So, been rolling around in Maelstrom with my Magica Templar as well as discussing it with the badasses of the world or at least in AD. What can I say except that it is embarrassing, broken, and for the most part the guys completing it are simply burning the bosses and nobody having success is paying any attention to the mechanics.... I'll be specific.
Round 1: Yawn, yea, I realize this is a starter round but kill kill, its over. I'm not sure if there were supposed to be mechanics or not. I'm not ever sure if you were supposed to kill some enemies first or not.
Round 2: Here comes the "difficulty" of Maelstrom which amounts to gobs and gobs of unavoidable damage. Slap on all your + resources stuff, heal or sheild stack like a crazy man, and ignore all mechanics as you will be better off without them. Yea, I get it, you can push the green lever to stop the blades for like half a second and you can push it again in like thirty seconds. You will take more damage during the animation to use the lever than if you ignored it altogether.
Round 3: Don't stand in the shocky water or red man. Kill the adds if your dps is lower or not if it's higher. No big deal. Does not standing in red count as a mechanic if it's not marked as red its just water?
Round 4: Ok, on round 2 I was suspecting that this might all just be broke. Round 4, Oh boy this is the most embarrassing mess of bad mechanics execution I have ever seen because, like round 2 mechanics were intended, but they don't work. So this boss fight is supposed to look like the following:
Green phase - stand in green protection rune under boss and dps him switching to the clockwork adds as they spawn so they don't shield up and shock stun you.
Red / Add phase - depart from boss and kill the adds who spawn while dodging the red giant splashes of death.
This all sounds good right? Looks like it would be fun. Here is the problem.... During the green phase 2/3 of the clockwork adds spawn across the pillar from you. They cannot be targeted while standing under the boss where you are clearly supposed to stand. That's a big problem since that's the primary mechanic as, if they get shielded and stun you during the red phase, you will be hit during that stun very probably die right there. So you end up just having to go take all the "your not standing where your supposed to" damage and killing them. Why bother with the green circle at all. But wait..... as the say.... there is more. About those adds. Sure you could dps them down during the red phase but I wouldn't. The first reason is that if you actually have enough dps to do it you should just turn on the boss at the very start and straight dps him. It takes less dps for a full burn than to keep ahead of the add spawns during the red phase. No kidding. Great scaling there. Now for the last issue. The red circles, which the boss throws in the red phase are just a little to fast to get out of without major expedition while dpsing even if your moving the whole time so you can either do dps and heal the whole time or run around with your your you know what in your hand and get nothing done. The conclusion... It takes about 14kdps to straight burn the boss and ignore all mechanics. Most classes can do this with magica templars and NB's being kinda iffy. I think all stam users can do it and magica Sorcs.... Lol. Everybody I know that has completed this fight has straight up burned it because... the mechanics are broke dude.
So, that's how far I got in Vet mode. BTW, non vet is a bit easy no? First clear, two deaths both to one shot mechanics. They were really the only time I was even close. Non-vet dungeons are significantly tougher.
We are seeing some interesting things class balance wise in Maelstrom which is about the only thing I can say good for it. We would be seeing even more interesting stuff if leaderboard showed up as stam or magic as well. To be honest, I have been surprised as, with all the heals and balance, I thought magica Templars would do better but the theme seems to be burn boss, the mechanics are broke, and the one thing magica templars lack is really scorching dps. Good yes, scorching, less so. I'm not sure how much should be read into this though as 15% more dps might make templars dominate the leaderboards as the emergency heal gives them a useful save in screw ups. I don't really feel the class is on balance week but the poor design and non-functional mechanics are calling for a very narrow set of attributes and the very high single target ranged sorc dps as well as their powerfull and inexpensive sheilds fit that rather narrow mold.
What I would like to know is was any of this tested? These mechanics are plainly non-functional and it also appears fairly easy for many builds to ignore them altogether. Wasn't the whole idea with all the boss health supper buffs in vet dungeons to prevent that? I feel like most of those dungeons are now reasonably well balanced so you must have a good idea what the dps is to be expected to be and how to scale the boss. Why was this knowledge no implemented on this new solo trial?
My requests:
- Bosses need to be non-burnable or dps between classes needs to be much closer to equal (not sure if that's the best idea as you want classes to differ from each other.) Lol, I guess I'm asking for a trial I fail at to be in this respect harder.
- Constant unavoidable 15k hits and 10k dots are just crazy particularly because with a little bad fortune several can coincide making an ambient one shot. Your supposed to die when you mess up not with random ambient damages accidentally line up. Either the ambient hits must be lower or care must be taken in programming to make sure they don't unfortunately coincide. I suppose when you get basic mechanics down we can talk about that.
- This should be day one stuff but the mechanics have to work man. They should not 1) basically do nothing and take time and effort to utilize like round 2 or 2) plainly not work as in round 4.
For the readers wondering my toon was geared in all V16 light armor Julianos, Willpower (enough peices that I could go all the way from 2 spell power 1 cost reduction to all cost reduction), Molag Kenna, and Torougs. I also have capped CP.
I am currently worried for the future of ESO. Population seems like it is in free fall and the cancellation of the North America in-person gathering feels very much like pulling the plug. Kudos on fixing the in-game economy though. Clearly whatever gold shenanigans were happening the last couple years are fixed.