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 Altmer 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.
EDIT
Went back into Solo MoS with all three Misfortunes. Knew the Spriggan Boss would be a pain, but this is ridiculous for following the mechanic and also blocking during it (tho again, not sure if it can be blocked):
I LITERALLY cannot survive this Boss, even when following the mechanic. This is WAY too overtuned, like I've already said, and I don't see any build that isn't high Health or carrying a big Shield or a Shield Potion specifically for this mechanic making it. And even with the Potion you'd have to time it just right that it doesn't come off cooldown after you need it for the next Temptest. Oh, and because I forgot to mention it, I'm going into the Temptest each time with full Health.
EDIT 2
Made a video since it'll show what's going on. I might try using Shield Potions later but for now I'm taking a break lol. And might also test on a Pure Sorc Nord for some extra Armor and Health to see if that makes any difference. And yes, I hit my Roar before I Pounced, I'm used to Pounce being my third Skill.https://youtu.be/1QXIuKESPWM
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.
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 Altmer 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.
EDIT
Went back into Solo MoS with all three Misfortunes. Knew the Spriggan Boss would be a pain, but this is ridiculous for following the mechanic and also blocking during it (tho again, not sure if it can be blocked):
I LITERALLY cannot survive this Boss, even when following the mechanic. This is WAY too overtuned, like I've already said, and I don't see any build that isn't high Health or carrying a big Shield or a Shield Potion specifically for this mechanic making it. And even with the Potion you'd have to time it just right that it doesn't come off cooldown after you need it for the next Temptest. Oh, and because I forgot to mention it, I'm going into the Temptest each time with full Health.
EDIT 2
Made a video since it'll show what's going on. I might try using Shield Potions later but for now I'm taking a break lol. And might also test on a Pure Sorc Nord for some extra Armor and Health to see if that makes any difference. And yes, I hit my Roar before I Pounced, I'm used to Pounce being my third Skill.https://youtu.be/1QXIuKESPWM
The Spriggan boss is bugged atm, getting the Season buff and stepping into the respective zone isn't giving you the mechanic damage negation its supposes to.
Erickson9610 wrote: »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.
This was a change added in the Update 51 PTS in Week 1. The teleporting mechanic in March of Sacrifices now explicitly ignores werewolves who have Prowl active; it's not something you can achieve with lowered detection radius in general. Thankfully ZOS fixed this one pain point that has been bothering us Werewolf players since the Wolfhunter DLC released 8 years ago!
As far as Crimson Veldt goes, werewolves won't be able to mount up for that Trial's signature mechanic, but at least the cost to toggle forms is manageable. That's now the only piece of content set in The Hunting Grounds which werewolves won't be able to do in-form the entire time, thanks to the change to March of Sacrifices this update.
YffresTrill wrote: »I completed both dungeons with no Misfortunes and MHK with 3 Misfortunes.
For no Misfortunes, I was on one of my many characters who have exclusively sub-par roleplay builds -- specifically a warden hybrid healer/DD with Mirri as a (unoptimised) DD companion. I used no relevant addons. I completed MoS in 24 minutes (with the secrets) and MHK in 11 minutes. I did not die (nor come close to death) at any point.
For the 3 Misfortunes, I was on my DK main on a dedicated solo build, with no companion. Here, I used a few relevant addons: Code's Combat Alerts (I see you here Code, so thank you!), Combat Alerts Extended, and Wizard's Wardrobe. I completed MHK in 48 minutes (with 15 deaths - 3 to trash and a few to each boss except the Archivist).
Did you enjoy the Solo Dungeon Experience?
It was fine. I'm sure I would have enjoyed it a lot if it was my first time going through these dungeons. I have already done them solo on live, however, as well as many times in a group, so it was not a particularly fresh experience for me.
How did Solo Dungeons feel as you were playing? Did they feel balanced?
On +0, it felt almost ridiculously easy. I understand it is supposed to match base overland difficulty, so that it probably about right, but I am used to playing on Master on my RP characters (and Vestige on my main) so it felt silly how quickly everything died and how little damage I (and my companion -- she needed no healing at all) took. I am glad this difficulty exists for less skilled/able players and those who prefer very low difficulty, but I would not use it myself on live.
On +3, the difficulty felt pretty similar to playing on Vestige in overland, but without the extreme unbalancing some encounters have there (i.e. immediate one-shots). I would say the difficulty felt quite appropriate for my skill level. I am a good player but not a top-level one. There is definitely a contingency of players who will find this far too easy (some of whom I know personally). As for whether that is a problem, probably not. I don't think content needs to be balanced around the top 0.1% of players. Though maybe a leaderboard for score-pushing these would be a nice addition for those players.
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?)
Sadly not. What I was looking for was a simple story mode with basic balancing changes added to each dungeon in the game, so I can complete dungeons on solo that I could not before (or that can only be done solo with some sort of cheesing), due to annoying group mechanics. I was not looking for a whole new overcomplicated system with extra fluff around it, that will only slow down development of additional solo dungeons.
What (if anything) would you like fine tuned for these solo dungeons and/or future solo dungeons?
- I was not impressed by the rewards. For the +0, the rewards are fine, though I agree with some others here that putting dungeon sets in would not break the group dungeons. For +3, this leaves much to be desired. I am not going to waste my time on live running these same two dungeons over and over to grind currency.
- It was not immediately apparent how to apply Misfortunes. The popup on the screen explained what they are and that you can apply them, but did not tell you where to do this. I had to access the in-game Help menu to figure it out. It was not in any obvious place like your character menu, the map, or journal, and the pile you have to interact with did not stand out for me. Once I figured it out, I realised I could no longer use the pile (because I had already triggered the opening cutscene, I think? I had not actually engaged in any combat or even spoken to the NPC) and had to wait to be able to reset and leave. I realised when I came back that the pile glows when you can use it, but I missed that the first time because I was reading the popup as I approached the NPC! Please update the popup to explain what you need to interact with.
- The Tarcyr fight still felt really slow and tedious. Fewer stealth phases would be nice. We do not need to do it four times during the boss to prove we understand the mechanic. I felt similarly about the Hedge Maze Guardian, though I am glad that it at least does not heal up during the (sadly still boring) spriggan phases.
Any other feedback?
- I was surprised by how little trash there was. One thing that is fun about soloing group dungeons (and public dungeons) is mowing through big packs of enemies with AOE. These did not reproduce that experience.
- I am definitely feeling the nerfs to my sustain in this patch, and these dungeons have made them very apparent. The Core of Flame nerf combined with the Elemental Susceptibility nerf means I am doing a lot more heavy attacks, dragging the fights out and making me much more likely to take damage and die. I really wish these nerfs were limited to PVP. I know it's been said to death, but it is exhausting and not even slightly fun getting nerfed in PVE because of PVP complaints. Please revert at least one of these nerfs for PVE.
- I am not sure why so much development time was spent on these. The reason players were asking for solo dungeons was so they could experience the story without being rushed by other players. While this does accomplish that, and for that I am glad, the extra fluff around it seems unnecessary and like just creating additional frustration and grind. We already have far too many currencies... did we really need yet another? Do we really need yet more grindy achievements? The Misfortunes mechanic seems like an overcomplication of something that could have been handled by the same normal/vet distinction that already exists for all other instanced content. All that needed to be done was numbers and mechanics rebalancing for solo. It's no wonder something that should have been so simple took so long to release... I hope that now that at least the framework is in place, this will speed up the process for releasing additional solo dungeons. Though it could have probably been sped up further if the KISS principle was followed, instead.
- I imagine these will feel somewhat easier on live, because I am playing from Europe and my ping was at 180. It is normally 60 or so when playing on the EU server. I had at least one death due to lag.
(Edit to add: As apparently the Misfortunes are randomised, I would like to clarify which ones I had: the one that doubles damage you take, the one that halves your healing, and the one that causes enemies to heal themselves when you damage them, with a cooldown which I do not remember.)


