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Scaling mess up?

Apokh
Apokh
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Hey there,

I´ve been in serveral VET Dungeons. In my opinion some of them screw up when they are about to scale to the upper VET Levels. Had some issues, when bosses in Darkshade Caverns, BC and Fungal Grotto went totally mad. For example yesterday the 2nd Boss in Fungal Grotto began to do her phases randomly and at the same time. For instance she pinned one of our mates, we freed him..bos didnt respawn for 1 or 2 Minutes. When she was back the Shades spawned with her not despawning. Then she despawned and kept away a while again. When she respawned she pinned one of us and spawned shades without herself despawning.
Also the quests in some Dungeons are messed up in some Dungeons, still!
In the Couldhabor Dungeon my mates ar for weeks not able to finish it, for the last step could not be accomplished.
New content sure is nice to have - but it is realkly really frustrating when you fight some hours thru a dungeons not even getting the quest done.

Ragards

Moderator note: Edited thread title per our rules on circumventing the profanity filter.
Edited by ZOS_TristanK on February 18, 2015 11:34PM
Legenden
Play@Feierabend mit der legendärsten Feierabendgilde.
Besuch uns.
Es ist besser zu schweigen und alle glauben zu lassen, man sei dumm, als den Mund aufzumachen und alle Zweifel zu beseitigen.
  • Merlin13KAGL
    Merlin13KAGL
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    Most of what you describe are not Scaling F'ups, but rather F'ups that have been scaled.

    Grotto's (chain) waves get screwy sometimes. Spindle's (Praxin) waves get screwy sometimes. Vet EH sometimes (end boss, most notably) ~ EH Twilight adds used to mess up sometimes, but not so much anymore.

    Things like faster wave timers, double spawns (only thing better than 2 NPC healers is 4 NPC healers), overlapping waves.

    Then you get new and interesting effects, like complete freeze of all your regen's for 5-10 seconds, perma stuns, etc.

    It's not related to scaling. Scaling just makes it worse/more noticeable.

    We've gone into VR12 instances and mowed right through. We've gone into VR1 instances that seemed nigh impossible.

    Add the occasional skillbar lockup (Vet BC, sometimes Murklight in EH) and it can be a joyous event.

    Your best bet, if a reset doesn't fix it, is to exit, reform the group, and try another instance.

    Sometimes it will correct itself between rez's. Other times, it just ain't happenin'.

    Good luck.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • yodased
    yodased
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    Broken game is broken. Same amount of brokenness has been since forever.
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • Cody
    Cody
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    Welcome to ESO.
  • Cody
    Cody
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    Had an experience with praxin in vet spindle today.

    apparently, He is not supposed to spawn(according to one of our group mates) until most of the adds he summons are dead: yet the first 2-3 attempts he spawned as soon as the adds spawned, causing utter chaos and making the battle impossible.

    As I previously stated, Welcome to ESO. bugs and glitches are very common.

    If it's PvE, ZOS USUALLY sorts them out. If it's PvP they don't give a f***
  • Merlin13KAGL
    Merlin13KAGL
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    @Cody , Praxin fight is the most glitched fight of the most glitched Vet dungeon.

    Wave timers almost never work right - they are certainly not consistent. Effects are inconsistent - sometimes regens (all of them) just stop, with no indication as to why.

    Cone attacks coming from the rear when he's facing the other way...lots of lovely stuff.

    If you're doing it for pledges, scale it down. If it worked consistently, it would be different. If you're doing it for the helm, you can skip the first mini-boss and it's a simple matter of 4 trash mobs before getting to Bloodspawn.

    Achieve's are achieve's. Chest keys scale to player when opened. Helms/in dungeon loot are the only things that will require scaling to level.

    Adding to the borked list:
    • Killed from Batswarm on next last wave of DSA when Vamp Lord was well out of range...
    • Two members dropped dead when looting VR12 CoH first boss from his doughnut AoE...a full 5-10 seconds after the boss was down (we were looting him.)
    • Death from poison on VR12 Darkshade when clearly in thes healer's AoE.
    • Various deaths from mini-mobs, with Recap #'s totalling well below Max health.
    • Assorted AoE damage outside the visible AoE.
    • Assorted AoE damage with no visible AoE (first Spider in Grotto notorious for this.
    • Mobs you knock off the mountain cliff in norm Tempest that are able to magically climb back up the sheer cliff with no damage.
    • DSA Champion's chest items that are almost not worth picking up.

    Most of them are challenging, some of them are well done.

    However, when they to glitch out, they seem to glitch out hard. Can make for a very frustrating experience, to say the least.

    As it stands, can think of at least three of the vet dungeons with midway bosses that are harder than the final. Seems more than a bit off (still)
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Ahdora
    Ahdora
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    Merlin, I've also had that bug with Praxin, where regen just stops.

    Very frustrating.

    According to yesterday's patch notes they fixed VoM, but I haven't run it again to see if it worked.
    Heals With Stick, V11 Argonian Nightblade Healer, NA-EP
  • Cody
    Cody
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    @Cody , Praxin fight is the most glitched fight of the most glitched Vet dungeon.

    Wave timers almost never work right - they are certainly not consistent. Effects are inconsistent - sometimes regens (all of them) just stop, with no indication as to why.

    Cone attacks coming from the rear when he's facing the other way...lots of lovely stuff.

    If you're doing it for pledges, scale it down. If it worked consistently, it would be different. If you're doing it for the helm, you can skip the first mini-boss and it's a simple matter of 4 trash mobs before getting to Bloodspawn.

    Achieve's are achieve's. Chest keys scale to player when opened. Helms/in dungeon loot are the only things that will require scaling to level.

    Adding to the borked list:
    • Killed from Batswarm on next last wave of DSA when Vamp Lord was well out of range...
    • Two members dropped dead when looting VR12 CoH first boss from his doughnut AoE...a full 5-10 seconds after the boss was down (we were looting him.)
    • Death from poison on VR12 Darkshade when clearly in thes healer's AoE.
    • Various deaths from mini-mobs, with Recap #'s totalling well below Max health.
    • Assorted AoE damage outside the visible AoE.
    • Assorted AoE damage with no visible AoE (first Spider in Grotto notorious for this.
    • Mobs you knock off the mountain cliff in norm Tempest that are able to magically climb back up the sheer cliff with no damage.
    • DSA Champion's chest items that are almost not worth picking up.

    Most of them are challenging, some of them are well done.

    However, when they to glitch out, they seem to glitch out hard. Can make for a very frustrating experience, to say the least.

    As it stands, can think of at least three of the vet dungeons with midway bosses that are harder than the final. Seems more than a bit off (still)

    Its not only spindle either. Banished cells vet, last two bosses ignore blocks and roll dodges.

    I have done all of these vet dungeons save CoA vet, so its not my lack of skill, something is really up with these dungeons lately.
  • VarilRau
    VarilRau
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    There is a dot / curse on praxin that will drain your resources. Tank taunt/reflect that if at any way possible.

    Getting swarmed by say spiders in the praxing wave will lead to it showing less damage than your full health, since there is only the last 5 spiders that hit you for 200 shown. In reality you threw caltrops before they spawned for instant aggro and forgot to block/were out of stamina i bet.

    Praxing spawns in the start of the fight, but you just ignore him until you have dealt with the adds / you should have just widow maker and big babbu up close to death when praxin joins the fight.

    Only thing i have seen buggin in this dungeon is that sometimes the red circle that you have to stay away from is not shown/loaded for some of the party members.

    Most double healer spawns sound like you never did the earlier wave in time. Good AOE dps / interrupt the healers till you can kill them is what you need to do on that fight. And as always, block while aoeing.

    And keep pots for the resource drain. The red circle will place a stunn on you when it spawns/activates -> use break free and move slowly.

    Generally if something dies and leaves a AOE on ground you can see, DONT GO IN IT. Even if the boss died 30 seconds ago. Wait until the timer on the aoe runs out and then loot.
    Varil Rau, Mag sorcerer
    Viiltoveikko, Stam sorcerer
    Meadshield, nord dragonknight

    DC EU
  • Merlin13KAGL
    Merlin13KAGL
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    VarilRau wrote: »
    There is a dot / curse on praxin that will drain your resources. Tank taunt/reflect that if at any way possible.

    Getting swarmed by say spiders in the praxing wave will lead to it showing less damage than your full health, since there is only the last 5 spiders that hit you for 200 shown. In reality you threw caltrops before they spawned for instant aggro and forgot to block/were out of stamina i bet.

    Praxing spawns in the start of the fight, but you just ignore him until you have dealt with the adds / you should have just widow maker and big babbu up close to death when praxin joins the fight.

    Only thing i have seen buggin in this dungeon is that sometimes the red circle that you have to stay away from is not shown/loaded for some of the party members.

    Most double healer spawns sound like you never did the earlier wave in time. Good AOE dps / interrupt the healers till you can kill them is what you need to do on that fight. And as always, block while aoeing.

    And keep pots for the resource drain. The red circle will place a stunn on you when it spawns/activates -> use break free and move slowly.

    Generally if something dies and leaves a AOE on ground you can see, DONT GO IN IT. Even if the boss died 30 seconds ago. Wait until the timer on the aoe runs out and then loot.
    @VarilRau , mechanics are not the issue here, it's lack of any consistency and bugged instances.

    First two spawns not the issue, timing differences on wave 3 on happen often. I'm glad you have not had bugged instances, but I assure you I can collect enough people, well versed, experienced Dungeon Runners that will confirm this.

    Double adds as a result of not doing the earlier wave in time makes no sense. We're not talking about a wave left standing and another wave spawning later. We're talking double adds at beginning of Wave 3.

    Regarding "Don't stand in the AoE," two things about this:
    1. Effects should dissipate when the caster dies - environmental damage being the exception.
    2. We're referring to AoE that cannot be seen, therefore not avoided. You find out about it when you die.
    @Cody The good news:
    • Spindle may no longer be the buggiest dungeon.
    The bad news:
    • CoH appears to be the new Spindle.
      • Two days in a row, first bosses invisible doughnut AoE remained after first boss was dead. Day one, it killed two of us when stepping in to loot. Day two, different group, same effect.
      • Interrupts having little or no effects on casters/bowmen: We're talking bash, Crushing Shock, Scatter Shot, Venom Arrow, and Bombard. Ever try to take out healers when the can't be interrupted?
      • Next to last boss was also dishing out Invisible AoE. AoE tacked onto players when pulled in was visible. Roll out, land in 'clear.' Die from 2nd explosion (audible) of the AoE you couldn't see. This happened with multiple people, mutiple times. Happened with 4, happened with 2. No chance of overlap.
      • Screen would go full black when pulled in. Not the temporary effect, but 2-3 seconds, at least, of full black - no visibility. This obviously shortens the time to find your escape spot to the invisible AoE's mentioned above.
        Then it gets better...
      • Outside of fight zone, boss had absurd range (talking 100+m) with Fire Runes and Fire Projectiles. Halfway down the length of the room and still getting hit.
      • Boss would still pull you in from this distance. On release, you'd rubber band back to the location you were at prior AoE still on you.
      • Boss refused to reset. One person alive - running halfway down the cave passage, still taking damage, still getting the pull in AoE, then rubber banding back to location.
      It's not about lack of knowledge, setup, or skill.

      They still have some major dungeon glitches regularly and it seems they have introduced more.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Ahdora
    Ahdora
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    @VarilRau

    My group has several times encountered a bug which seems to be related to the curse. As in, once the curse was gone, resources were still BARELY regenerating, if at all.
    Heals With Stick, V11 Argonian Nightblade Healer, NA-EP
  • Magdalina
    Magdalina
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    VarilRau wrote: »
    There is a dot / curse on praxin that will drain your resources. Tank taunt/reflect that if at any way possible.

    Getting swarmed by say spiders in the praxing wave will lead to it showing less damage than your full health, since there is only the last 5 spiders that hit you for 200 shown. In reality you threw caltrops before they spawned for instant aggro and forgot to block/were out of stamina i bet.

    Praxing spawns in the start of the fight, but you just ignore him until you have dealt with the adds / you should have just widow maker and big babbu up close to death when praxin joins the fight.

    Only thing i have seen buggin in this dungeon is that sometimes the red circle that you have to stay away from is not shown/loaded for some of the party members.

    Most double healer spawns sound like you never did the earlier wave in time. Good AOE dps / interrupt the healers till you can kill them is what you need to do on that fight. And as always, block while aoeing.

    And keep pots for the resource drain. The red circle will place a stunn on you when it spawns/activates -> use break free and move slowly.

    Generally if something dies and leaves a AOE on ground you can see, DONT GO IN IT. Even if the boss died 30 seconds ago. Wait until the timer on the aoe runs out and then loot.
    @VarilRau , mechanics are not the issue here, it's lack of any consistency and bugged instances.

    First two spawns not the issue, timing differences on wave 3 on happen often. I'm glad you have not had bugged instances, but I assure you I can collect enough people, well versed, experienced Dungeon Runners that will confirm this.

    Double adds as a result of not doing the earlier wave in time makes no sense. We're not talking about a wave left standing and another wave spawning later. We're talking double adds at beginning of Wave 3.

    Regarding "Don't stand in the AoE," two things about this:
    1. Effects should dissipate when the caster dies - environmental damage being the exception.
    2. We're referring to AoE that cannot be seen, therefore not avoided. You find out about it when you die.
    @Cody The good news:
    • Spindle may no longer be the buggiest dungeon.
    The bad news:
    • CoH appears to be the new Spindle.
      • Two days in a row, first bosses invisible doughnut AoE remained after first boss was dead. Day one, it killed two of us when stepping in to loot. Day two, different group, same effect.
      • Interrupts having little or no effects on casters/bowmen: We're talking bash, Crushing Shock, Scatter Shot, Venom Arrow, and Bombard. Ever try to take out healers when the can't be interrupted?
      • Next to last boss was also dishing out Invisible AoE. AoE tacked onto players when pulled in was visible. Roll out, land in 'clear.' Die from 2nd explosion (audible) of the AoE you couldn't see. This happened with multiple people, mutiple times. Happened with 4, happened with 2. No chance of overlap.
      • Screen would go full black when pulled in. Not the temporary effect, but 2-3 seconds, at least, of full black - no visibility. This obviously shortens the time to find your escape spot to the invisible AoE's mentioned above.
        Then it gets better...
      • Outside of fight zone, boss had absurd range (talking 100+m) with Fire Runes and Fire Projectiles. Halfway down the length of the room and still getting hit.
      • Boss would still pull you in from this distance. On release, you'd rubber band back to the location you were at prior AoE still on you.
      • Boss refused to reset. One person alive - running halfway down the cave passage, still taking damage, still getting the pull in AoE, then rubber banding back to location.
      It's not about lack of knowledge, setup, or skill.

      They still have some major dungeon glitches regularly and it seems they have introduced more.
    You forgot the best one, invisible Nerien'eth-.- Every once in a while after he teleports he becomes invisible and thus untargettable, making it an inevitable wipe.

    EDIT: I also remember ZOS specifically saying they fixed it in one of the patch notess...and right next day after that seeing him bug out twice in a row.
    Edited by Magdalina on January 21, 2015 11:59AM
  • Shunravi
    Shunravi
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    Magdalina wrote: »
    VarilRau wrote: »
    There is a dot / curse on praxin that will drain your resources. Tank taunt/reflect that if at any way possible.

    Getting swarmed by say spiders in the praxing wave will lead to it showing less damage than your full health, since there is only the last 5 spiders that hit you for 200 shown. In reality you threw caltrops before they spawned for instant aggro and forgot to block/were out of stamina i bet.

    Praxing spawns in the start of the fight, but you just ignore him until you have dealt with the adds / you should have just widow maker and big babbu up close to death when praxin joins the fight.

    Only thing i have seen buggin in this dungeon is that sometimes the red circle that you have to stay away from is not shown/loaded for some of the party members.

    Most double healer spawns sound like you never did the earlier wave in time. Good AOE dps / interrupt the healers till you can kill them is what you need to do on that fight. And as always, block while aoeing.

    And keep pots for the resource drain. The red circle will place a stunn on you when it spawns/activates -> use break free and move slowly.

    Generally if something dies and leaves a AOE on ground you can see, DONT GO IN IT. Even if the boss died 30 seconds ago. Wait until the timer on the aoe runs out and then loot.
    @VarilRau , mechanics are not the issue here, it's lack of any consistency and bugged instances.

    First two spawns not the issue, timing differences on wave 3 on happen often. I'm glad you have not had bugged instances, but I assure you I can collect enough people, well versed, experienced Dungeon Runners that will confirm this.

    Double adds as a result of not doing the earlier wave in time makes no sense. We're not talking about a wave left standing and another wave spawning later. We're talking double adds at beginning of Wave 3.

    Regarding "Don't stand in the AoE," two things about this:
    1. Effects should dissipate when the caster dies - environmental damage being the exception.
    2. We're referring to AoE that cannot be seen, therefore not avoided. You find out about it when you die.
    @Cody The good news:
    • Spindle may no longer be the buggiest dungeon.
    The bad news:
    • CoH appears to be the new Spindle.
      • Two days in a row, first bosses invisible doughnut AoE remained after first boss was dead. Day one, it killed two of us when stepping in to loot. Day two, different group, same effect.
      • Interrupts having little or no effects on casters/bowmen: We're talking bash, Crushing Shock, Scatter Shot, Venom Arrow, and Bombard. Ever try to take out healers when the can't be interrupted?
      • Next to last boss was also dishing out Invisible AoE. AoE tacked onto players when pulled in was visible. Roll out, land in 'clear.' Die from 2nd explosion (audible) of the AoE you couldn't see. This happened with multiple people, mutiple times. Happened with 4, happened with 2. No chance of overlap.
      • Screen would go full black when pulled in. Not the temporary effect, but 2-3 seconds, at least, of full black - no visibility. This obviously shortens the time to find your escape spot to the invisible AoE's mentioned above.
        Then it gets better...
      • Outside of fight zone, boss had absurd range (talking 100+m) with Fire Runes and Fire Projectiles. Halfway down the length of the room and still getting hit.
      • Boss would still pull you in from this distance. On release, you'd rubber band back to the location you were at prior AoE still on you.
      • Boss refused to reset. One person alive - running halfway down the cave passage, still taking damage, still getting the pull in AoE, then rubber banding back to location.
      It's not about lack of knowledge, setup, or skill.

      They still have some major dungeon glitches regularly and it seems they have introduced more.
    You forgot the best one, invisible Nerien'eth-.- Every once in a while after he teleports he becomes invisible and thus untargettable, making it an inevitable wipe.

    Oh, that's the worst.

    And I've seen it happen only on dedicated speed/ no death runs, making it all he more frustrating.
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
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