Seriously, if Normal is that difficult, then how can there be a difference in the difficulty levels and what is the point to having them?
nerevarine1138 wrote: »Every single boss ability that can kill you in one go (or at least take away most of your health) comes with a warning. Any group worth their salt should be blocking or avoiding these mechanics with no trouble at all. There's nothing "cheap" about it.
Lord_Kreegan wrote: »nerevarine1138 wrote: »Every single boss ability that can kill you in one go (or at least take away most of your health) comes with a warning. Any group worth their salt should be blocking or avoiding these mechanics with no trouble at all. There's nothing "cheap" about it.
Unfortunately, that's NOT true. If the animation leading up to the attack doesn't fire (and this seems to often be the case) -- or maybe the animation/warning effect is so minor as to be something you'd never notice even after umpteen tries -- you go from nearly full health to no health in an instant, followed by the summary sheet that leaves you wondering when the particular events (multiple) that killed you in that instant occurred... since you never saw them.
How many times have I had an insta-death and the summary sheet showed four or more effects doing damage? Almost every time.
nerevarine1138 wrote: »Lord_Kreegan wrote: »nerevarine1138 wrote: »Every single boss ability that can kill you in one go (or at least take away most of your health) comes with a warning. Any group worth their salt should be blocking or avoiding these mechanics with no trouble at all. There's nothing "cheap" about it.
Unfortunately, that's NOT true. If the animation leading up to the attack doesn't fire (and this seems to often be the case) -- or maybe the animation/warning effect is so minor as to be something you'd never notice even after umpteen tries -- you go from nearly full health to no health in an instant, followed by the summary sheet that leaves you wondering when the particular events (multiple) that killed you in that instant occurred... since you never saw them.
How many times have I had an insta-death and the summary sheet showed four or more effects doing damage? Almost every time.
I have encountered zero (0) boss abilities that don't have a warning sign to let you know that a major attack is coming. If you're experiencing lag, that's a different issue, but you get plenty of opportunity to avoid boss attacks.
Or, to put it another way, if the boss mechanics are broken, why are so many groups able to complete the dungeons with no issue?
nerevarine1138 wrote: »Lord_Kreegan wrote: »nerevarine1138 wrote: »Every single boss ability that can kill you in one go (or at least take away most of your health) comes with a warning. Any group worth their salt should be blocking or avoiding these mechanics with no trouble at all. There's nothing "cheap" about it.
Unfortunately, that's NOT true. If the animation leading up to the attack doesn't fire (and this seems to often be the case) -- or maybe the animation/warning effect is so minor as to be something you'd never notice even after umpteen tries -- you go from nearly full health to no health in an instant, followed by the summary sheet that leaves you wondering when the particular events (multiple) that killed you in that instant occurred... since you never saw them.
How many times have I had an insta-death and the summary sheet showed four or more effects doing damage? Almost every time.
I have encountered zero (0) boss abilities that don't have a warning sign to let you know that a major attack is coming. If you're experiencing lag, that's a different issue, but you get plenty of opportunity to avoid boss attacks.
Or, to put it another way, if the boss mechanics are broken, why are so many groups able to complete the dungeons with no issue?
That certainly brings up a good point. There could have been a lag issue. There could also have been an issue with maybe just not seeing the "wind-up" to the attack due to not being used to how looking for them in that particular color palette (the Red Sparks and Yellow Sparks of a charging attack seem to blend in a little more with the background when in 3rd person mode and the camera is pulled back). I know I'm not the greatest player, so it certainly is possible that I just wasn't on-point when a lot of these attacks came, but I do recall the attacks coming rather abruptly.
I definitely don't want to see these mechanics removed from the more difficult modes (like Veteran) because I like the idea of players with a higher skill level also having something to work towards conquering, because I'm obviously not the only one who wants to enjoy the game, but it certainly seems a bit over the top when it comes to a Normal difficulty dungeon.
I do like the Death Recap feature, it certainly helps to some degree. I think the best form of challenging content is less about abruptly ending the fight with a single attack as punishment for a single mistake, but if those kinds of mechanics must exist, then I think that perhaps increasing the amount of time that players have to notice and react, at least in the lower difficulties may be an appropriate solution.
Although, doing away with them in Normal wouldn't hurt my feelings - Veteran difficulty would still be an option for players looking for that *ahem* "challenge".
nerevarine1138 wrote: »nerevarine1138 wrote: »Lord_Kreegan wrote: »nerevarine1138 wrote: »Every single boss ability that can kill you in one go (or at least take away most of your health) comes with a warning. Any group worth their salt should be blocking or avoiding these mechanics with no trouble at all. There's nothing "cheap" about it.
Unfortunately, that's NOT true. If the animation leading up to the attack doesn't fire (and this seems to often be the case) -- or maybe the animation/warning effect is so minor as to be something you'd never notice even after umpteen tries -- you go from nearly full health to no health in an instant, followed by the summary sheet that leaves you wondering when the particular events (multiple) that killed you in that instant occurred... since you never saw them.
How many times have I had an insta-death and the summary sheet showed four or more effects doing damage? Almost every time.
I have encountered zero (0) boss abilities that don't have a warning sign to let you know that a major attack is coming. If you're experiencing lag, that's a different issue, but you get plenty of opportunity to avoid boss attacks.
Or, to put it another way, if the boss mechanics are broken, why are so many groups able to complete the dungeons with no issue?
That certainly brings up a good point. There could have been a lag issue. There could also have been an issue with maybe just not seeing the "wind-up" to the attack due to not being used to how looking for them in that particular color palette (the Red Sparks and Yellow Sparks of a charging attack seem to blend in a little more with the background when in 3rd person mode and the camera is pulled back). I know I'm not the greatest player, so it certainly is possible that I just wasn't on-point when a lot of these attacks came, but I do recall the attacks coming rather abruptly.
I definitely don't want to see these mechanics removed from the more difficult modes (like Veteran) because I like the idea of players with a higher skill level also having something to work towards conquering, because I'm obviously not the only one who wants to enjoy the game, but it certainly seems a bit over the top when it comes to a Normal difficulty dungeon.
I do like the Death Recap feature, it certainly helps to some degree. I think the best form of challenging content is less about abruptly ending the fight with a single attack as punishment for a single mistake, but if those kinds of mechanics must exist, then I think that perhaps increasing the amount of time that players have to notice and react, at least in the lower difficulties may be an appropriate solution.
Although, doing away with them in Normal wouldn't hurt my feelings - Veteran difficulty would still be an option for players looking for that *ahem* "challenge".
But those mechanics are in normal dungeons precisely because they teach players about tactics instead of forcing everyone into endgame content with no sense of how to survive a boss encounter.
If you're lagging and no one else is, that's a connection issue on your end. If you're not seeing the boss's wind-up, that's something you can fix.
Normal dungeons are not supposed to be easy. There is not a single one that I have had problems clearing with a pick-up group at any level, so long as the group actually pays attention to the fight. I am firmly against any change that would allow people to stand in one spot and spam attacks because they know that they can be healed through any damage that comes at them.
The mechanic you were speaking of was an ability that boss has where she randomly teleports to a random person doing some damage. Do you remember how hard it was hitting? I try to get as close to 2500 hp's as dps as I can. Also was the healer not keeping people topped off?
The mechanic you were speaking of was an ability that boss has where she randomly teleports to a random person doing some damage. Do you remember how hard it was hitting? I try to get as close to 2500 hp's as dps as I can. Also was the healer not keeping people topped off?
The healer was trying her best, but she was usually the first one to get whacked. Once that happened, it all went downhill from there. Now, I play with a 6/7 light armor 1/7 heavy, destruction/resto staff setup so I can main as a DPS, but if the crap hits the fan I can swap to resto and hopefully keep people alive (but I don't specialize in it).
Even with that setup though, it was still pretty rough. After the healer went down, the other DPS would usually drop, then I would bite the dust when the boss broke aggro. And that was pretty much how things would go every fight. The Healer was also our Vr4 player.
nerevarine1138 wrote: »The mechanic you were speaking of was an ability that boss has where she randomly teleports to a random person doing some damage. Do you remember how hard it was hitting? I try to get as close to 2500 hp's as dps as I can. Also was the healer not keeping people topped off?
The healer was trying her best, but she was usually the first one to get whacked. Once that happened, it all went downhill from there. Now, I play with a 6/7 light armor 1/7 heavy, destruction/resto staff setup so I can main as a DPS, but if the crap hits the fan I can swap to resto and hopefully keep people alive (but I don't specialize in it).
Even with that setup though, it was still pretty rough. After the healer went down, the other DPS would usually drop, then I would bite the dust when the boss broke aggro. And that was pretty much how things would go every fight. The Healer was also our Vr4 player.
Which boss was this?
The way it is now:
Dragonstar Arena
- very entertaining, challenging, takes great coordination/teamwork
- when you die you know that you messed up and it is fun to plan how to correct it next time
- get a chance at nice set items in the chest after each phase; mobs also drop gold now
Veteran Dungeons
- range wildly in difficulty and fun factor depending solely on mechanics of each boss fight; some dungeons are still faceroll while others require specific classes or extreme amounts of luck
- when you die you often have no idea how to avoid it next time; many fights are more about stacking and spamming abilities rather than tactical movement and coordination
- gold and silver key loot is generally deconstructed; it isn't horrible but most people are not going to give up their crafted-armor set bonuses to use it
MornaBaine wrote: »I The only dungeons I've ever made it through in what I found to be a time period that I felt was still fun was when I've been grouped with someone who has taken the time to study the fights and can tell the group what the boss does and give us the strat for defeating them. Sadly, that ALSO takes the fun out of it for me because then it just feels like I'm just clicking through and dealing with mechanics rather than being part of an actual fight against scary monsters. Frankly, I'm not really sure what can be done about it.
thomas.k.grayb14_ESO wrote: »I've DPS's and healed all the undaunted normal and vet so far and I haven't found one yet that isn't easy once you learn the mechanics.
This!
For those two fights:
Wavecutter needs to be interrupted, simple as that.
Broodmother is a ranged mobile fight, keep moving and keep pew pewing.
This!
Other things to note:
HP is your friend. All roles need HP not just tanks. I run with 2600 on my DPS
and 3000 on my healer.
This!
With a few exceptions, the bosses friends should always be killed before the
boss.
This!
Rezzes are important, DPS need to stop attacking and handle that. Tanks
and Healers should rarely be the ones rezzing.
This!
Assume that RED=DEAD. Even if you think you can take the hit, do your best
to avoid it.
nerevarine1138 wrote: »Lord_Kreegan wrote: »nerevarine1138 wrote: »Every single boss ability that can kill you in one go (or at least take away most of your health) comes with a warning. Any group worth their salt should be blocking or avoiding these mechanics with no trouble at all. There's nothing "cheap" about it.
Unfortunately, that's NOT true. If the animation leading up to the attack doesn't fire (and this seems to often be the case) -- or maybe the animation/warning effect is so minor as to be something you'd never notice even after umpteen tries -- you go from nearly full health to no health in an instant, followed by the summary sheet that leaves you wondering when the particular events (multiple) that killed you in that instant occurred... since you never saw them.
How many times have I had an insta-death and the summary sheet showed four or more effects doing damage? Almost every time.
I have encountered zero (0) boss abilities that don't have a warning sign to let you know that a major attack is coming. If you're experiencing lag, that's a different issue, but you get plenty of opportunity to avoid boss attacks.
Or, to put it another way, if the boss mechanics are broken, why are so many groups able to complete the dungeons with no issue?