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Are enemies now harder to kill?

Dragonnord
Dragonnord
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Hi,

Is it me or different enemies, after last patch, are now harder to kill?

I know stamina mechanics changed some way, but, regardless that, it seems enemies resist more damage.

To kill them, I'm positive I now need to hit them way more than I was hitting them before.

Anyone else experiencing the same?

Thanks.
  • Casdha
    Casdha
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    That seems to depend on what you were playing with and how they were built. My Templar is fine, My DK is a pincushion that can barely swat a fly.
    Edited by Casdha on September 1, 2015 5:57PM
    Proud member of the Psijic Order - The first wave - The 0.016%

  • Jennifur_Vultee
    Jennifur_Vultee
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    Yes, they are harder to kill. Last night my questing partner and I went to Craglorn to test things and after about 5 groups of mobs that we used to kill fairly fast I asked, "Is it me or are these fights dragging on forever now?" She replied with, "Yes, its taking us about twice as long to kill things now." Its not just you we experienced it too.
    "Whoever is careless with the truth in small matters cannot be trusted with important matters." – Albert Einstein

    Treat a customer fairly and they will remember you. Treat a customer poorly and they never forget.

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  • Lokov
    Lokov
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    Yes.
    for example in cyrodiil all enemys now VR 14 instead of VR 12
    Captain Org As More |Mag Blade| DC
    Bald Dude You Know From |Stam Blade| DC
    Ashot One Shot |Mag Blade| AD
    Strippirella |Stam Blade| AD
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    Im Badman |Mag DK| DC
    Big Mac |Mag Sorc| DC
    Savitar Himself |Stam Sorc| DC
    Captain Old Fashion |Mag Plar| DC
    Chelovek Chlen-Nevidimka |Stam Warden| DC

    Welcome to my TWITCH in Russian
  • QuebraRegra
    QuebraRegra
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    Lokov wrote: »
    Yes.
    for example in cyrodiil all enemys now VR 14 instead of VR 12

    Seriously? Is that true? I don't remember that being listed. The bloody NPC's in Cyrodill were ale=ready ridiculous with their 17-25k one shots in the previous patch.

  • SkylarkAU
    SkylarkAU
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    Besides the higher level mobs spell and weapon penetration has gone down in terms of the apprentice stone for magicka builds and the mace bug for stamina. Both of which iirc can mean the difference between dealing full unmitigated damage (if your penetration overcame their resistance) and dealing up to 50% mitigated damage..

    Also maybe the changes to battle spirit?
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  • Teridaxus
    Teridaxus
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    They also changed many sets. Maybe you use one which got by the nerf hammer hard?
  • Thecapeo
    Thecapeo
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    The patch also removes your mundus stone as part of the stat reset. You'll need to reapply it.
  • Morimizo
    Morimizo
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    Check the patch notes and you will see that enemies have been buffed quite a bit, across the board, esp. more HP. There are also AI changes, for more AoE and DoT effects. I had a much more difficult time avoiding the multiple pools of hurt laid down by the mage's in Lion's Den, i.e., especially with the higher cost for roll-dodging, particularly if needed more than once in quick succession.

    Couple that with the impressive nerfs/changes to crafted sets (AND lots of found sets too), enchantment glyphs (unless you're very high up in VR), and skills, and it's definitely more challenging.

    Not undo-able by any means, if you can adapt your style/gear well, but is it more fun? For those that think the game is too easy, it probably is, but for everyone?
  • Mitchblue
    Mitchblue
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    VR 1 before the patch, VR 2 now .. I was just going through a delve or two last night and it seemed to take forever. Even killing one mob seemed like it took forever. NB Magic build.
    Anyone else rooting for Molag Bal?
  • rfennell_ESO
    rfennell_ESO
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    Biggest change I saw was more armor on mobs.

    Some of them a lot more.

    I'm sure it's same deal for spell resist.

  • Mitchblue
    Mitchblue
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    Others will disagree but what's the point of easier leveling on vet levels if each mob takes more time to kill? Kind of cancel each other out doesn't it?
    Anyone else rooting for Molag Bal?
  • TheShadowScout
    TheShadowScout
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    I found the fights a little harder, yes. Good thing too, a bit of a challenge always spices up my daily questing! ;)
  • Tandor
    Tandor
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    We ought to establish whether the people complaining now that fights are too hard are the same people that were previously complaining that they were too easy :wink: !
  • Van_0S
    Van_0S
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    CarbonHD wrote: »
    Hi,

    Is it me or different enemies, after last patch, are now harder to kill?

    I know stamina mechanics changed some way, but, regardless that, it seems enemies resist more damage.

    To kill them, I'm positive I now need to hit them way more than I was hitting them before.

    Anyone else experiencing the same?

    Thanks.

    Yes, I have experienced it.
    all enemies have become a boss(which drains my stamina like hell)
  • Morimizo
    Morimizo
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    Tandor wrote: »
    We ought to establish whether the people complaining now that fights are too hard are the same people that were previously complaining that they were too easy :wink: !

    I hope this poetic justice is true for at least some.

    It's why the topic of scaling difficulty surfaces so often, no matter how vexing it would be to implement.

    Until that utopia magically appears, we adapt, suffer, or leave.



  • Wing
    Wing
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    I have no proof as I didn't time or screenshot random mob battles before hand. . .but anecdotally I do think they got tougher, I have been attributing it to stamina being gutted but they could in fact be tougher as well.
    ESO player since beta.
    previously full time subscriber, beta-2024, now off and on, game got too disappointing.
    PC NA
    ( ^_^ )

    You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods -Xenogears
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  • Inactive Account
    Inactive Account
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    well they up'd Exp Pnt gain and then up'd the time it takes to kill mobs....why even bother.
    Edited by Inactive Account on September 1, 2015 8:41PM
  • Stranglehands
    Stranglehands
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    It's about damn time they made the PvE harder, I daresay that's what was making people get sick of it during the vet ranks, never mind the massive gulf between PvE and PvP
    .kcoR gnillaF si noitadnuoF esohw ETIYREP oT
  • QuebraRegra
    QuebraRegra
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    well they up'd Exp Pnt gain and then up'd the time it takes to kill mobs....why even bother.

    Because "new and improved"?

    Hamster%20treadmill.jpg
  • AshTal
    AshTal
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    Yeah PvE seems much harder than it was. I don't think the mosters are harder or smarter I just seem to be doing a hell of a lot less damage and they seem to be immune to crowd control.
  • Mitchblue
    Mitchblue
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    Make delve bosses more difficult, elites around the world, maybe even have some harder delves/caves/solo stuff. But regular mobs shouldn't be too time consuming.
    Anyone else rooting for Molag Bal?
  • Preyfar
    Preyfar
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    This is a good thing, honestly. One of the most common complaints in the game is that it's "too easy". And now that they've tweaked it to be a lil' more difficult, I find it humorous so many people are now complaining about it. =D
  • Mitchblue
    Mitchblue
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    AshTal wrote: »
    Yeah PvE seems much harder than it was. I don't think the mosters are harder or smarter I just seem to be doing a hell of a lot less damage and they seem to be immune to crowd control.

    Yes, less damage.
    Anyone else rooting for Molag Bal?
  • Tholian1
    Tholian1
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    Preyfar wrote: »
    This is a good thing, honestly. One of the most common complaints in the game is that it's "too easy". And now that they've tweaked it to be a lil' more difficult, I find it humorous so many people are now complaining about it. =D

    I was never one of those people complaining it was too easy. I still have to wait for the patch to drop for console, and if the fun has been nerfed because it is too hard, I can't see playing it anymore. I'll just have to wait and see.
    PS4 Pro NA
  • NBrookus
    NBrookus
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    I thought it was a little too easy, but survivability on a tanky heavy armor build might do that. Sorcs and NBs would blow past me screaming damage, but I rarely died. It just took me longer.

    I would have been happy with ratcheting up the difficulty. That said, micromanaging my stamina and health bars with just a few monsters and having my build become completely useless overnight qualifies as "not fun."
  • rotaugen454
    rotaugen454
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    There are parts of Craglorn I used to solo, and I can't do it anymore. Yep, harder to kill.
    "Get off my lawn!"
  • MikeB
    MikeB
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    Please read the patch notes. To;Dr yes they were made harder

    Monsters
    Mages, skirmishers, and tanks have all been tweaked to have less dramatic variation. In general, mages will have less damage and more health, while tanks will have less health and more damage. This means the average fight length and amount of incoming damage will be more balanced, while retaining the thematic differences between monster types.
    All mage monsters now have more health, and output less damage.
    All tank monsters now have high spell and physical resistance.
    All mages now have low physical resistance, but high spell resistance.
    All skirmishers now have average physical and spell resistance.
    On average, delve bosses now have more health.
    Monsters throughout the game have had their faction abilities updated; you will now see these abilities more often in combat, and some abilities have had their effects adjusted to increase their impact in a fight.
    Bandit traps now persist for long periods of time, creating more danger as the fight goes on.
    Daedric Arches now summon Banekin to charge at enemies and explode until the arch is destroyed.
    The Necromancer’s self-sacrifice now summons a ghost instead of a soul shriven, and they no longer sacrifice themselves at full health.
    Soldiers of the Covenant, Pact, and Dominion (in PVE zones) now use a Warhorn ability to rally and empower their allies in combat.
    Undead now have a chance to create an area of desecrated ground when killed, dealing damage over time to their enemies and healing undead allies.
    Vampires who drain health now heal nearby allies.
    Charging monsters now blend more smoothly into their stun animation when they fail to strike their target.
    Fixed an issue where monsters would try to shield bash you if you were out of range.
    Increased the Spell and Armor Resistance from dungeon monsters to 18% from 9%.
    Monsters no longer walk toward you when they try to run away at close range, or near high terrain.
    Monsters that burrow can no longer be targeted while burrowing; this affects the following monsters:
    Duneracer
    Duneripper
    Ice Wraith
    Kwama Scrib
    Mudcrab
    To better support first-person combat, large monsters will now stand further away from you when combat begins, and have had their ability ranges adjusted to reflect their new positioning. The monsters affected by this change include:
    Bone Colossus
    Bull Netch
    Daedroth
    Dwarven Centurion
    Flesh Atronach
    Frost Atronach
    Gargoyle
    Giant
    Mammoth
    Mantikora
    Storm Atronach
    Troll
    Titan
    Wamasu
    Watcher
    Bone Colossi found in Underpall Cave and Lipsand Tarn have had their difficulty reduced to the appropriate level.
    The "Hag Camp" group boss encounter has had its difficulty adjusted to be more in line with other group boss encounters.
    Damage from slaughterfish will now increase over time. Be careful out there!
    Combat followers will now rejoin you in combat after falling to one knee.
    Monster animations will no longer hitch periodically when engaged in a group.
    Fixed an issue where monsters would not aggro you properly at Dark Fissures.
    Adjusted the collision on some rocks to prevent flying monsters from getting stuck.
    Flying monsters with CC immunities are no longer immune to Fiery Grip and its morphs. Using Fiery Grip on a flying monster will now pull you to it.

    Monster Abilities
    Alit
    Lacerate now has a bleed icon in the death recap screen.
    Assassin
    Soul Tether can no longer be dodged.
    Assassin Beetle
    Acid Blood no longer deals damage outside of its visible radius.
    Bear
    Crushing Swipe now has a shorter cooldown.
    Roar now has a shorter cooldown.
    Berserker
    Agony will now affect you if you’re blocking, and ends the moment you take damage.
    Agony now applies damage over time when broken.
    Agony now has a slightly longer range.
    Blood Craze now correctly plays impact effects on its second hit.
    Daedric Arch
    No longer keeps you in combat at ranges greater than 30 meters.
    Durzog
    Adjusted the range of all durzog abilities to better reflect their appearance.
    Dwarven Sphere
    Darts will now disappear after impact.
    Dwarven Spider
    Dwarven constructs affected by Overcharge no longer damage their allies when destroyed.
    Fear Mage
    Aspect of Terror no longer causes you to spin in place before fleeing in terror.
    Fire Mage
    The red fire circle from Fire Rune will now appear, but won’t start dealing damage for a half second to give you time to react.
    Fire Mage
    Fire Rune now properly activates both areas of effect if the caster is stunned after a successful cast.
    Foot Soldier
    Foot Soldiers no longer use Step Back more than once every 30 seconds.
    Frost Mage
    Winter’s Reach no longer travels over unintended areas.
    Ice Barrier now correctly absorbs Fire Staff and Bow heavy attacks.
    Ice Barrier now correctly absorbs attacks from the front of the barrier while the protected object is behind the barrier.
    Frost Mages no longer run away while an active Ice Barrier is in front of them.
    Gargoyle
    Double Swipe can now be cast while the Gargoyle is moving.
    Giant
    Sweep now correctly hits targets in front of the giant, not the giant’s target.
    Obliterate no longer stuns you when you successfully dodge it.
    Giant Bat
    Giant Bats will no longer flap in place when killed, and will instead fall to the ground.
    Draining Bite now stops dealing damage when interrupted.
    Giant Spider
    Poison Spray no longer continues to produce sound effects after it is interrupted.
    Harpy
    Wind Gust can now be dodged.
    Bolt now displays lightning effects when blocked.
    Harvester
    Feast orbs no longer appear before projectiles reach their destinations. This does not affect time available to attack the orbs before they reach the Harvester.
    Ice Wraith
    Blood on the Water effects now more closely match the charge telegraph.
    Ice Wraiths are no longer targetable when they begins casting the Shard Burst ability and begin to burrow.
    Imp
    Flame Ray can no longer miss or be dodged.
    Kagouti
    Chomp damage has been increased to 25%.
    Lich
    Defiled Ground can now be dispelled by Negate Magic.
    Soul Cage can now be dispelled by Negate Magic.
    Lurchers
    Adjusted the spawn locations for Lurchers in Jackdaw Cove in Bangkorai.
    Mammoth
    Mammoths no longer turn to look at their adversaries while stomping them mercilessly into the ground.
    Mantikora
    You will no longer be able to run through the Manikora’s body while you are fighting him.
    Nereid
    The cooldown for Hurricane has been increased.
    Water Geyser can now be dispelled by Negate Magic.
    Friendly nereids now have facial animations when you are talking to them.
    Hurricane no longer ends prematurely when all targets exit its effective radius.
    Nightblade
    Veiled Strike can no longer be interrupted.
    Pet Ranger
    Roll Dodge now correctly allows the pet ranger to dodge attacks.
    Senche
    The Claw attack strike is now animating properly and much more visible so you can see it coming, and not just take damage.
    Shalk
    Fire Bite now correctly deals damage over time.
    Shaman
    Shamans now stay near their Aura of Protection and attempt to stay near it for the duration of the fight.
    While near an Aura of Protection, shamans now gain a bonus to ranged attacks.
    Skeleton Swarm (Craglorn)
    Attack now deals appropriate physical damage.
    Spriggan
    Summoned animals are now named for their species, not “Spriggan’s Beast.”
    Spriggans will now back up to buff animal allies more frequently.
    Storm Atronach
    Impending Storm will now be easier to see, regardless of time of day and terrain.
    Storm Bound no longer allows the Storm Atronach to move while casting.
    Storm Bound can no longer be dodged.
    Storm Mage
    Shock now has a cast time.
    Shock now displays lightning effects when blocked.
    Strangler
    Grapple no longer targets recently grappled player characters.
    Stranglers that are interrupted now properly play a stun animation.
    Thief
    Stab is now easier to block.
    Thundermaul
    Thunder Hammer effects now match its effective radius.
    Titan
    Wing Gust no longer grants CC immunity.
    Wing Gust now properly deducts your stamina when blocked.
    Watcher
    Shockwave now affects all targets in its radius.
    Doom’s Truth Gaze no longer clips through the Watcher if you run behind it while the ability is being cast.
    Werewolf
    Adjusted the range of werewolf abilities to better reflect their appearance.
    Devour now displays an interruptable telegraph.
    Wisp
    Dying Blast now damages anyone in its radius.
    Xivilai
    Xivilai’s Servant will now despawn if the caster is killed.
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