ZOS_GinaBruno wrote: »This is the official feedback thread for the new Trial, Maw of Lorkhaj. Specific feedback that the team is looking for includes:
- How difficult did you find Normal mode?
- Normal was fairly easy, there's a brief learning curve on the 1st and second bosses, but pretty easy once you remotely grasp the mechanics. Third boss showed no real mechanics and was a pushover. Trash was less tedious than vet.- How difficult did you find Veteran mode?
- The first boss is simple enough to map out and down once you figure out the mechanics. The second boss is tough, but we've yet to really get extended practice on it. The trash on the other hand can be extremely brutal and perhaps a bit tedious.- How did the difficulty feel compared to previous Trials?
- It seems to be about on par with Sanctum Ophidia's difficulty at release. Mainly it's more mechanically interesting.- Did you run into any difficulties during the Trial? If so, where or with who?
- We had random crashes from most members of the raids during the trash. I don't know if it's instability of the open air environment vs the boss rooms or perhaps the silence circles from the Suneaters. It certainly seemed less frequent than on boss fights and seemed to have no correlation to addons being on or off.- Were there any bosses or events that you particularly liked or disliked?
- I generally like it all on vet so far. On normal, the final boss need some sort of a buff as it kinda just dies.- Did you complete the Trial? If so, was it on Normal or Veteran mode?
- I've run normal twice with two pretty easy clears. On Vet, we've cleared the first boss three times so far but haven't even spent much time on the second boss. Loot seems okay in vet though.- Were you pleased with the items you received?
The loot table seems fine for normal, however, we had on clear where nobody was able to loot the final boss. Loot seems okay in vet though (so far).- Have you previously played through any Trials, or is this your first experience?
- I've gone in with some mixed groups, but we've all had the previous trials hard modes completed and most of us have had countless completes including occasional records.- As this is the first time a Trial is scaling to the group leader, how did the scaling feel in both Normal and Veteran modes?
- Normal is a bit on the easy side though I don't believe my groups are the target audience for normal- Were you able to easily find the Trial so you could enter?
- Yes, no problems there.- Do you have any other general feedback?
- Don't make us wait another year for another one?
Second boss randomly oneshots a tank when it divides the first lunar eclipse / fullmoon (de)buff.
Also note that the death-recap states no "caster", while normally the name of the person who ran into you stands there. Thusfar it has only happened to the tank tanking the lunar-eclipse boss (darkness).
Also,playing the 64-bit client is simply hell. Crash once every +-10 minutes. Got so sick of it that I ran the 32bit again.
Second boss randomly oneshots a tank when it divides the first lunar eclipse / fullmoon (de)buff.
There is another thing at the trash. At the moment we are assuming that the trash can critically hit you @ZOS_Finn .
We have no other explaination and even testet it, especially regarding the 1 Hand&Shield Trashmobs with theire AoE ability. You sometimes get a random 40-80k hit, next time you get a 16k hit. We tried it out and just stood still 2min in his AoE without doing anything but healing ourselfes.
Like I said, sometimes random death hits with 60k damage, but most of the times 16k hits that don't kill you. So we are thinking that they can critically hit.
Is this intende? - Because it is rather annoying to just get one-shotted without a reason, even if its only trash
Second boss randomly oneshots a tank when it divides the first lunar eclipse / fullmoon (de)buff.
Also note that the death-recap states no "caster", while normally the name of the person who ran into you stands there. Thusfar it has only happened to the tank tanking the lunar-eclipse boss (darkness).
Also,playing the 64-bit client is simply hell. Crash once every +-10 minutes. Got so sick of it that I ran the 32bit again.
Second boss randomly oneshots a tank when it divides the first lunar eclipse / fullmoon (de)buff.
Also note that the death-recap states no "caster", while normally the name of the person who ran into you stands there. Thusfar it has only happened to the tank tanking the lunar-eclipse boss (darkness).
Also,playing the 64-bit client is simply hell. Crash once every +-10 minutes. Got so sick of it that I ran the 32bit again.
We can confirm it happens to people other than the tank. We've hypothesised it's when you attack both bosses too soon (therefore confusing the system over which aura you should take), if you stack too closely, if NB shades are being classified as team members. The best way we found to avoid it is to not stack too tightly.
There is another thing at the trash. At the moment we are assuming that the trash can critically hit you @ZOS_Finn .
We have no other explaination and even testet it, especially regarding the 1 Hand&Shield Trashmobs with theire AoE ability. You sometimes get a random 40-80k hit, next time you get a 16k hit. We tried it out and just stood still 2min in his AoE without doing anything but healing ourselfes.
Like I said, sometimes random death hits with 60k damage, but most of the times 16k hits that don't kill you. So we are thinking that they can critically hit.
Is this intende? - Because it is rather annoying to just get one-shotted without a reason, even if its only trash
One of the mobs debuffes armor to 0. That is prolly why you get such high dmg.
Second boss randomly oneshots a tank when it divides the first lunar eclipse / fullmoon (de)buff.
Also note that the death-recap states no "caster", while normally the name of the person who ran into you stands there. Thusfar it has only happened to the tank tanking the lunar-eclipse boss (darkness).
Also,playing the 64-bit client is simply hell. Crash once every +-10 minutes. Got so sick of it that I ran the 32bit again.
We can confirm it happens to people other than the tank. We've hypothesised it's when you attack both bosses too soon (therefore confusing the system over which aura you should take), if you stack too closely, if NB shades are being classified as team members. The best way we found to avoid it is to not stack too tightly.
I only used a taunt on the dark boss. Did not even touch the white boss.There is another thing at the trash. At the moment we are assuming that the trash can critically hit you @ZOS_Finn .
We have no other explaination and even testet it, especially regarding the 1 Hand&Shield Trashmobs with theire AoE ability. You sometimes get a random 40-80k hit, next time you get a 16k hit. We tried it out and just stood still 2min in his AoE without doing anything but healing ourselfes.
Like I said, sometimes random death hits with 60k damage, but most of the times 16k hits that don't kill you. So we are thinking that they can critically hit.
Is this intende? - Because it is rather annoying to just get one-shotted without a reason, even if its only trash
One of the mobs debuffes armor to 0. That is prolly why you get such high dmg.
That's the two-hander, but we tested it on the first pull, which contains no two-hander. (and it only debufs the one that has agro, and I mean come on, I never lose agro)
We can confirm it happens to people other than the tank. We've hypothesised it's when you attack both bosses too soon (therefore confusing the system over which aura you should take), if you stack too closely, if NB shades are being classified as team members. The best way we found to avoid it is to not stack too tightly.
That's the two-hander, but we tested it on the first pull, which contains no two-hander. (and it only debufs the one that has agro, and I mean come on, I never lose agro)
Personofsecrets wrote: »Why is there a mechanic that brings the tanks armor rating to 0? Doesn't that effect just reinforce the "always blocking" game play that wrobel and lambert believed to be oh so detrimental to the tanking role?
Both, boss nr 1 and boss nr 2 need a buff.
Boss nr 1 hits like a noodle and basically only the 30% burnphase is difficult.
Boss nr 2 is good difficulty but if we had our chars+nice ping that dude would be dead already.
so how to improve difficulty? And those difficulty improvements are not over the top, they would make the fights a lot more interesting.
Boss nr 1.
Decrease time to get behind pillars that kills everybody who is not behind a pillar. Now you basically have time to run over the whole room to get behind a pillar, so you need no reaction time or good positioning of the boss at all.
If you want us to have more fun on this boss give us more tigers, so we actually would need a 2nd tank on this boss because of more tigers spawning which would make the fight longer, and automatically more difficult because we can dps the boss less when we have to kill the tigers.
Atm from 30% to 0 we can just ignore the tigers and execute the boss, up the HP of the boss by 20-30% so we actually have to kill the tigers that spawn afterwards, atm we just ignore those.
Boss nr 2.
The mechanics on this boss are godlike, this is by far the most interesting fight so far in ESO, colorchanges are a real mindf***.
The only thing to improve here is that you should give the bosses like 30% more HP and limit addsspawn to 4 per side. Why? This is kind of an DPS race and the longer the fight lasts the more adds spawn. So the problem is...if you have super fast dps this bossfight will not get hard because you can nuke down the bosses pretty fast which means you have to deal with a lot less adds than ppl with low dps.
So up the HP of the bosses by 30% and limit the max spawnable adds per side to 4. 4 Adds on each side is a good number and makes the fight really interesting. Everything past 4 adds per side is Armageddon.
@Seiffer
Hand shout out to the devs, this trial is A-W-E-S-O-M-O. Just up the difficulty a bit more
Cant give feedback to other bosses as we have a really hard time with templates+250 ping to get past the 2nd boss. Tho if we had our real chars that boss would prolly be dead already. So buff bosses!
@ZOS_Finn @Seiffer Do not nerf this trial on PTS. When we get our char copies we will kill the 2nd boss easily.
Just hurry up with EU char copy We will keep trying nontheless.
And I still expect you to INCREASE the difficulty before this goes live. here my Suggestions again:Both, boss nr 1 and boss nr 2 need a buff.
Boss nr 1 hits like a noodle and basically only the 30% burnphase is difficult.
Boss nr 2 is good difficulty but if we had our chars+nice ping that dude would be dead already.
so how to improve difficulty? And those difficulty improvements are not over the top, they would make the fights a lot more interesting.
Boss nr 1.
Decrease time to get behind pillars that kills everybody who is not behind a pillar. Now you basically have time to run over the whole room to get behind a pillar, so you need no reaction time or good positioning of the boss at all.
If you want us to have more fun on this boss give us more tigers, so we actually would need a 2nd tank on this boss because of more tigers spawning which would make the fight longer, and automatically more difficult because we can dps the boss less when we have to kill the tigers.
Atm from 30% to 0 we can just ignore the tigers and execute the boss, up the HP of the boss by 20-30% so we actually have to kill the tigers that spawn afterwards, atm we just ignore those.
Boss nr 2.
The mechanics on this boss are godlike, this is by far the most interesting fight so far in ESO, colorchanges are a real mindf***.
The only thing to improve here is that you should give the bosses like 30% more HP and limit addsspawn to 4 per side. Why? This is kind of an DPS race and the longer the fight lasts the more adds spawn. So the problem is...if you have super fast dps this bossfight will not get hard because you can nuke down the bosses pretty fast which means you have to deal with a lot less adds than ppl with low dps.
So up the HP of the bosses by 30% and limit the max spawnable adds per side to 4. 4 Adds on each side is a good number and makes the fight really interesting. Everything past 4 adds per side is Armageddon.
@Seiffer
Hand shout out to the devs, this trial is A-W-E-S-O-M-O. Just up the difficulty a bit more
Cant give feedback to other bosses as we have a really hard time with templates+250 ping to get past the 2nd boss. Tho if we had our real chars that boss would prolly be dead already. So buff bosses!
Personofsecrets wrote: »Why is there a mechanic that brings the tanks armor rating to 0? Doesn't that effect just reinforce the "always blocking" game play that wrobel and lambert believed to be oh so detrimental to the tanking role?
Personofsecrets wrote: »Why is there a mechanic that brings the tanks armor rating to 0? Doesn't that effect just reinforce the "always blocking" game play that wrobel and lambert believed to be oh so detrimental to the tanking role?
Well it's not like there is content in this game where you can't permablock as a tank.
TotterTates wrote: »Personofsecrets wrote: »Why is there a mechanic that brings the tanks armor rating to 0? Doesn't that effect just reinforce the "always blocking" game play that wrobel and lambert believed to be oh so detrimental to the tanking role?
Well it's not like there is content in this game where you can't permablock as a tank.
It's not whether you can or can't permablock, my issue is that permablocking is boring.
TotterTates wrote: »Personofsecrets wrote: »Why is there a mechanic that brings the tanks armor rating to 0? Doesn't that effect just reinforce the "always blocking" game play that wrobel and lambert believed to be oh so detrimental to the tanking role?
Well it's not like there is content in this game where you can't permablock as a tank.
It's not whether you can or can't permablock, my issue is that permablocking is boring.
then don't do it and die?
Or dodgeroll like a monkey.
Another remark from me on the loot of the last boss in normal mode.
I remember being said that the last boss on normal DOES drop the new sets, i.e. lunar bastion, moondancer etc.
We completed normal and all got ebon/savior/wormcult loot from the last boss. A bug? A misunderstanding? An unfortunate series of events? A coincidence? Magic?
@ZOS_Finn @Seiffer Do not nerf this trial on PTS. When we get our char copies we will kill the 2nd boss easily.
Just hurry up with EU char copy We will keep trying nontheless.
And I still expect you to INCREASE the difficulty before this goes live. here my Suggestions again:Both, boss nr 1 and boss nr 2 need a buff.
Boss nr 1 hits like a noodle and basically only the 30% burnphase is difficult.
Boss nr 2 is good difficulty but if we had our chars+nice ping that dude would be dead already.
so how to improve difficulty? And those difficulty improvements are not over the top, they would make the fights a lot more interesting.
Boss nr 1.
Decrease time to get behind pillars that kills everybody who is not behind a pillar. Now you basically have time to run over the whole room to get behind a pillar, so you need no reaction time or good positioning of the boss at all.
If you want us to have more fun on this boss give us more tigers, so we actually would need a 2nd tank on this boss because of more tigers spawning which would make the fight longer, and automatically more difficult because we can dps the boss less when we have to kill the tigers.
Atm from 30% to 0 we can just ignore the tigers and execute the boss, up the HP of the boss by 20-30% so we actually have to kill the tigers that spawn afterwards, atm we just ignore those.
Boss nr 2.
The mechanics on this boss are godlike, this is by far the most interesting fight so far in ESO, colorchanges are a real mindf***.
The only thing to improve here is that you should give the bosses like 30% more HP and limit addsspawn to 4 per side. Why? This is kind of an DPS race and the longer the fight lasts the more adds spawn. So the problem is...if you have super fast dps this bossfight will not get hard because you can nuke down the bosses pretty fast which means you have to deal with a lot less adds than ppl with low dps.
So up the HP of the bosses by 30% and limit the max spawnable adds per side to 4. 4 Adds on each side is a good number and makes the fight really interesting. Everything past 4 adds per side is Armageddon.
@Seiffer
Hand shout out to the devs, this trial is A-W-E-S-O-M-O. Just up the difficulty a bit more
Cant give feedback to other bosses as we have a really hard time with templates+250 ping to get past the 2nd boss. Tho if we had our real chars that boss would prolly be dead already. So buff bosses!
Decrease time to get behind pillars that kills everybody who is not behind a pillar. Now you basically have time to run over the whole room to get behind a pillar, so you need no reaction time or good positioning of the boss at all.
[/quote]If you want us to have more fun on this boss give us more tigers, so we actually would need a 2nd tank on this boss because of more tigers spawning which would make the fight longer, and automatically more difficult because we can dps the boss less when we have to kill the tigers.
ok here i am with you. you shouldn't be able to "out-dps" the tigers and completely ignore them.Atm from 30% to 0 we can just ignore the tigers and execute the boss, up the HP of the boss by 20-30% so we actually have to kill the tigers that spawn afterwards, atm we just ignore those.
So up the HP of the bosses by 30% and limit the max spawnable adds per side to 4. 4 Adds on each side is a good number and makes the fight really interesting. Everything past 4 adds per side is Armageddon.
Oh and some feedback based on the gear. Why is everything except rehashed old gear (Worm Cult/Hircine's Veneer/Ebon) BOP once again? Technically we still have absolutely zero new BOE sets from the PvE content. Can't this be more like vDSA/Sanctum that dropped interesting BOE sets that were valid for end game? I want an equivalent to Healer/Footman/Dreugh King.
That would massively enhance the appeal to completing this new content. Especially if only the best pieces dropped in Veteran.
Another remark from me on the loot of the last boss in normal mode.
I remember being said that the last boss on normal DOES drop the new sets, i.e. lunar bastion, moondancer etc.
We completed normal and all got ebon/savior/wormcult loot from the last boss. A bug? A misunderstanding? An unfortunate series of events? A coincidence? Magic?
Rakkhat, the Fang of Lorkhaj in Normal difficulty can drop any piece of loot that comes from the trial. This includes the brand new sets as well as the other sets and Jewelry.