Generally, attacks follow predictable rules:
- The physically larger the enemy, the more damage it does
- Light attacks won’t 1-shot you in most cases, but heavy attacks (shown by gold lines iirc) probably will. Generally, its good to block (or if you’re not a tank, roll dodge) light and heavy attacks regardless.
- Bad AoEs are bad. Some instant kill, some don’t. But unless its a “stack and burn” fight, don’t stand in any AoEs UNLESS the AoE is YELLOW. Those are stack AoEs like Flare in Cloudrest (Siroria), Sunspire (Yoln), and bugs in BRP (Tames).
Generally, attacks follow predictable rules:
- The physically larger the enemy, the more damage it does
- Light attacks won’t 1-shot you in most cases, but heavy attacks (shown by gold lines iirc) probably will. Generally, its good to block (or if you’re not a tank, roll dodge) light and heavy attacks regardless.
- Bad AoEs are bad. Some instant kill, some don’t. But unless its a “stack and burn” fight, don’t stand in any AoEs UNLESS the AoE is YELLOW. Those are stack AoEs like Flare in Cloudrest (Siroria), Sunspire (Yoln), and bugs in BRP (Tames).
I appreciate the primer but I understand the basic mechanics of combat. I'm talking specifically about attacks that will definitely kill you if unavoided.
Dragonnord wrote: »Generally, attacks follow predictable rules:
- The physically larger the enemy, the more damage it does
- Light attacks won’t 1-shot you in most cases, but heavy attacks (shown by gold lines iirc) probably will. Generally, its good to block (or if you’re not a tank, roll dodge) light and heavy attacks regardless.
- Bad AoEs are bad. Some instant kill, some don’t. But unless its a “stack and burn” fight, don’t stand in any AoEs UNLESS the AoE is YELLOW. Those are stack AoEs like Flare in Cloudrest (Siroria), Sunspire (Yoln), and bugs in BRP (Tames).
I appreciate the primer but I understand the basic mechanics of combat. I'm talking specifically about attacks that will definitely kill you if unavoided.
For that you just need to know the fight and the enemy (ie: a boss) you are fighting to know what attacks one-shot you.
There's no other way to know since some heavy attacks, mechanics, etc., will one-shot you and other heavy attacks, merchanics, etc., will not. You just need to know that enemy fight in particular.
Generally, attacks follow predictable rules:
- The physically larger the enemy, the more damage it does
- Light attacks won’t 1-shot you in most cases, but heavy attacks (shown by gold lines iirc) probably will. Generally, its good to block (or if you’re not a tank, roll dodge) light and heavy attacks regardless.
- Bad AoEs are bad. Some instant kill, some don’t. But unless its a “stack and burn” fight, don’t stand in any AoEs UNLESS the AoE is YELLOW. Those are stack AoEs like Flare in Cloudrest (Siroria), Sunspire (Yoln), and bugs in BRP (Tames).
I appreciate the primer but I understand the basic mechanics of combat. I'm talking specifically about attacks that will definitely kill you if unavoided.
Would love some indicator whether is incoming (heavy) attack just the "does lot of damage" kind or "will one-shot you no matter what" kind. Tried tanking while ago and this was one of most frustrating things in fights. There are attacks with same telegraph and some can be blocked and some will one-shot blocking tank with 40k+ health like it was nothing. Same with AoEs - some tank can (and apparently should) stand in, some have to be avoided even if it means moving the boss. Never had this problem as dd or healer, since I've always assumed I can't block any attack from the boss and roll-dodged by default and will try never stand in anything red.
If the content is brand new, block the heavy if a tank, roll if a DD. If older, roll the heavies even if a tank.
There are exceptions to this, of course.
There are plenty of heavy direct attacks and AOEs that I can easily shrug off or block and survive, and in those cases it can be more efficient to stay where I am. However, if an enemy is going to do a different attack that will one-shot me, I'd like to know, without having to look it up or die beforehand.Generally, attacks follow predictable rules:
- The physically larger the enemy, the more damage it does
- Light attacks won’t 1-shot you in most cases, but heavy attacks (shown by gold lines iirc) probably will. Generally, its good to block (or if you’re not a tank, roll dodge) light and heavy attacks regardless.
- Bad AoEs are bad. Some instant kill, some don’t. But unless its a “stack and burn” fight, don’t stand in any AoEs UNLESS the AoE is YELLOW. Those are stack AoEs like Flare in Cloudrest (Siroria), Sunspire (Yoln), and bugs in BRP (Tames).
I appreciate the primer but I understand the basic mechanics of combat. I'm talking specifically about attacks that will definitely kill you if unavoided.
I just treat everything like it’ll kill me unless I know otherwise, haven’t run into any problems except that I block “too much”, but there’s nothing wrong with my blocking habits because my sustain is fine haha.
I suspect the "absolute one-shots" are way less than "we" think.
It happened to me to survive a huge one-shot because I had 33K resistances, all bonuses in blocking/mitigation and 50K+ Health, but I survived with like less than 1% health, barely enough to heal myself and recover the fight.
So even some hits that normally we would call one-shot aren't absolute one-shots... But occasional insta-kill are present, just really rare and usually tied to specific mechanics in specific content.
My point is: you can't warn about a "one-shot" if there's the chance to survive and fault for dying is on your character...
If the content is brand new, block the heavy if a tank, roll if a DD. If older, roll the heavies even if a tank.
There are exceptions to this, of course.
It's the fact that nothing is guaranteed that causes problems for me, and I assume, others. The fact that a one-shot lethal attack is functionally identical from a UI perspective. I just think it would really help to know what's going to kill me, and I think there's a justification for something like this in that if you're an experienced adventurer, you're more capable of understanding when you absolutely, positively, must get out of the way.
BananaBender wrote: »If the content is brand new, block the heavy if a tank, roll if a DD. If older, roll the heavies even if a tank.
There are exceptions to this, of course.
It's the fact that nothing is guaranteed that causes problems for me, and I assume, others. The fact that a one-shot lethal attack is functionally identical from a UI perspective. I just think it would really help to know what's going to kill me, and I think there's a justification for something like this in that if you're an experienced adventurer, you're more capable of understanding when you absolutely, positively, must get out of the way.
Because your survival depends on your build and what debuffs the boss has applied to them.
The game would pretty much have to calculate everything twice if it tried to predict whether you survive or not and change the visual cue accordingly. And it wouldn't even be completely accurate since buffs and debuffs can run out or be applied while the attack is happening.
Right now vast majority of boss heavies are blockable, though there are plenty of those which you would rather dodge roll. In Kyne's Aegis HM Falgravn execute is one of the very few attacks that are pretty much 100% a one shot, no matter what buffs and debuffs you have.
BananaBender wrote: »If the content is brand new, block the heavy if a tank, roll if a DD. If older, roll the heavies even if a tank.
There are exceptions to this, of course.
It's the fact that nothing is guaranteed that causes problems for me, and I assume, others. The fact that a one-shot lethal attack is functionally identical from a UI perspective. I just think it would really help to know what's going to kill me, and I think there's a justification for something like this in that if you're an experienced adventurer, you're more capable of understanding when you absolutely, positively, must get out of the way.
Because your survival depends on your build and what debuffs the boss has applied to them.
The game would pretty much have to calculate everything twice if it tried to predict whether you survive or not and change the visual cue accordingly. And it wouldn't even be completely accurate since buffs and debuffs can run out or be applied while the attack is happening.
Right now vast majority of boss heavies are blockable, though there are plenty of those which you would rather dodge roll. In Kyne's Aegis HM Falgravn execute is one of the very few attacks that are pretty much 100% a one shot, no matter what buffs and debuffs you have.
All it has to do is indicate whether it's the kind of attack that will be lethal, or as I noted in my last reply, "ultimate". It doesn't require any calculation, only a tag which tells the indicator to be a normal red or something else.
BananaBender wrote: »BananaBender wrote: »If the content is brand new, block the heavy if a tank, roll if a DD. If older, roll the heavies even if a tank.
There are exceptions to this, of course.
It's the fact that nothing is guaranteed that causes problems for me, and I assume, others. The fact that a one-shot lethal attack is functionally identical from a UI perspective. I just think it would really help to know what's going to kill me, and I think there's a justification for something like this in that if you're an experienced adventurer, you're more capable of understanding when you absolutely, positively, must get out of the way.
Because your survival depends on your build and what debuffs the boss has applied to them.
The game would pretty much have to calculate everything twice if it tried to predict whether you survive or not and change the visual cue accordingly. And it wouldn't even be completely accurate since buffs and debuffs can run out or be applied while the attack is happening.
Right now vast majority of boss heavies are blockable, though there are plenty of those which you would rather dodge roll. In Kyne's Aegis HM Falgravn execute is one of the very few attacks that are pretty much 100% a one shot, no matter what buffs and debuffs you have.
All it has to do is indicate whether it's the kind of attack that will be lethal, or as I noted in my last reply, "ultimate". It doesn't require any calculation, only a tag which tells the indicator to be a normal red or something else.
But how will it know if the attack is lethal without calculating it? There aren't any heavy attacks that are guaranteed to one shot you.
Right, that's what I mean. I'm asking about whether it would be good to have a way to understand whether something will simply kill you if unavoided. The reason being that I would rather not have to check a wiki to know which attack, which from a UI perspective looks exactly like every other attack, will one-shot me. I think it would give players the ability to better understand and react in the moment, especially if they're not overly familiar with the encounter.
BananaBender wrote: »BananaBender wrote: »If the content is brand new, block the heavy if a tank, roll if a DD. If older, roll the heavies even if a tank.
There are exceptions to this, of course.
It's the fact that nothing is guaranteed that causes problems for me, and I assume, others. The fact that a one-shot lethal attack is functionally identical from a UI perspective. I just think it would really help to know what's going to kill me, and I think there's a justification for something like this in that if you're an experienced adventurer, you're more capable of understanding when you absolutely, positively, must get out of the way.
Because your survival depends on your build and what debuffs the boss has applied to them.
The game would pretty much have to calculate everything twice if it tried to predict whether you survive or not and change the visual cue accordingly. And it wouldn't even be completely accurate since buffs and debuffs can run out or be applied while the attack is happening.
Right now vast majority of boss heavies are blockable, though there are plenty of those which you would rather dodge roll. In Kyne's Aegis HM Falgravn execute is one of the very few attacks that are pretty much 100% a one shot, no matter what buffs and debuffs you have.
All it has to do is indicate whether it's the kind of attack that will be lethal, or as I noted in my last reply, "ultimate". It doesn't require any calculation, only a tag which tells the indicator to be a normal red or something else.
But how will it know if the attack is lethal without calculating it? There aren't any heavy attacks that are guaranteed to one shot you.
There are attacks which are a one-shot, and there are attacks which do a tremendous amount of damage. I feel like it's easy enough to flag those.
BananaBender wrote: »BananaBender wrote: »BananaBender wrote: »If the content is brand new, block the heavy if a tank, roll if a DD. If older, roll the heavies even if a tank.
There are exceptions to this, of course.
It's the fact that nothing is guaranteed that causes problems for me, and I assume, others. The fact that a one-shot lethal attack is functionally identical from a UI perspective. I just think it would really help to know what's going to kill me, and I think there's a justification for something like this in that if you're an experienced adventurer, you're more capable of understanding when you absolutely, positively, must get out of the way.
Because your survival depends on your build and what debuffs the boss has applied to them.
The game would pretty much have to calculate everything twice if it tried to predict whether you survive or not and change the visual cue accordingly. And it wouldn't even be completely accurate since buffs and debuffs can run out or be applied while the attack is happening.
Right now vast majority of boss heavies are blockable, though there are plenty of those which you would rather dodge roll. In Kyne's Aegis HM Falgravn execute is one of the very few attacks that are pretty much 100% a one shot, no matter what buffs and debuffs you have.
All it has to do is indicate whether it's the kind of attack that will be lethal, or as I noted in my last reply, "ultimate". It doesn't require any calculation, only a tag which tells the indicator to be a normal red or something else.
But how will it know if the attack is lethal without calculating it? There aren't any heavy attacks that are guaranteed to one shot you.
There are attacks which are a one-shot, and there are attacks which do a tremendous amount of damage. I feel like it's easy enough to flag those.
Which boss has a one shot heavy attack?
How I usually judge whether to dodge or block a heavy is by seeing how much damage I'm taking over all. If I'm taking minimal damage, the HA isn't going to deal massive damage. If you are already taking a lot of damage to begin with, it's safer to dodge roll.
Right, that's what I mean. I'm asking about whether it would be good to have a way to understand whether something will simply kill you if unavoided. The reason being that I would rather not have to check a wiki to know which attack, which from a UI perspective looks exactly like every other attack, will one-shot me. I think it would give players the ability to better understand and react in the moment, especially if they're not overly familiar with the encounter.
I've never, ever read a wiki or guide for any dungeon or trial in this game. And I almost certainly never will in the future.
There's no need for such a thing.
So how do I know what will and won't kill me? The same way that people who write those wikis and guides find out: by experiencing the fight.
Learning the content, by trying it out and seeing what happens is half the fun.
When faced with something I hadn't seen before, I block the attack and see how much it hurts. Then I'll know for the future if it's something for which blocking is insufficient and a dodge is needed, or if blocking is unnecessary, or if blocking is just right.
Partially, the mission to inform player about one-shot may be done via addons (like Combat Alert or Raid Notifer), though addons do not exist on consoles.
Reworking the game to add different telegraphs and AoEs of the different color looks rather improbable, though it would be great if game engine (without 3rd party addons) notified players about upcoming guaranteed one-shot.
There are different mechanics, though:
- AoE (like expanding circle at Dreugh boss in vFG1)
- HA (like last phase of Bloodroot Forge boss)
- even mobs can one-shot (like minotaurs in Falkreath Hold if you dont block)
not counting unbreakable and unavoidable with Precognition CCs (like Malubeth lifts in Wayrest Sewers 2)
a lot of job for game-makers, so i doubt this would ever be implemented
BananaBender wrote: »BananaBender wrote: »BananaBender wrote: »If the content is brand new, block the heavy if a tank, roll if a DD. If older, roll the heavies even if a tank.
There are exceptions to this, of course.
It's the fact that nothing is guaranteed that causes problems for me, and I assume, others. The fact that a one-shot lethal attack is functionally identical from a UI perspective. I just think it would really help to know what's going to kill me, and I think there's a justification for something like this in that if you're an experienced adventurer, you're more capable of understanding when you absolutely, positively, must get out of the way.
Because your survival depends on your build and what debuffs the boss has applied to them.
The game would pretty much have to calculate everything twice if it tried to predict whether you survive or not and change the visual cue accordingly. And it wouldn't even be completely accurate since buffs and debuffs can run out or be applied while the attack is happening.
Right now vast majority of boss heavies are blockable, though there are plenty of those which you would rather dodge roll. In Kyne's Aegis HM Falgravn execute is one of the very few attacks that are pretty much 100% a one shot, no matter what buffs and debuffs you have.
All it has to do is indicate whether it's the kind of attack that will be lethal, or as I noted in my last reply, "ultimate". It doesn't require any calculation, only a tag which tells the indicator to be a normal red or something else.
But how will it know if the attack is lethal without calculating it? There aren't any heavy attacks that are guaranteed to one shot you.
There are attacks which are a one-shot, and there are attacks which do a tremendous amount of damage. I feel like it's easy enough to flag those.
Which boss has a one shot heavy attack?
How I usually judge whether to dodge or block a heavy is by seeing how much damage I'm taking over all. If I'm taking minimal damage, the HA isn't going to deal massive damage. If you are already taking a lot of damage to begin with, it's safer to dodge roll.
I'm not talking about a normal heavy attack, I'm talking about special attacks which are a one-shot or an attack that does a large amount of damage if unavoided. Many bosses have mechanics like this, especially in vet dungeons.
Do you remember any specific examples of this? I’m curious to know. I know UG HM has trouble but you can’t block the hand because it stops you from blocking when you get picked up, and GD HM last boss you can block the cones but its better to roll dodge. I think FL last boss shalks will kill you but its a growing AoE which means roll dodge.
Generally, attacks follow predictable rules:
- The physically larger the enemy, the more damage it does
- Light attacks won’t 1-shot you in most cases, but heavy attacks (shown by gold lines iirc) probably will. Generally, its good to block (or if you’re not a tank, roll dodge) light and heavy attacks regardless.
- Bad AoEs are bad. Some instant kill, some don’t. But unless its a “stack and burn” fight, don’t stand in any AoEs UNLESS the AoE is YELLOW. Those are stack AoEs like Flare in Cloudrest (Siroria), Sunspire (Yoln), and bugs in BRP (Tames).
I appreciate the primer but I understand the basic mechanics of combat. I'm talking specifically about attacks that will definitely kill you if unavoided.
Do you remember any specific examples of this? I’m curious to know. I know UG HM has trouble but you can’t block the hand because it stops you from blocking when you get picked up, and GD HM last boss you can block the cones but its better to roll dodge. I think FL last boss shalks will kill you but its a growing AoE which means roll dodge.
It's been a while, but the AoE was definitely shalks from Fang lair's last boss. I'm pretty sure of getting one-shot by last boss in March of Sacrifices and one of the boses in Ruins of Mazzatun (I think it was there).
Haven't tanked that one (waaay out of my league), but in Graven Deep there is this add that spawns half way through last boss fight, that I've seen repeatedly one-shot tank and then wipe rest of group.
DenverRalphy wrote: »Even if it could be implemented, I don't think that it should be iimplemented.
Learning through experience is a key component in any game worth it's weight. It's the thrill of the unknown until it's known that makes it exciting and engaging. I really don't like games that would spoil its own surprises. I find them less fun.
katanagirl1 wrote: »This reminds me of a discussion a while back about enemies that could be interrupted. Those enemies have the red lines coming off them to let you know that if you bash them, it will interrupt their channeled attack. There are also enemies with yellow lines, like when Tho’at is ready to do a big attack in IA. I see this when Bastian is tanking for me. I assume that is a really strong attack that I, as a squishy arcanist, would probably not survive. As a tank build he can survive it.
katanagirl1 wrote: »This reminds me of a discussion a while back about enemies that could be interrupted. Those enemies have the red lines coming off them to let you know that if you bash them, it will interrupt their channeled attack. There are also enemies with yellow lines, like when Tho’at is ready to do a big attack in IA. I see this when Bastian is tanking for me. I assume that is a really strong attack that I, as a squishy arcanist, would probably not survive. As a tank build he can survive it.
Yeah, I think I've seen this too, but it doesn't seem to happen for AOEs in the same fight...though it might just be that none of the AOEs in the fight are the kind I'm talking about. If that is what's happening then I hope we see more of it.