It's possible that it is completely out of whack with the massive system change they just implemented. However, we need to give them solid feedback, with actual numbers, to show what is going on. Hence why I was asking the earlier question. There is too much omg you changed this....yuck change it back going on without any real numbers.
Right now the damage to health ratios seem to be off across the board imo. The other problem is trying to figure out how impactful are our choices within the champion system. Will the champion system fix some of these issues we are seeing?
As far as blocking is concerned I've seen multiple tanks try to permablock everything and not move or use shields so it is difficult to see the whole picture imo. I don't tank I heal or dps so all tanking observations come from watching others within the groups I've been in.
Joy_Division wrote: »When the ultimate changes were announced, I specifically pointed to this fight in Spindleclutch as the one people were going to post videos about how it is now way too hard. Did not take a Nostradamus to figure this out, yet people insisted let's "wait and see."
That being said:
1) Your party is using terribad characters.
2) This is probably the most difficult fight of the original six veteran dungeons.
3) I've seen good players on their real toons wiped on this fight.
I ran City of Ash on the PTS and I did not encounter the same issues that made dungeons overly difficult that are being addressed in the original post. I was a DPS and my 1.6 DPS sucks, yet we cleared the dungeon with only 1 wipe. (although we tried hard mode...only got the boss down to 30% when last platfrom exploded. Rock in middle of lava is OP! This is how I know my 1.6 DPs sucks).
So I actually don't think the overall PVE balance is off...when you use your real toons and actually learn what skills in 1.6 are good and which ones are still crap, the experienced and good players will do just fine.
But:
This fight in Spindleclutch will *wreck* players who are NOT familiar with ESO since they no longer can quickly drop those critical "trial" ultimates like Nova and veil of blades to mitigate the massive amount of damage those 4 waves of adds inflict.
This isn't going to happen unless said Tank puts NOTHING into resources and spams Health everywhere. I have 26K Health in Tank gear (21K in Healing/DPS on PTS) compared to ~3300 for Tank (~2750 for DPS/Healing) on Live. The resource drain on PTS is absolutely devastating in PvE so Tanks will have no choice but point into resources thus reducing their overall Health. If you compare with Live, Tanks should have roughly 25-27K on PTS and DPS/Healers 19-21K, which is exactly in line with how it sits on Live. The problem is that's just not enough and no matter how high you stack your resources they just go away on PTS if anything bad happens. That's good for the perma-blocking "unkillables" in PvP but horrible for PvE.omfgitsbatman wrote: »Honestly, It looks like you guys might have some hp issues. Looking at the video, I'm seeing you at 19k health and A lot more Magika than Health. The Highest HP I saw in the group was 23-24k I believe.
I'm a healer, and doing Exactly the same thing I was doing on the live server where I sit around 2800 Health with food buff, without pvp buffs, I was at about 25k health and about 22k Magika (I sit slightly above soft cap around 2450 on live)... I put all attribute points into health, and enchated my gear with all magika.
Every tank I've healed on live has had at least 400-500 more hp than me, so that's about 15% more health than me minimum. Using that number, I figure a tank should at least be sitting around 28750.XD)
Perhaps they want us to use abilities like Agony/Rune Prison etc to CC mobs in bigger packs & reduce the stamina drain that way?
Personally (being a big fan of vanilla WoW), I think that'd be awesome
All depends on whether mobs are immune to them (and whether they can break those longer CCs).
If you don't detonate the daedric mines on the ground, they eventually turn into huge pools of death. Maybe someone forgot to step on them.DeathDealer19 wrote: »Just did an AA run. 1,143 XP for the entire run... which is crap considering you need 400k XP for 1 CP.
the issue is on the mage fight, the mage reflection that spawns, spawns a pool of growing magic that fills half of the platform. I don't remember this at all from pre 1.6 and seen NO mention of it in the patch notes. It seems like this might me a hard mode mechanic that was mistakenly carried over?
And our tank had 15k stamina. All points into health and all enchants into stamina. While tanking the axes on the mage fight like normal, he was out of stamina with only two axes on him. This is un playable with one tank. The stamina cost for blocking and abilities is WAY TOO HIGH
This isn't going to happen unless said Tank puts NOTHING into resources and spams Health everywhere. I have 26K Health in Tank gear (21K in Healing/DPS on PTS) compared to ~3300 for Tank (~2750 for DPS/Healing) on Live. The resource drain on PTS is absolutely devastating in PvE so Tanks will have no choice but point into resources thus reducing their overall Health. If you compare with Live, Tanks should have roughly 25-27K on PTS and DPS/Healers 19-21K, which is exactly in line with how it sits on Live. The problem is that's just not enough and no matter how high you stack your resources they just go away on PTS if anything bad happens. That's good for the perma-blocking "unkillables" in PvP but horrible for PvE.omfgitsbatman wrote: »Honestly, It looks like you guys might have some hp issues. Looking at the video, I'm seeing you at 19k health and A lot more Magika than Health. The Highest HP I saw in the group was 23-24k I believe.
I'm a healer, and doing Exactly the same thing I was doing on the live server where I sit around 2800 Health with food buff, without pvp buffs, I was at about 25k health and about 22k Magika (I sit slightly above soft cap around 2450 on live)... I put all attribute points into health, and enchated my gear with all magika.
Every tank I've healed on live has had at least 400-500 more hp than me, so that's about 15% more health than me minimum. Using that number, I figure a tank should at least be sitting around 28750.XD)
The other side of it is that particular trash pull before Praxin is not the best guage as it's probably the single hardest trash pull in any Vet Dungeon for the Healer to keep DPS alive. On Live DPS drops just as fast if they get too many on them (pull too high DPS without giving that Tank 1-2 seconds head start). The best way I've found to do that fight is be a Vampire and use Devouring Swarm. Using that along with the newly changed Ring of Preservation (which they did) and then the newly change Bone Surge (which they didn't, it adds +8% Healing done now) would help. BoL is never going to superseded Healing Springs when more than 3 Players are taking high dmg, which they very quickly found out. It's the same on The Mage in AA, spamming BoL simply doesn't cut it.
EDIT: Watched it again and it's hard to tell but I don't see anyone using Evil Hunter. If there was a time to use that ability it's that specific fight as it's the difference between having no Stamina and never running out.
myrbostadb16_ESO3 wrote: »Perhaps they want us to use abilities like Agony/Rune Prison etc to CC mobs in bigger packs & reduce the stamina drain that way?
Personally (being a big fan of vanilla WoW), I think that'd be awesome
All depends on whether mobs are immune to them (and whether they can break those longer CCs).
I doubt they will have the balls to require that from the players, but I agree 100%! Just love it when you actually have to plan out how to deal with big packs, controlled cc, careful positioning when AoE, focus fire etc. For veteran dungeons and trials/endgame the coordination required for this shouldn't be too much to ask imo.
When WoW devolved into AoE-spam it was quickly dead to me.
IxSTALKERxI wrote: »I solo'd AA trash up to first boss on my NB yesterday blockcasting without using a single ultimate and didn't run out of stamina. Just depends on your build.
IxSTALKERxI wrote: »If you can't block use shields. I think they want to encourage people to use shields now instead of blocking.
gendarkb16_ESO wrote: »well 11k stamina is a joke ,,, if you want to be a tank(or tankblocking) you build hp/stamina not magica. In the video you have the stats of a magica dps 17k health 23k magica 11k stamina, no wonder why you can't tank.