[280.671] {BEGIN} [60997/Jailer Melitus]->[45222/Snow Øryx] : Bloody Cleave (265037) : [100] [PHYSICAL]
[280.760] {DAMAGE} [60997/Jailer Melitus]->[45222/Snow Øryx] : Bloody Cleave (265037) : [22178] [PHYSICAL]


With 3x misfortunes (jumping into the deep end, I know lol), I'm currently stuck on the first boss in MHK, because of Bloody Cleave.
It does something like 22-25K damage unblocked, similar to the amount of an unblocked Crushing Leap, for example.
The difference, though, is that Crushing Leap has a 1.4s cast time, so you have time to react: dodge, block, etc. While there is no reactive counterplay to Bloody Cleave.
These are the combat events reported by the game's API: the first number is a timestamp in seconds. Boss starts the ability at 208.671, and less than 0.1s later, the damage has already hit at 280.760.[280.671] {BEGIN} [60997/Jailer Melitus]->[45222/Snow Øryx] : Bloody Cleave (265037) : [100] [PHYSICAL] [280.760] {DAMAGE} [60997/Jailer Melitus]->[45222/Snow Øryx] : Bloody Cleave (265037) : [22178] [PHYSICAL]
What I see on my screen at the 280.6 timestamp when the ability starts:
(The telegraph also lasts longer than the ability; going frame-by-frame in my recording, I see that the telegraph lasts for half a second even though the ability had already hit me after just 0.1s.)
Anyway, everything else that does a similar amount of damage is well-telegraphed and give the player at least 1s to react. Well, everything except for this, so it feels like this was an oversight. There needs to be more windup for the Bloody Cleave, or the damage needs to be brought down to be in line with things like light attacks.
Erickson9610 wrote: »I thought it was underwhelming to be rewarded with Overland sets even when I selected all three Misfortunes:



Erickson9610 wrote: »What I didn't know is that the repeatable quest from this Solo Dungeon gives you a curated piece from the Group Dungeon:

This is the official feedback thread for the new Solo Dungeons System. Specific feedback that the team is looking for includes the following:
- Did you enjoy the Solo Dungeon Experience?
- How did Solo Dungeons feel as you were playing? Did they feel balanced?
- Did the Solo Dungeon offer the experience you were looking for?
- If Yes, could you elaborate on your experience?
- If No, what fell short for you?
- What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
- Any other feedback?

Erickson9610 wrote: »Erickson9610 wrote: »I thought it was underwhelming to be rewarded with Overland sets even when I selected all three Misfortunes:
I just finished Solo Moon Hunter Keep with all three Misfortunes. For those curious, this is what I got from the final boss:
Erickson9610 wrote: »Erickson9610 wrote: »What I didn't know is that the repeatable quest from this Solo Dungeon gives you a curated piece from the Group Dungeon:
As seen above, I completed the quest for the Solo Dungeon and was awarded a Skill Point. However, the map still shows the dungeon as incomplete:
Even the Solo Dungeon icon for this place is marked as incomplete! I haven't cleared the Group Dungeon on PC-EU yet, so I think maybe both icons would be marked as cleared if I were to complete the Group Dungeon version. It's strange that there are two icons overlayed on top of one another like this -- I'm not using any addons that change the map UI in this screenshot.





tomofhyrule wrote: »This is one of the Misfortunes in March of Sacrifices:
but... one of the premier gear pieces players use in PvE - particularly with the prevalence of Fatecarver and Fatecarver-esque channelled beams - is the Velothi Ur-mage's Amulet mythic, that has (almost) this exact drawback. It almost feels like this Misfortune is just saying "hey, just play a beam build lol"
Is this an appropriate Misfortune?
Erickson9610 wrote: »Erickson9610 wrote: »I thought it was underwhelming to be rewarded with Overland sets even when I selected all three Misfortunes:
I just finished Solo Moon Hunter Keep with all three Misfortunes. For those curious, this is what I got from the final boss:
What I didn't know is that the repeatable quest from this Solo Dungeon gives you a curated piece from the Group Dungeon:
The tooltip on the curated coffer says that it is a weekly reward. Is this true? Even if we return to repeat this quest every day, will we only get a curated coffer once a week?





https://youtu.be/1QXIuKESPWM First thing, Pulled Punches needs to be changed from doing 0 damage to maybe 50% damage, because as it is now it completely locks out any HA Build. Why are we introducing things that literally prevent a whole play-style from taking part in them?
MoS Two Misfortunes (Warm Welcome and Weary Submission)
Did you enjoy the Solo Dungeon Experience?
I wasn't really one of the people this was targeted at, so it's fine as more Dungeon content imo.
How did Solo Dungeons feel as you were playing? Did they feel balanced?
Everything felt fine, including Bosses, EXCEPT for the Spriggan Boss. Her Seasons attack thing is FAR too overtuned, this thing does around 31k damage even when you're blocking and following that mechanic (not sure if it can be blocked though). The mechanic is supposed to hit you for massive damage if you AREN'T following the mechanic, yet even when you do? That's going to OHKO any build that isn't either built into Health or packing strong Shields. Plus the fact that near the end of the fight you just start taking a lot of ambient damage, so again, if you aren't playing a build with high Health, strong Shields, or Healing, you're probably going to have a bad time.
For example, I tried using a Pure Warden Nord with all 64 Points in Health, Rejuvination/Iron Clad/Strategic Reserve for Red CP, Bewitched Sugar Skulls for Health and Health Recovery, Reaving Blows as one of my Blue CP. Using Signet and Charged Daggers with Poison and Disease (my other Sets are Macabre Vintage and Pillar of Nirn, with Heavy Nerien'eth Head for Heavy Armor Passives). Several times I still got one-shot by that mechanic.
Coincidentally, swapping to a Pure Sorc with basically all the same stuff, just having morphed Ferocious Roar into Deafening Roar, made the fight much easier to survive. Part of that is definitely from Ferocious Roar, but a big part is also because the changes to WW Stam Sustain are terrible and I not only got to a point far into the fight where I was out of Stam, but where I was ALSO out of Mag and thus couldn't replenish my Stam to use my Heal.
Did the Solo Dungeon offer the experience you were looking for?
Like I said, I wasn't one of the people who really cared much about Solo Dungeons, so I wasn't looking for any kind of experience. I'm neutral on it.
What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
The Spriggan Boss needs her Seasons mechanic thing tuned down some so it's not dealing such ridiculous damage even when you follow the mechanic. A Tank Companion is useless because they'd not only die to all the AoE damage from the Boss herself and two of her Saplings, but because they can't do the Seasons mechanic since they can't interact with things.
Also can we please remove the Sneak mechanic from Tarcyr, or at least make it so a transformed WW doesn't have to follow it? It's annoying having to constantly drop form and then transform again between the Hunt phase and the fight itself, and not feasible for anyone using Berserker.
Any other feedback?
To reiterate, Pulled Punches needs to be changed from 0 damage to something like 50%. Otherwise it entirely locks out an entire valid play-style for anyone wanting to run a full 3 Misfortunes.
Please, for the love of everything, either make the WW Stam Skill cost increase PvP only or give WW back their Stam Recovery bonus. Why the latter wasn't already given back when the Skills were raised to just about what they were pre-U51 is baffling, but the changes make sustain horrible.
Ah thank you for that, I didn't think to try it since the mechanic from what I'm aware is being Stealthed/Hidden, not just having your detection radius lowered.First thing, Pulled Punches needs to be changed from doing 0 damage to maybe 50% damage, because as it is now it completely locks out any HA Build. Why are we introducing things that literally prevent a whole play-style from taking part in them?
MoS Two Misfortunes (Warm Welcome and Weary Submission)
Did you enjoy the Solo Dungeon Experience?
I wasn't really one of the people this was targeted at, so it's fine as more Dungeon content imo.
How did Solo Dungeons feel as you were playing? Did they feel balanced?
Everything felt fine, including Bosses, EXCEPT for the Spriggan Boss. Her Seasons attack thing is FAR too overtuned, this thing does around 31k damage even when you're blocking and following that mechanic (not sure if it can be blocked though). The mechanic is supposed to hit you for massive damage if you AREN'T following the mechanic, yet even when you do? That's going to OHKO any build that isn't either built into Health or packing strong Shields. Plus the fact that near the end of the fight you just start taking a lot of ambient damage, so again, if you aren't playing a build with high Health, strong Shields, or Healing, you're probably going to have a bad time.
For example, I tried using a Pure Warden Nord with all 64 Points in Health, Rejuvination/Iron Clad/Strategic Reserve for Red CP, Bewitched Sugar Skulls for Health and Health Recovery, Reaving Blows as one of my Blue CP. Using Signet and Charged Daggers with Poison and Disease (my other Sets are Macabre Vintage and Pillar of Nirn, with Heavy Nerien'eth Head for Heavy Armor Passives). Several times I still got one-shot by that mechanic.
Coincidentally, swapping to a Pure Sorc with basically all the same stuff, just having morphed Ferocious Roar into Deafening Roar, made the fight much easier to survive. Part of that is definitely from Ferocious Roar, but a big part is also because the changes to WW Stam Sustain are terrible and I not only got to a point far into the fight where I was out of Stam, but where I was ALSO out of Mag and thus couldn't replenish my Stam to use my Heal.
Did the Solo Dungeon offer the experience you were looking for?
Like I said, I wasn't one of the people who really cared much about Solo Dungeons, so I wasn't looking for any kind of experience. I'm neutral on it.
What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
The Spriggan Boss needs her Seasons mechanic thing tuned down some so it's not dealing such ridiculous damage even when you follow the mechanic. A Tank Companion is useless because they'd not only die to all the AoE damage from the Boss herself and two of her Saplings, but because they can't do the Seasons mechanic since they can't interact with things.
Also can we please remove the Sneak mechanic from Tarcyr, or at least make it so a transformed WW doesn't have to follow it? It's annoying having to constantly drop form and then transform again between the Hunt phase and the fight itself, and not feasible for anyone using Berserker.
Any other feedback?
To reiterate, Pulled Punches needs to be changed from 0 damage to something like 50%. Otherwise it entirely locks out an entire valid play-style for anyone wanting to run a full 3 Misfortunes.
Please, for the love of everything, either make the WW Stam Skill cost increase PvP only or give WW back their Stam Recovery bonus. Why the latter wasn't already given back when the Skills were raised to just about what they were pre-U51 is baffling, but the changes make sustain horrible.
Should be about to use prowl now during that phase of the fight. I was able to stay in form all dungeon with that change and loved it. You can do the second hunt as well to make it so you don't need to prowl at all for that fight.