet away from you and stand there. Forever. Doing literally nothing. Forever. You don't even have to engage with them if you don't want to.
Right, they follow the aggro rules of an MMO, because this is an MMO, the content isn't happening to any one particular player.
Which is the nub of the rest of it, attacked who more quickly, packed a wallop to who? Because what packs a wallop to one player might be trivial to another and the game doesn't know which is which, and if you make content that is a challenge for the sweatiest possible build then the players will gang up on it because this is an MMO and that's what they're supposed to do, but that also fundamentally implies players setting the timetable for the encounter (which makes it not "spontaneous" again).
Like your idea of a delve being Scourge Harvester, if there's 7 players in there who is it "hunting"? Does it just get instantly minced as soon as it spawns because everyone quickly realises that the fastest way to do the delve is for everyone to stack until it decloaks then they all attack. (which usually happens to actual Scourge Harvester even with only 4).
You have to plan around the game the way it actually works, your frames of reference were all singleplayer games. This is an MMO, unless something is spawning for a quest step it's spawning agnostic of any particular player and even if it does spawn for a quest step it's still spawning for everyone in that zone.
Which is why overland is pretty much always going to be a flat playing field. It's also just a volume game, a lot of people already run past content when it only takes 2-3 seconds to kill because there's such a lot of it, (and 2-3 seconds generally means a non-boss enemy averages 1.5 attacks because they seem to act every 2 seconds or so, and remember those actions are server mediated and might have to update to hundreds of clients depending on the zone population so they can't necessarily just turn that rate up and maintain stable performance) so if you make enemies much tougher people will just avoid the content even harder. They literally learned this with Craglorn, they made a zone where all the mobs were tougher and people didn't like it (albeit it's powercrept now and you can solo the "group" instances).
So there's just a limited amount of space to make the enemies tougher before players don't want to engage with them., there's a technical limitation on making them faster due to server tick rate (that's also one of the reasons they put things like your resource recoveries and sticky dots on a 2 second tick from 1 second IIRC so that Cyrodiil doesn't explode when hundreds of players are all ticking on each other), and so the only thing they could maybe do is jack up damage by about 500% and include resistances in the declining buff new characters get.
But that doesn't really make "tough" solo content, it just means you have to maybe slot a self heal. Maybe, because the enemy density and toughness in overland content has a very limited range to increase.
Once again, the answer to "harder content tuned for solo" is punching up instanced content to at least the level of Shada's Tear. (Denser packs that hit harder then bosses with more health and at least one mechanic you have to pay attention to or die.)