Majority of these issues have been around since the launch of VDSA, with update 6 new ones were introduced@ZOS has not yet even commented to acknowledge if these are known issues are not. To busy with console release to bother.
Personofsecrets wrote: »can you recall, is this in dsa or vdsa?
@thomas.k.grayb14_ESO
Let's be honest, this is a thread to call out bugs that hinder a speed run in any way, not one that mentions how stupid the whole thing is. Have you seen the most recent vDSA run of Hodor? The whole reason why their team works so well is because they exploit the fact that enemies are killable in their portals (which I doubt is an intended "feature") and they, like many other teams, are able to kill the enemies before they even materialise, which as you mentioned is a way to bypass most stage mechanics (for example stage 5 shadowcasters).
If they were to "fix" Dragonstar Arena they should do a proper job of it.
- Remove the ability to damage portals with AoE.
- Revampt the scoring system so it doesn't only reward speed, but so that is also punishes deaths.
- Make it so mechanics cannot be skipped especially stages like 5, 9 and 10.
Most of the issues mentioned by the OP is stuff that just makes a stage last a few seconds longer sometimes, which at the moment is devastating because of how the scoring works.
From Patch notes of 1.6.5:
We have reduced the penalty for losing lives within the Trial or Arena. It still matters, but not nearly as much as it did previously.
Maybe this in itself is a bug, because according to my own calculations a death matters not a single point whatsoever..
Before 1.6 a top run was 50 minutes, but you knew that the team had to be good because they did not have a single death. That is not the case anymore, now a top run is whoever runs the fastest.
I'm not against any of the fixes you are recommending, however they would have to reset the leaderboards in this case as well since the top times would be unattainable with the bugs that are currently being used.
As far as any death penalties... there are none. So far from what our group has seen, it is ALL based on time. We've had runs with 10 deaths and gotten a better score than a run with no deaths but slightly slower time.
The items listed by OP are design flaws that affect any group attempting to run the instance and can cause more then "a few seconds" to each round. Each group comp is different and dps per group would be different as well. @Gilliamtherogue had already mentioned that the topic is about the bugs that affect all groups running the instance and not just a few top leaderboard runners.
At the very least they should revampt the scoring system to extend replay-value for the sake of competition. I think the mentioned bugs are miniscule problems and I'd rather see them do something about the bigger issues.
@thomas.k.grayb14_ESO
Let's be honest, this is a thread to call out bugs that hinder a speed run in any way, not one that mentions how stupid the whole thing is. Have you seen the most recent vDSA run of Hodor? The whole reason why their team works so well is because they exploit the fact that enemies are killable in their portals (which I doubt is an intended "feature") and they, like many other teams, are able to kill the enemies before they even materialise, which as you mentioned is a way to bypass most stage mechanics (for example stage 5 shadowcasters).
If they were to "fix" Dragonstar Arena they should do a proper job of it.
- Remove the ability to damage portals with AoE.
- Revampt the scoring system so it doesn't only reward speed, but so that is also punishes deaths.
- Make it so mechanics cannot be skipped especially stages like 5, 9 and 10.
Most of the issues mentioned by the OP is stuff that just makes a stage last a few seconds longer sometimes, which at the moment is devastating because of how the scoring works.
From Patch notes of 1.6.5:
We have reduced the penalty for losing lives within the Trial or Arena. It still matters, but not nearly as much as it did previously.
Maybe this in itself is a bug, because according to my own calculations a death matters not a single point whatsoever..
Before 1.6 a top run was 50 minutes, but you knew that the team had to be good because they did not have a single death. That is not the case anymore, now a top run is whoever runs the fastest.
I'm not against any of the fixes you are recommending, however they would have to reset the leaderboards in this case as well since the top times would be unattainable with the bugs that are currently being used.
As far as any death penalties... there are none. So far from what our group has seen, it is ALL based on time. We've had runs with 10 deaths and gotten a better score than a run with no deaths but slightly slower time.
The items listed by OP are design flaws that affect any group attempting to run the instance and can cause more then "a few seconds" to each round. Each group comp is different and dps per group would be different as well. @Gilliamtherogue had already mentioned that the topic is about the bugs that affect all groups running the instance and not just a few top leaderboard runners.
Yes of course the leaderboards would have to be reset. Also, let's be honest, the thread was started about bugs that need fixing, you don't really get to decide what is and is not wrong with vDSA. I decided to chime in with a different perspective of what is truly wrong with vDSA, but that doesn't mean it isn't a flaw because I am calling out other issues and not ones that you necessarily agree with.
Fact of the matter is that they wanted to change the scoring system of vDSA and trials to avoid speedrunning and ended up encouraging rather than discouraging it..
vDSA is just about the only competitive PvE aspect ESO has to offer, so why the hell does it have to be so nonsensical? I know you, Moe, Gill, Nifty, along with everyone else in the top of the leaderboards all care about it since you write these threads that urge a change. I get it that you want bugs/glitches that impair good runs fixed, but I also think that beyond the issues mentioned by the OP there are a lot bigger problems with the overall system. Heck the entirety of ESO is build on really idiotic systems such as RNG loot madness, the aforementioned scoring system as well as lack of reason to replay endgame content because the majority of the gear dropped is less effective than PvP gear or crafted sets.
At the very least they should revampt the scoring system to extend replay-value for the sake of competition. I think the mentioned bugs are miniscule problems and I'd rather see them do something about the bigger issues.
@thomas.k.grayb14_ESO
Let's be honest, this is a thread to call out bugs that hinder a speed run in any way, not one that mentions how stupid the whole thing is. Have you seen the most recent vDSA run of Hodor? The whole reason why their team works so well is because they exploit the fact that enemies are killable in their portals (which I doubt is an intended "feature") and they, like many other teams, are able to kill the enemies before they even materialise, which as you mentioned is a way to bypass most stage mechanics (for example stage 5 shadowcasters).
If they were to "fix" Dragonstar Arena they should do a proper job of it.
- Remove the ability to damage portals with AoE.
- Revampt the scoring system so it doesn't only reward speed, but so that is also punishes deaths.
- Make it so mechanics cannot be skipped especially stages like 5, 9 and 10.
Most of the issues mentioned by the OP is stuff that just makes a stage last a few seconds longer sometimes, which at the moment is devastating because of how the scoring works.
From Patch notes of 1.6.5:
We have reduced the penalty for losing lives within the Trial or Arena. It still matters, but not nearly as much as it did previously.
Maybe this in itself is a bug, because according to my own calculations a death matters not a single point whatsoever..
Before 1.6 a top run was 50 minutes, but you knew that the team had to be good because they did not have a single death. That is not the case anymore, now a top run is whoever runs the fastest.
I am sending feedback/bugreports every day, but all ZOS is caring about atm is fixing Console
Everyone in this thread is a combination of top NA and EU players atm, we all know how the broken mechanics work.@thomas.k.grayb14_ESO
Let's be honest, this is a thread to call out bugs that hinder a speed run in any way, not one that mentions how stupid the whole thing is. Have you seen the most recent vDSA run of Hodor? The whole reason why their team works so well is because they exploit the fact that enemies are killable in their portals (which I doubt is an intended "feature") and they, like many other teams, are able to kill the enemies before they even materialise, which as you mentioned is a way to bypass most stage mechanics (for example stage 5 shadowcasters).
If they were to "fix" Dragonstar Arena they should do a proper job of it.
- Remove the ability to damage portals with AoE.
- Revampt the scoring system so it doesn't only reward speed, but so that is also punishes deaths.
- Make it so mechanics cannot be skipped especially stages like 5, 9 and 10.
Most of the issues mentioned by the OP is stuff that just makes a stage last a few seconds longer sometimes, which at the moment is devastating because of how the scoring works.
From Patch notes of 1.6.5:
We have reduced the penalty for losing lives within the Trial or Arena. It still matters, but not nearly as much as it did previously.
Maybe this in itself is a bug, because according to my own calculations a death matters not a single point whatsoever..
Before 1.6 a top run was 50 minutes, but you knew that the team had to be good because they did not have a single death. That is not the case anymore, now a top run is whoever runs the fastest.
Dmging mobs in portals is not a exploit. It is intended by ZOS otherwise they would have changed it already. Every class can do that by AoEing etc....Top VDSA Team has Sorc+DK DDs+ DK tank+Templar Heal
To get that time you need to AoE Portals, know which MOBS trigger next wave, ALL 4 People have to deal insane damage and only die when it does not matter.
Deaths do not count, you lose 0 points. It is only time, you can check that with the addon "RaidTimer by @Garkin
Also, we are releasing those videos so people can see how *** VDSA is at the moment, at least in 1.5 you got a 5 Minutes death penalty, which is gone now.
Also, PVP buffs boost your dps by approx 20% and depending on how much CPs you have, you can do 25% more max dmg than others with less CP.
In EVERY trial right now, if you pull HIGH dps, you can skip 90% of mechanics. /ZOSLOGIC
I am sending feedback/bugreports every day, but all ZOS is caring about atm is fixing Console
@Alcast
I know how raidtimer works, I think Garkin got some inspiration from my thread on the scoring system, which you can find here.
I know everyone can damage portals if they wanted, but I doubt it is an intended mechanic of the game. You think they had a conversation like this:
"Hey, I have a great idea for something we could put into the game."
"What's that?"
"Let players be able to kill enemies before they fully spawn."
"That's.. a great idea! Have a promotion!"
Yeah
Further, yes the PvP buffs are essential to PvE competition which is just poor design.
Side note: I am writing this while the servers are having a *** fit, giving everyone 999+ latency in trials, vdsa and everywhere else.. lol. GG Zenimax