Why we can ignore Reef Heart hole mech in normal ?

  • Hypertionb14_ESO
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    Normal does punish for missing a reef but its differant.. the boss just enrages and can one shot a unblocking tank easily, even some blocking ones.
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  • kargen27
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    thorwyn wrote: »
    Because on vet, the Reef Heart is a wipe mechanic, meaning you either play it, or you die. It's not just more damage or anything, you simply wipe the group. And since the mechanic is also rather complex and is pretty hard to "explain" without voice com, which many casual groups via groupfinder don't have acces to, they decided that it should be possible to skip. I don't really care about normal, but I think it's ok-ish, because new players are frequently complaining about the so called one-shot-mechanics and consider them unfair.
    You analogies about CoA and VA are off the mark. You can't compare a dungeon to a solo arena. While the lava in CoA is just a way to get from a to b, the lava in VA has a mechanic attached to it (the sigil).
    In terms of trials, one could argue that the portal mechanic in nCR is similar to the reef mechanic in terms of complexity and wipe potential. But Cloudrest is older than Dreadsail, so I guess they figured out later that normal trials should be toned down and don't have wipe mechs.

    Edit: by sigil I mean that fiery orb of course.. not the actual arena sigils.

    So maybe the answer is to make the boss immune to damage until the heart is destroyed or something along those lines. Doesn't wipe the group but they have to deal with the mechanic.
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  • Rkindaleft
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    Wereswan wrote: »
    Oh thank Stendarr this topic came up. Can someone explain how this mech is actually supposed to work? I have never, ever been in a group that actually did it.

    This is why mechs shouldn't be completely skippable on normal. They should be much easier and less punishing, but we should never be able to ignore them. This is what makes the jump to vet feel so difficult.

    This is why there should be the story mode to the dungeons for people who are interested in the story, not millimeter failure margins. Until then, normal should NOT have any mechanics which prevent casual players from completing stuff.

    Hard no. There's zero reason why casual players can't follow encounter mechanics. It's this mentality that's constantly slowly eroding away at ESO's gameplay.
    Wereswan wrote: »
    Oh thank Stendarr this topic came up. Can someone explain how this mech is actually supposed to work? I have never, ever been in a group that actually did it.

    This is why mechs shouldn't be completely skippable on normal. They should be much easier and less punishing, but we should never be able to ignore them. This is what makes the jump to vet feel so difficult.

    This is why there should be the story mode to the dungeons for people who are interested in the story, not millimeter failure margins. Until then, normal should NOT have any mechanics which prevent casual players from completing stuff.

    The presence of mechanics do not prevent casual players from completing stuff. Not following mechanics should.

    Gatekeeping at its finest.

    ... Presence of the proposed "one player failed = wipe" mechanics absolutely would prevent casual players from completing stuff. If that was only that particular player dying, ok (like, e.g., someone failing to hop into the portal in ICP), but that causing a wipe is a definite no on normal (= casual).

    I don't understand how forcing casuals to do any sort of mechanic that if you choose not to do it you'll have a negative outcome is gatekeeping. Nobody complains about Cloudrest wiping you on normal if you don't do the portal mechanic.
    Edited by Rkindaleft on 22 April 2025 21:59
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  • thorwyn
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    So maybe the answer is to make the boss immune to damage until the heart is destroyed or something along those lines. Doesn't wipe the group but they have to deal with the mechanic.

    That would be a solution, yes. However, many people think that scripted immunity phases are bad design and I tend to agree with that. See Lair of Maarselok.
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  • Desiato
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    When I got into trials for the first time last year, I started with normal trials. So I have a lot of fairly recent experience in normal trials, especially nCR as it was the first trial I started grinding for gear.

    The portal mechanics in Cloudrest are far easier than in the Reef Guardian encounter. Not only are they easier to execute, but crucially, they are easy to explain and organize in text in a pug.

    The vast majority of portal wipes in vDSR are because people didn't go to the reef heart they were assigned to for a variety of reasons, even if they have a clear and know the mechs. So obviously ZOS didn't want players to encounter this kind of roadblock on nDSR.

    Not only are the portal mechanics easier in Cloudrest, it is also a mini-trial with different dynamics. DSR has much more diversity and a greater number of individual mechanics to become familiar with.

    IMO, nCR and nDSR are both correctly right-sized for their intended audiences.
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  • Ishtarknows
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    kargen27 wrote: »
    thorwyn wrote: »
    Because on vet, the Reef Heart is a wipe mechanic, meaning you either play it, or you die. It's not just more damage or anything, you simply wipe the group. And since the mechanic is also rather complex and is pretty hard to "explain" without voice com, which many casual groups via groupfinder don't have acces to, they decided that it should be possible to skip. I don't really care about normal, but I think it's ok-ish, because new players are frequently complaining about the so called one-shot-mechanics and consider them unfair.
    You analogies about CoA and VA are off the mark. You can't compare a dungeon to a solo arena. While the lava in CoA is just a way to get from a to b, the lava in VA has a mechanic attached to it (the sigil).
    In terms of trials, one could argue that the portal mechanic in nCR is similar to the reef mechanic in terms of complexity and wipe potential. But Cloudrest is older than Dreadsail, so I guess they figured out later that normal trials should be toned down and don't have wipe mechs.

    Edit: by sigil I mean that fiery orb of course.. not the actual arena sigils.

    So maybe the answer is to make the boss immune to damage until the heart is destroyed or something along those lines. Doesn't wipe the group but they have to deal with the mechanic.

    Given the number of people continuing to heavy attack a gold health bar at Mirrormoors I doubt it would help much. They'd probably just continue to HA until they got bored and declare the boss bugged
  • sarahthes
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    spartaxoxo wrote: »
    sarahthes wrote: »
    Personally, as an endgame raider, I think the difficulty jumps between normal, vet, and HM in the newest trials are spot on.

    I've wondered about this with Lucent Citadel. I'm not ultra endgame raider but I do have some regular vet trial clears, including in Lucent. Lucent felt like a good difficulty for regular vet for me because it is doable in pugs but they won't all clear and mechs do need to be paid close attention to. The Crags are outdated at this point. But is the hard mode too easy? Or is it in a good spot, difficulty wise? I haven't done it but I'd hope it would be challenging to those who enjoy that level of challenge.

    The hard mode is fairly mechanical, and the clear rate is pretty low right now. It's difficult to pug with an inexperienced group. I do think it's the right difficulty though, or maybe could be even a little harder.

    Like DSR, it requires the dds to pay attention to mechanics and can't be carried by supports. Which is a good thing, I think.
  • spartaxoxo
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    sarahthes wrote: »
    spartaxoxo wrote: »
    sarahthes wrote: »
    Personally, as an endgame raider, I think the difficulty jumps between normal, vet, and HM in the newest trials are spot on.

    I've wondered about this with Lucent Citadel. I'm not ultra endgame raider but I do have some regular vet trial clears, including in Lucent. Lucent felt like a good difficulty for regular vet for me because it is doable in pugs but they won't all clear and mechs do need to be paid close attention to. The Crags are outdated at this point. But is the hard mode too easy? Or is it in a good spot, difficulty wise? I haven't done it but I'd hope it would be challenging to those who enjoy that level of challenge.

    The hard mode is fairly mechanical, and the clear rate is pretty low right now. It's difficult to pug with an inexperienced group. I do think it's the right difficulty though, or maybe could be even a little harder.

    Like DSR, it requires the dds to pay attention to mechanics and can't be carried by supports. Which is a good thing, I think.

    Nice! That's good to hear. It seems like they really nailed the progression then on that one between the three different difficulties.
  • AvalonRanger
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    Heren wrote: »
    Now listen to me very carefully folks.

    Yeah no, just stop making the same thread just slightly altered over and over again. You don't like differences between normal and vet, sure, we got it. Now move on please.

    If ZSO keep pushing this 10 years style, then Dev team must make training phase for each of
    new DLC dungeon or Trial with NPC's explanation. This will make it better, but lost immersion also.
    (Currently, newest PVE group contents has this direction, but still leave old contents with no improvement.)

    (* lost immersion example "Don't move your muscle ! " Why boss try to tell us way of avoiding death? )

    Personally, I want to repair all broken logic of the game design which ZOS made through this 10 years
    for not only me, but also pure new players. And, hope ZOS will not do same mistake from now.

    Just....I hope. Actually say, I don't think ZOS change their mind after reading my post.
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  • AvalonRanger
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    it why if i join a pug ndsr try help , alway no anyone take dome/do bash/do reef/no swim/no break free in any boss
    oh and when they join vet,it happen too
    i think have a story mode and not drop reward/a training mode in normal trial is good change

    story mode and not drop reward/a training mode in normal trial is good change

    Yea! that alternate solution, and It' s better than making stupid explanation.

    "Hey folks! ! This orb is dangerous!! Don't leave it!" <----Oh boy, please....

    When I was playing "Dead Space", I could easily understand what will happen if I put my Issac to the
    dangerous appearance facility on the field...(LoL). Just I was hearing monster's creepy voice and air duct noise only.
    No stupid NPC explanation in there.

    I think ZOS is not good at visual explanation style for making good game.
    Edited by AvalonRanger on 23 April 2025 12:11
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
    with [1Stam Blade].
    But, I'm Tank main player. Recently I'm doing Healer.

    2023/12/21
    By the way...Dungeon-Meshi(One of Famous Japanese fantasy story comic book) got finale...
    Good-bye "King of Monster Eater".

    2024/08/23
    Farewell Atsuko Tanaka...(-_-) I never forget epic acting for major Motoko Kusanagi.
  • Ragnarok0130
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    Fischblut wrote: »
    Skipping Reef Hearts on normal can cause wipes, if tanks/healers are not too strong. Boss enrages if Reef Heart is not destroyed, and I've seen the group wipe few times cause of it (tank goes down fast, then everyone else). After that, I was the only one who would always go and destroy the Reef Hearts in all my groups; nobody else ever went with me, and I wonder how many times it saved us time in case the group started wiping there if boss would enrage :D I have even seen 2 Reef Hearts (yes, it's all on normal) in few different groups.

    I also tanked this trial few times, nobody destroyed Reef Hearts - and enraged boss hit my tank surprisingly hard (third hit in a row would be fatal).

    the "enraged" boss on normal hits i would say roughly as hard or slightly less hard than the vet version

    Which makes sense if the purpose of normal is to train for vet. Let us not forget that there’s even differences in mechs in some trials on veteran HM versus standard vet. You don’t have the axe mechanic on the twins in vDSR vs vDSR HM.
  • Ragnarok0130
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    Orbital78 wrote: »
    spartaxoxo wrote: »
    Easy mode is supposed to be more forgiving than normal and have less mechs. If you'd prefer vet trials, just run those.

    The problem is that it doesn't get you ready for vet trials if you can just roll your face across the keyboard and clear it. But I stopped doing normals a long time ago, indeed.

    I agree and disagree. More difficult normal trials would discourage people exploring trials who are not currently guided - especially if you’re pugging yourself via group finder. How many PUGs for MOLs and DSRs disband when it becomes a prog on the twins?

    There’s also the fact that most of the time normal trials are rounded out/filled by experienced vet and vetHM players who explain the mechs in voice (and often do a lot of damage) when the RL doesn’t have a full roster of new raiders so there’s going to be added ease compared to if it was a bunch of inexperienced new trial players figuring the trial out for the first time by themselves. We have a similar level of ease if you’re running a vet or vet HM trial with an experienced group versus if the trial just came out and you’re trying to see what works and learn the mechs and progging the bosses.

    In my opinion finding an experienced raiding guild is how you really prepare for veteran+ more than having a difficult normal trial. Normal trials are to train you for vet but it’s not just mechs, it’s teaching new raiders basic trial moves like LoSing, blocking, roll dodging, stacking, getting into discord, listening to raid leads, reading boss telegraphs, getting trial sets, and learning raiding culture and etiquette which IMO are all far more important to building a solid raiding foundation than merely mimicking the vet mechs.
  • sarahthes
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    Orbital78 wrote: »
    spartaxoxo wrote: »
    Easy mode is supposed to be more forgiving than normal and have less mechs. If you'd prefer vet trials, just run those.

    The problem is that it doesn't get you ready for vet trials if you can just roll your face across the keyboard and clear it. But I stopped doing normals a long time ago, indeed.

    I agree and disagree. More difficult normal trials would discourage people exploring trials who are not currently guided - especially if you’re pugging yourself via group finder. How many PUGs for MOLs and DSRs disband when it becomes a prog on the twins?

    There’s also the fact that most of the time normal trials are rounded out/filled by experienced vet and vetHM players who explain the mechs in voice (and often do a lot of damage) when the RL doesn’t have a full roster of new raiders so there’s going to be added ease compared to if it was a bunch of inexperienced new trial players figuring the trial out for the first time by themselves. We have a similar level of ease if you’re running a vet or vet HM trial with an experienced group versus if the trial just came out and you’re trying to see what works and learn the mechs and progging the bosses.

    In my opinion finding an experienced raiding guild is how you really prepare for veteran+ more than having a difficult normal trial. Normal trials are to train you for vet but it’s not just mechs, it’s teaching new raiders basic trial moves like LoSing, blocking, roll dodging, stacking, getting into discord, listening to raid leads, reading boss telegraphs, getting trial sets, and learning raiding culture and etiquette which IMO are all far more important to building a solid raiding foundation than merely mimicking the vet mechs.

    100% this. Join a raiding hub discord. They'll have training runs or they will be partnered with another guild or discord for entry vet content.
  • alpha_synuclein
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    Normal does punish for missing a reef but its differant.. the boss just enrages and can one shot a unblocking tank easily, even some blocking ones.

    That is not a great solution though. If the tank survives this (either on their own or with help of a healer) the message DDs are getting is still "I can ignore stuff, it's fine". Most won't notice that they are causing the enrage unless they are told so. Putting extra pressure on supports just because DDs are choosing to ignore part of their role is not ok.

    (this is probably not such a big thing to deal with, but still, the concept is flawed)
  • randconfig
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    Normal dungeons and trials used to be harder. And they didn't just get easier because of power creep. They were made easier to appease a subset of the playerbase.

    Dunno if nDSR got that treatment though since I was on hiatus for a couple years that encapsulated its release.

    I always hated this change, my problem was not that I needed the normal dungeons to be a thoughtless act, it was that the mechanics were never clearly communicated or easy to understand.

    I don't even try veteran dungeons because normal dungeons don't really teach me the mechanics, and I don't wanna have to alt + tab multiple times and rush search for information on the mechanics before someone in the group just quits, and I especially don't want to have to type out everything I find online to the group to try to teach everyone the mechanics too...

    I wish they would make the mechanics matter in all content and for all difficulties, and implement a very simple way to explain the mechanics to people in-game. Like if the group wipes on a boss, show a pop-up explaining the mechanic they died to. That alone would be big enough change to teach people the mechanics.
  • Koshka
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    randconfig wrote: »
    Normal dungeons and trials used to be harder. And they didn't just get easier because of power creep. They were made easier to appease a subset of the playerbase.

    Dunno if nDSR got that treatment though since I was on hiatus for a couple years that encapsulated its release.

    I always hated this change, my problem was not that I needed the normal dungeons to be a thoughtless act, it was that the mechanics were never clearly communicated or easy to understand.

    I don't even try veteran dungeons because normal dungeons don't really teach me the mechanics, and I don't wanna have to alt + tab multiple times and rush search for information on the mechanics before someone in the group just quits, and I especially don't want to have to type out everything I find online to the group to try to teach everyone the mechanics too...

    I wish they would make the mechanics matter in all content and for all difficulties, and implement a very simple way to explain the mechanics to people in-game. Like if the group wipes on a boss, show a pop-up explaining the mechanic they died to. That alone would be big enough change to teach people the mechanics.

    That is good idea! A more detailed death/wipe recap would be very useful.
    And yeah, "casual player" doesn't mean "stupid and inept". Casual content doesn't need to be challenging, but making it completely brainead easy isn't great either.
  • spartaxoxo
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    Orbital78 wrote: »
    spartaxoxo wrote: »
    Easy mode is supposed to be more forgiving than normal and have less mechs. If you'd prefer vet trials, just run those.

    The problem is that it doesn't get you ready for vet trials if you can just roll your face across the keyboard and clear it. But I stopped doing normals a long time ago, indeed.

    I agree and disagree. More difficult normal trials would discourage people exploring trials who are not currently guided - especially if you’re pugging yourself via group finder. How many PUGs for MOLs and DSRs disband when it becomes a prog on the twins?

    There’s also the fact that most of the time normal trials are rounded out/filled by experienced vet and vetHM players who explain the mechs in voice (and often do a lot of damage) when the RL doesn’t have a full roster of new raiders so there’s going to be added ease compared to if it was a bunch of inexperienced new trial players figuring the trial out for the first time by themselves. We have a similar level of ease if you’re running a vet or vet HM trial with an experienced group versus if the trial just came out and you’re trying to see what works and learn the mechs and progging the bosses.

    In my opinion finding an experienced raiding guild is how you really prepare for veteran+ more than having a difficult normal trial. Normal trials are to train you for vet but it’s not just mechs, it’s teaching new raiders basic trial moves like LoSing, blocking, roll dodging, stacking, getting into discord, listening to raid leads, reading boss telegraphs, getting trial sets, and learning raiding culture and etiquette which IMO are all far more important to building a solid raiding foundation than merely mimicking the vet mechs.

    This is how I feel about it as well. I like that normal gives people who normally would never be able to consider a raid a chance to enjoy one. I feel they do a decent job of providing the building blocks for it. And I also think that PUG groups are a fantastic entryway into raiding in pretty much any game. Yes, dedicated guilds are always going to be the best experience. Anyone serious about it should find one post haste! They will guide them, teach them, and generally provide a better and more competent experience. That's true of any game. But, not everyone is ready for that level of commitment right away or don't even know if they like the concept of doing large group content at all yet. PUGs groups provide an entry way and potentially an organic point of connection between new raiders and the guilds that love raiding.

    I also think that having normal > vet > vet HM with greater and greater levels of mechanic knowledge demand (and even previously unseen mechs) is a good way to add some progressive difficulty to the game that isn't just stuff hits harder. I find that a more interesting way to handle difficulty in group content.
    Edited by spartaxoxo on 25 April 2025 14:36
  • twisttop138
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    Koshka wrote: »
    randconfig wrote: »
    Normal dungeons and trials used to be harder. And they didn't just get easier because of power creep. They were made easier to appease a subset of the playerbase.

    Dunno if nDSR got that treatment though since I was on hiatus for a couple years that encapsulated its release.

    I always hated this change, my problem was not that I needed the normal dungeons to be a thoughtless act, it was that the mechanics were never clearly communicated or easy to understand.

    I don't even try veteran dungeons because normal dungeons don't really teach me the mechanics, and I don't wanna have to alt + tab multiple times and rush search for information on the mechanics before someone in the group just quits, and I especially don't want to have to type out everything I find online to the group to try to teach everyone the mechanics too...

    I wish they would make the mechanics matter in all content and for all difficulties, and implement a very simple way to explain the mechanics to people in-game. Like if the group wipes on a boss, show a pop-up explaining the mechanic they died to. That alone would be big enough change to teach people the mechanics.

    That is good idea! A more detailed death/wipe recap would be very useful.
    And yeah, "casual player" doesn't mean "stupid and inept". Casual content doesn't need to be challenging, but making it completely brainead easy isn't great either.

    That's a great point. Casual players aren't inept. We have great teaching runs in my social guild, with casuals, the elderly and people who are handicapped, deaf etc. It annoys me when I hear that things should be easier for them because they're amazing and capable.

    I do want to point out though, specifically for dungeons. In many dungeons you see the mechanics of the next boss previewed by the adds before said boss. When I was being taught vet dungeons this was pointed out to me repeatedly and holds true for many dlc dungeons. Just something to watch for. I know some say you shouldn't have to go to outside sources or do homework for a game, but since I'm doing team play, I very much research fights ahead of time. There's nothing wrong with that as well as a way of learning fights.
  • Necrotech_Master
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    kargen27 wrote: »
    thorwyn wrote: »
    Because on vet, the Reef Heart is a wipe mechanic, meaning you either play it, or you die. It's not just more damage or anything, you simply wipe the group. And since the mechanic is also rather complex and is pretty hard to "explain" without voice com, which many casual groups via groupfinder don't have acces to, they decided that it should be possible to skip. I don't really care about normal, but I think it's ok-ish, because new players are frequently complaining about the so called one-shot-mechanics and consider them unfair.
    You analogies about CoA and VA are off the mark. You can't compare a dungeon to a solo arena. While the lava in CoA is just a way to get from a to b, the lava in VA has a mechanic attached to it (the sigil).
    In terms of trials, one could argue that the portal mechanic in nCR is similar to the reef mechanic in terms of complexity and wipe potential. But Cloudrest is older than Dreadsail, so I guess they figured out later that normal trials should be toned down and don't have wipe mechs.

    Edit: by sigil I mean that fiery orb of course.. not the actual arena sigils.

    So maybe the answer is to make the boss immune to damage until the heart is destroyed or something along those lines. Doesn't wipe the group but they have to deal with the mechanic.

    technically speaking, the boss is already immune to dmg while the mechanic is in progress

    the way to clear it is to actually go down and kill the reef heart

    the mechanic "fails" if you dont kill the reef heart in time, but the penalty for failure is very different between normal and vet (normaljust an enraged boss thats probably roughly about the same difficulty as the boss on non-HM vet, and vet is a full on group wipe)
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  • Ragnarok0130
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    spartaxoxo wrote: »
    Orbital78 wrote: »
    spartaxoxo wrote: »
    Easy mode is supposed to be more forgiving than normal and have less mechs. If you'd prefer vet trials, just run those.

    The problem is that it doesn't get you ready for vet trials if you can just roll your face across the keyboard and clear it. But I stopped doing normals a long time ago, indeed.

    I agree and disagree. More difficult normal trials would discourage people exploring trials who are not currently guided - especially if you’re pugging yourself via group finder. How many PUGs for MOLs and DSRs disband when it becomes a prog on the twins?

    There’s also the fact that most of the time normal trials are rounded out/filled by experienced vet and vetHM players who explain the mechs in voice (and often do a lot of damage) when the RL doesn’t have a full roster of new raiders so there’s going to be added ease compared to if it was a bunch of inexperienced new trial players figuring the trial out for the first time by themselves. We have a similar level of ease if you’re running a vet or vet HM trial with an experienced group versus if the trial just came out and you’re trying to see what works and learn the mechs and progging the bosses.

    In my opinion finding an experienced raiding guild is how you really prepare for veteran+ more than having a difficult normal trial. Normal trials are to train you for vet but it’s not just mechs, it’s teaching new raiders basic trial moves like LoSing, blocking, roll dodging, stacking, getting into discord, listening to raid leads, reading boss telegraphs, getting trial sets, and learning raiding culture and etiquette which IMO are all far more important to building a solid raiding foundation than merely mimicking the vet mechs.

    This is how I feel about it as well. I like that normal gives people who normally would never be able to consider a raid a chance to enjoy one. I feel they do a decent job of providing the building blocks for it. And I also think that PUG groups are a fantastic entryway into raiding in pretty much any game. Yes, dedicated guilds are always going to be the best experience. Anyone serious about it should find one post haste! They will guide them, teach them, and generally provide a better and more competent experience. That's true of any game. But, not everyone is ready for that level of commitment right away or don't even know if they like the concept of doing large group content at all yet. PUGs groups provide an entry way and potentially an organic point of connection between new raiders and the guilds that love raiding.

    I also think that having normal > vet > vet HM with greater and greater levels of mechanic knowledge demand (and even previously unseen mechs) is a good way to add some progressive difficulty to the game that isn't just stuff hits harder. I find that a more interesting way to handle difficulty in group content.

    I agree but regards to the level of commitment if you’re just signing up for random training runs there is no commitment beyond that single run since you’re not signing up for a prog. Single training runs are an excellent way to acclimate yourself to raiding and build your experience, gear/sets, and skill set. Once you’re comfortable in normal understanding the basics of the trial and start joining vet training runs you can consider joining a prog with its long term commitment once you meet the RL’s standards regarding sets, skills, CP, DPS/HPS thresholds and so on. I think that far too many people underestimate the benefits of doing the crawl/walk/run methodology when it comes to end game content instead of just jumping straight into vet with its higher expectations of performance.
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