




Velidreth climbs to the ceiling and says "Don't move a muscle" and she means it! If you move, she kills you with the spike. If you stay still, you get an aoe effect growing under your feet, you must dodge it just before the aoe is at its full size.
Velidreth climbs to the ceiling and says "Don't move a muscle" and she means it! If you move, she kills you with the spike. If you stay still, you get an aoe effect growing under your feet, you must dodge it just before the aoe is at its full size.
It's confusing because she is trying to kill you, so what you would think is to do the opposite of what she says!
Because it's a game, not real life?Dropstitch wrote: »Velidreth climbs to the ceiling and says "Don't move a muscle" and she means it! If you move, she kills you with the spike. If you stay still, you get an aoe effect growing under your feet, you must dodge it just before the aoe is at its full size.
It's confusing because she is trying to kill you, so what you would think is to do the opposite of what she says!
It is slightly odd. Kinda like a boxer shouting "jab, jab, cross" at their opponent just before they throw them in a fight. I mean- why?
Dropstitch wrote: »Velidreth climbs to the ceiling and says "Don't move a muscle" and she means it! If you move, she kills you with the spike. If you stay still, you get an aoe effect growing under your feet, you must dodge it just before the aoe is at its full size.
It's confusing because she is trying to kill you, so what you would think is to do the opposite of what she says!
It is slightly odd. Kinda like a boxer shouting "jab, jab, cross" at their opponent just before they throw them in a fight. I mean- why?
Kiralyn2000 wrote: »Because it's a game, not real life?Dropstitch wrote: »Velidreth climbs to the ceiling and says "Don't move a muscle" and she means it! If you move, she kills you with the spike. If you stay still, you get an aoe effect growing under your feet, you must dodge it just before the aoe is at its full size.
It's confusing because she is trying to kill you, so what you would think is to do the opposite of what she says!
It is slightly odd. Kinda like a boxer shouting "jab, jab, cross" at their opponent just before they throw them in a fight. I mean- why?
I mean, the boxer isn't going to 100% of the time yell "I will destroy you!" right before his big haymaker, right? But attack tells before Big Boss Attacks is pretty standard for any Boss Fight game.
Kiralyn2000 wrote: »But attack tells before Big Boss Attacks is pretty standard for any Boss Fight game.
El_Borracho wrote: »If the game telling you what to do is too hard, there are many, many guides out there online that explain the dungeons to you. Though I had to laugh at the EH critique. First time I've ever seen a complaint about pointless scaffolding interrupting game play
Velidreth climbs to the ceiling and says "Don't move a muscle" and she means it! If you move, she kills you with the spike. If you stay still, you get an aoe effect growing under your feet, you must dodge it just before the aoe is at its full size.
Dropstitch wrote: »El_Borracho wrote: »If the game telling you what to do is too hard, there are many, many guides out there online that explain the dungeons to you. Though I had to laugh at the EH critique. First time I've ever seen a complaint about pointless scaffolding interrupting game play
I can't believe the scaffolding was mentioned and not the crate sitting underneath it. I mean what the hell is that doing there?
I honestly don't think randomly dying is a good way to 'figure things out'.
[snip]
magnusthorek wrote: »I have to agree with Velidreth's pike. The "don't move a muscle" thing isn't the problem because you do have, assuming default colours, a tiny green circle under your feet while the whole arena becomes red (green = good; red = bad). The problem is the second pike as the red circle expands relatively too fast for a perfect dodge (I've failed several times in getting the no-death for the ugly skin because of this).
You have to look at her, in the ceiling (meaning you won't be able to see the floor where the circle is), and when she starts "wiggling" it's your indication you have to dodge soon but the actual dodging time is when she's coming down, about 1/3 (maybe 2/3) the distance between the ceiling and the floor
[snip]
And yes, of course dying is always the result of an attack or another. But it feels random often enough to a newer, less experienced player, which is the point I'm trying to make.
As for Selene's Web - unless they nerfed it it's absolutely a oneshot even on a 44k health Tank with max res, blocking, Defensive Stance slotted and Bound Aegis active.
Now, I haven't actually tried to block it in a long while, so it's entirely possible that was altered in the meanwhile.
AvalonRanger wrote: »I've been playing most of AAA action game through more than 10 years.
But, ESO is the most stressful combat game just rather than boring old fashioned
action game.
[snip]
#1 Why level design is so important?
-->Because, it defines how to act through the game sequence for the players.
Not just decoration of the background landscape.
<Group dungeon map should not be actual maze>
"Hey!! what are you doing!? keep taunting!"
"What are you waiting for? Just go!! We need to finish pledge ASAP. Why are you keep standing there?"
(Personally say, MMO grouping mission is so stressful for me. When someone picked up chest, it's a only relief time )
Exploring essence of the grouping dungeon is meaningless.
We can't enjoy "exploring or reading lore, or just enjoy landscape" like the
Skyrim or Fallout4 at the grouping dungeon anyway.
There're no reason build dead-end corridor or (*#1)meaningless scaffoldings which doesn't have tactical
benefit for the combat. It should be more "liner road" without any branch.
(*#1 ESO doesn't have any of elevation combat mechanics. Everything hold on flat ground.
What a old fashioned game !! )
#2 Why UI design is so important for the game design?
-->Because, it's a most important communication tools to send the correct message to the players.
-->Please check screenshot I put it at the this thread before.
<ESO doesn't have integrated UI designing rules which every people can easily understand game system.>
-->In the DeadSpace, player and all NPC have health bar at the back of spine.
It's a unified rules of UI design in the DeadSpace world.
-->In the DOOM ETERNAL, "green light" indicates main road direction or explains
the game hint for the players. It's a unified design rules.
--> ESO also has "red marker" which tell the players dangerous situation. But, there're too
much variation of damage amount through the ESO world. And, there're not clear sign
lethal or average. Moreover, there're not much unified designing rules.It's so chaos.
Sometime, it's too much abstract design direction and rough way.
-->Please check screenshot I put it at the this thread before.
[snip]
PS. ESO is my first MMO experience, and will be last experience. If ESO is the best MMORPG,
I don't want to play these type of game anymore.
[edited for bashing]

Velidreth climbs to the ceiling and says "Don't move a muscle" and she means it! If you move, she kills you with the spike. If you stay still, you get an aoe effect growing under your feet, you must dodge it just before the aoe is at its full size.
I played it over half a dozen times and never realized it's saying anything.
The dungeon is dark and confusing as hell, and the snares! Hate all dark dungeons...
Parrot1986 wrote: »On the boss mechanics and telegraphing, the game shouldn’t hold your hand too much and it should require an element of figuring stuff out. Also voice commands from the boss give additional hints.
For depths of Malator the gold wall walking towards you with no way past is a fairly clear indication you need to do something I.e kill an add. This boss calls on meridian soldiers and makes it clear these are enemies, therefore you must kill them.
Parrot1986 wrote: »[snip]
And yes, of course dying is always the result of an attack or another. But it feels random often enough to a newer, less experienced player, which is the point I'm trying to make.
As for Selene's Web - unless they nerfed it it's absolutely a oneshot even on a 44k health Tank with max res, blocking, Defensive Stance slotted and Bound Aegis active.
Now, I haven't actually tried to block it in a long while, so it's entirely possible that was altered in the meanwhile.
[snip]
For me death recaps, repetition and group play is a the eduction of mechanics I’d rather have. I don’t want a game that telegraphs everything to the point where it’s pretty much impossible to die especially if your an experienced player.
I totally get there needs to be a balance but making it fit for new players only makes the experience worse for experience players who enjoy any challenge they can get in a game already watered down.
On selenes I’ve ran pledges as a tank for about 18 months and never had a death to the heavy or bear attack with 34k health and 27k resistances.
As far as I’m aware especially non dlc there are literally no true one shot attacks from any boss for a tank. Not including pin attack in FG2 from 2nd boss as that’s locked behind something that the group needs to do.
[edited to remove quote & for discussing moderator action]