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(VIDEO) Bugs summed up from only 1 Vet Maelstrom Run

Alcast
Alcast
Class Representative
Did 1 vMA run today and that is what I had to deal with from only ONE run. Remember, there are many other bugs, those are just from 1 run.
https://youtu.be/lFUsD2b9xPY
Edited by Alcast on November 12, 2015 9:19PM
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  • Zilch
    Zilch
    ✭✭✭
    One thing that's also going to be super interesting for the console players, is the volatile poison. Everything on that stage hits so hard, that you sometimes wont notice that you've been poisoned, before it's too late. Adding visible debuffs is apparently too hard.

    The amount of times I've also been hit from AOE while being no where near it is fantastic as well.

    Nice video showcasing some of the bugs that haunt this place.
    Edited by Zilch on November 13, 2015 10:16AM
    It's time for an overhaul of the current loot system!
    Implement a Token-System, so people get rewarded for their time invested!
    RNG^RNG is both tedious and undesirable!
  • Anhedonie
    Anhedonie
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    ✭✭
    That was today, right?
    Have you ever seen instaspawn bug during ice arena (when all waves of adds spawn at the same time. I got like...4 ice atronachs and a bunch of other guys)? It still happens sometimes. Or happend. Well, at least before I've stopped farming arena.
    Edited by Anhedonie on November 12, 2015 9:51PM
    Profanity filter is a crime against the freedom of speech. Also gags.
  • Alcast
    Alcast
    Class Representative
    Anhedonie wrote: »
    That was today, right?
    Have you ever seen instaspawn bug during ice arena (when all waves of adds spawn at the same time. I got like...4 ice atronachs and a bunch of other guys)? It still happens sometimes. Or happend. Well, at least before I've stopped farming arena.

    I had that on stage 1 actually, I was like WHAT how......
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  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Sad that the developers have yet to figure out how to make buffs/debuffs show up on our characters as they said it would. Don't expect them to figure it out for the arena since they still have the same fail developers.
  • G0ku
    G0ku
    ✭✭✭✭
    stage 7, round 3 or 4 there are 3 archers spawning in the second wave sometimes hitting with an autoattack all at once, directly after spawn, 8k damge from each hit makes it an instadeath
    - First AD EU Group to finish DSA VET -
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  • Philgo68
    Philgo68
    ✭✭✭
    What's the addon that show the cooldown on the skills bar?
  • eliisra
    eliisra
    ✭✭✭✭✭
    Anhedonie wrote: »
    That was today, right?
    Have you ever seen instaspawn bug during ice arena (when all waves of adds spawn at the same time. I got like...4 ice atronachs and a bunch of other guys)? It still happens sometimes. Or happend. Well, at least before I've stopped farming arena.

    I had that once and insta-exploded. Felt like a full raid of adds lol.

    Fun stage 7 when the NPC's wont spawn a blue shield at all. He also pops it on top of exploding flower.

    Also had spider swarm without a light up pillar(as seen in the video) twice. Panic and you just die.

    Love how you get cc'ed and knocked down by boss or adds when you have the cremo guard on you stage 9. Kinda hard to survive and break free a Soul Harvest NB, when the Crematorial Guard is waving on you. But I guess in the final stage with boss knock down attack, is more of a l2p issue. I just cant keep my eyes on boss and his animations, while interrupting healer and dps/not die Crematorial Guard same time.

    But worse is actually the massive performance dips in there, it's almost as bad as in PvP.
  • Katinas
    Katinas
    ✭✭✭✭
    G0ku wrote: »
    stage 7, round 3 or 4 there are 3 archers spawning in the second wave sometimes hitting with an autoattack all at once, directly after spawn, 8k damge from each hit makes it an instadeath

    True story ^
    archers.png
  • Troneon
    Troneon
    ✭✭✭✭✭
    ✭✭✭
    Not even worth playing.
    PC EU AD
    Master Crafter - Anything you need!!
    High Elf Magicka Templar Healer/DPS/Tank
    Trials / Dungeons / PVP / Everything
  • NovaShadow
    NovaShadow
    ✭✭✭✭✭
    I'm stuck on stage 1, each time the boss spawns adds I get a lag spike and I can't get any skills off so I die. I also got all of round 3's ads spawn at once, of course I died. I'm not sure its even worth trying to do the arena until these bugs are fixed.
    PC NA - EPHS
  • timidobserver
    timidobserver
    ✭✭✭✭✭
    ✭✭✭✭
    To get around the 30kish staggering stomp on the boss of round 7, I always wait for him to stomp before I kill one of the Sorcs. What causes the 30k stomp is you killing a Sorc, which puts him into enrage just as he stomps. It would be nice if they made him cancel all actions when you kill a sorc, rather than sometimes carrying on one one final action before he starts screaming.
    Edited by timidobserver on November 13, 2015 2:01AM
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  • Alcast
    Alcast
    Class Representative
    The worst is, many of those issues were reported, but yet not even did they care to fix them or tell us "yes we are aware of the issue, we are working on a fix".

    And prolly before they even start fixing the bugs they will just nerf the arena so the bugs will not be that "lethal" anymore.

    Oh and someone sent me this on reddit. Crem Guard dmg on top where the crystals are on the last boss

    SqsQ5Rw.png?1
    Edited by Alcast on November 13, 2015 8:55AM
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  • Xantaria
    Xantaria
    ✭✭✭✭✭
    If no shrine is glowing free them. Then I usually get a glowing one. The 20m Wrecking blow is that the mob followed you all the time. On client side it looked like he was further away from you than he actually was. The pulls were completely normal ... you didn't even get teleported back, don't see the issue there. The knock back knocking you into the pillar ... well yeah, this is a general problem. Knockbacks of this kind can knock you into environment. The archers hitting you is because the arrows appear before the mobs are even spawned. The portals are basically shooting you and not the mob. It's weird.
    Edited by Xantaria on November 13, 2015 9:15AM
    Xantaria - Lead of Chimaira
    Hardcore Progress PvE Player - Livestream - Youtube

    World First Dro-m'Athra Destroyer
    World First Tick-Tock Tormentor

    Proud Member of the Council of Exploiters.
  • Nifty2g
    Nifty2g
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    ✭✭✭✭✭
    Probably the best thread, should include the strangler pull where you get teleported all over the place because getting pulled through block is meant to be intended for who knows what reason, well
    Mursa wrote: »
    Hello everyone,

    With the Strangler Pull, internally we had many of the same complaints about the Pull feeling cheap, so we tried allowing you to stop it by blocking or using player abilities like Immovable. However, over time in our internal playtests and watching streams of Maelstrom Arena, the dominant player behavior became to either use an ability to ignore the Stranglers, or just ignore them all together because they took so long to kill.

    We weren’t hitting the desired play experience that we expect from an Arena Trap with the Stranglers. An Arena Trap should challenge you to have more situational awareness; it should make you think about the Arena as something more than just waves of monsters.

    So, with that in mind we went back to making the Pull completely unavoidable. However, we also greatly reduced the Stranglers health on both Normal and Veteran Mode. Now, when you are Pulled by a Strangler, you can turn around and quickly kill it. Or if you pay attention to the edges of the playable space, you can easily kill Stranglers before they even get a Pull off. This change makes the arena much easier than it was before – regardless of your build, everyone can now deal with the Stranglers if you choose to focus on them.


    #MOREORBS
  • Alcast
    Alcast
    Class Representative
    Xantaria wrote: »
    If no shrine is glowing free them. Then I usually get a glowing one. The 20m Wrecking blow is that the mob followed you all the time. On client side it looked like he was further away from you than he actually was. The pulls were completely normal ... you didn't even get teleported back, don't see the issue there. The knock back knocking you into the pillar ... well yeah, this is a general problem. Knockbacks of this kind can knock you into environment. The archers hitting you is because the arrows appear before the mobs are even spawned. The portals are basically shooting you and not the mob. It's weird.

    You do realize I had CC Immunity while pulled? But mobs do not seem to give a f.
    Nifty2g wrote: »
    Probably the best thread, should include the strangler pull where you get teleported all over the place because getting pulled through block is meant to be intended for who knows what reason, well
    Mursa wrote: »
    Hello everyone,

    With the Strangler Pull, internally we had many of the same complaints about the Pull feeling cheap, so we tried allowing you to stop it by blocking or using player abilities like Immovable. However, over time in our internal playtests and watching streams of Maelstrom Arena, the dominant player behavior became to either use an ability to ignore the Stranglers, or just ignore them all together because they took so long to kill.

    We weren’t hitting the desired play experience that we expect from an Arena Trap with the Stranglers. An Arena Trap should challenge you to have more situational awareness; it should make you think about the Arena as something more than just waves of monsters.

    So, with that in mind we went back to making the Pull completely unavoidable. However, we also greatly reduced the Stranglers health on both Normal and Veteran Mode. Now, when you are Pulled by a Strangler, you can turn around and quickly kill it. Or if you pay attention to the edges of the playable space, you can easily kill Stranglers before they even get a Pull off. This change makes the arena much easier than it was before – regardless of your build, everyone can now deal with the Stranglers if you choose to focus on them.


    Ye the Pull and port back stuff is not in here, this is just from 1 run. I mean 80% of my deaths are due to bugs/broken mechanics...its just stupid. Yet 1000000 threads about bugs and not in one of those thread zos says "we are aware of the issue and working on a fix" just radio silencium
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  • Xantaria
    Xantaria
    ✭✭✭✭✭
    Alcast wrote: »
    Xantaria wrote: »
    If no shrine is glowing free them. Then I usually get a glowing one. The 20m Wrecking blow is that the mob followed you all the time. On client side it looked like he was further away from you than he actually was. The pulls were completely normal ... you didn't even get teleported back, don't see the issue there. The knock back knocking you into the pillar ... well yeah, this is a general problem. Knockbacks of this kind can knock you into environment. The archers hitting you is because the arrows appear before the mobs are even spawned. The portals are basically shooting you and not the mob. It's weird.

    You do realize I had CC Immunity while pulled? But mobs do not seem to give a f.
    Nifty2g wrote: »
    Probably the best thread, should include the strangler pull where you get teleported all over the place because getting pulled through block is meant to be intended for who knows what reason, well
    Mursa wrote: »
    Hello everyone,

    With the Strangler Pull, internally we had many of the same complaints about the Pull feeling cheap, so we tried allowing you to stop it by blocking or using player abilities like Immovable. However, over time in our internal playtests and watching streams of Maelstrom Arena, the dominant player behavior became to either use an ability to ignore the Stranglers, or just ignore them all together because they took so long to kill.

    We weren’t hitting the desired play experience that we expect from an Arena Trap with the Stranglers. An Arena Trap should challenge you to have more situational awareness; it should make you think about the Arena as something more than just waves of monsters.

    So, with that in mind we went back to making the Pull completely unavoidable. However, we also greatly reduced the Stranglers health on both Normal and Veteran Mode. Now, when you are Pulled by a Strangler, you can turn around and quickly kill it. Or if you pay attention to the edges of the playable space, you can easily kill Stranglers before they even get a Pull off. This change makes the arena much easier than it was before – regardless of your build, everyone can now deal with the Stranglers if you choose to focus on them.


    Ye the Pull and port back stuff is not in here, this is just from 1 run. I mean 80% of my deaths are due to bugs/broken mechanics...its just stupid. Yet 1000000 threads about bugs and not in one of those thread zos says "we are aware of the issue and working on a fix" just radio silencium

    It's intentional you cannot be immune to those pulls. They said so multiple times ...
    Xantaria - Lead of Chimaira
    Hardcore Progress PvE Player - Livestream - Youtube

    World First Dro-m'Athra Destroyer
    World First Tick-Tock Tormentor

    Proud Member of the Council of Exploiters.
  • G0ku
    G0ku
    ✭✭✭✭
    Alcast wrote: »
    Xantaria wrote: »
    If no shrine is glowing free them. Then I usually get a glowing one. The 20m Wrecking blow is that the mob followed you all the time. On client side it looked like he was further away from you than he actually was. The pulls were completely normal ... you didn't even get teleported back, don't see the issue there. The knock back knocking you into the pillar ... well yeah, this is a general problem. Knockbacks of this kind can knock you into environment. The archers hitting you is because the arrows appear before the mobs are even spawned. The portals are basically shooting you and not the mob. It's weird.

    You do realize I had CC Immunity while pulled? But mobs do not seem to give a f.
    Nifty2g wrote: »
    Probably the best thread, should include the strangler pull where you get teleported all over the place because getting pulled through block is meant to be intended for who knows what reason, well
    Mursa wrote: »
    Hello everyone,

    With the Strangler Pull, internally we had many of the same complaints about the Pull feeling cheap, so we tried allowing you to stop it by blocking or using player abilities like Immovable. However, over time in our internal playtests and watching streams of Maelstrom Arena, the dominant player behavior became to either use an ability to ignore the Stranglers, or just ignore them all together because they took so long to kill.

    We weren’t hitting the desired play experience that we expect from an Arena Trap with the Stranglers. An Arena Trap should challenge you to have more situational awareness; it should make you think about the Arena as something more than just waves of monsters.

    So, with that in mind we went back to making the Pull completely unavoidable. However, we also greatly reduced the Stranglers health on both Normal and Veteran Mode. Now, when you are Pulled by a Strangler, you can turn around and quickly kill it. Or if you pay attention to the edges of the playable space, you can easily kill Stranglers before they even get a Pull off. This change makes the arena much easier than it was before – regardless of your build, everyone can now deal with the Stranglers if you choose to focus on them.


    Ye the Pull and port back stuff is not in here, this is just from 1 run. I mean 80% of my deaths are due to bugs/broken mechanics...its just stupid. Yet 1000000 threads about bugs and not in one of those thread zos says "we are aware of the issue and working on a fix" just radio silencium

    because they won´t fix it. In a few weeks when the usual nerfs kick in things will do so few damage that the bugs won´t get you killed. until that i leave it where it is and stay in the wastelands...

    I´m glad some other people experienced the archer thingie too, I already began to think I´m beyond stupid for some reason
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  • Alcast
    Alcast
    Class Representative
    Xantaria wrote: »
    Alcast wrote: »
    Xantaria wrote: »
    If no shrine is glowing free them. Then I usually get a glowing one. The 20m Wrecking blow is that the mob followed you all the time. On client side it looked like he was further away from you than he actually was. The pulls were completely normal ... you didn't even get teleported back, don't see the issue there. The knock back knocking you into the pillar ... well yeah, this is a general problem. Knockbacks of this kind can knock you into environment. The archers hitting you is because the arrows appear before the mobs are even spawned. The portals are basically shooting you and not the mob. It's weird.

    You do realize I had CC Immunity while pulled? But mobs do not seem to give a f.
    Nifty2g wrote: »
    Probably the best thread, should include the strangler pull where you get teleported all over the place because getting pulled through block is meant to be intended for who knows what reason, well
    Mursa wrote: »
    Hello everyone,

    With the Strangler Pull, internally we had many of the same complaints about the Pull feeling cheap, so we tried allowing you to stop it by blocking or using player abilities like Immovable. However, over time in our internal playtests and watching streams of Maelstrom Arena, the dominant player behavior became to either use an ability to ignore the Stranglers, or just ignore them all together because they took so long to kill.

    We weren’t hitting the desired play experience that we expect from an Arena Trap with the Stranglers. An Arena Trap should challenge you to have more situational awareness; it should make you think about the Arena as something more than just waves of monsters.

    So, with that in mind we went back to making the Pull completely unavoidable. However, we also greatly reduced the Stranglers health on both Normal and Veteran Mode. Now, when you are Pulled by a Strangler, you can turn around and quickly kill it. Or if you pay attention to the edges of the playable space, you can easily kill Stranglers before they even get a Pull off. This change makes the arena much easier than it was before – regardless of your build, everyone can now deal with the Stranglers if you choose to focus on them.


    Ye the Pull and port back stuff is not in here, this is just from 1 run. I mean 80% of my deaths are due to bugs/broken mechanics...its just stupid. Yet 1000000 threads about bugs and not in one of those thread zos says "we are aware of the issue and working on a fix" just radio silencium

    It's intentional you cannot be immune to those pulls. They said so multiple times ...

    which is stupid, insert game mechanics to prevent perma CC but then let the mobs just ignore it. Same *** with debuffs, cant cleanse debuffs becuase they declared them as "buffs" so people can not get rid of them.
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  • Flak
    Flak
    ✭✭✭✭
    Especially the last bug in your list is striking me all the time... same attacks can hit for only 3k or oneshot me, even with high damage shield. It's like AOE dmg is completely randomized.

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  • Bashev
    Bashev
    ✭✭✭✭✭
    ✭✭
    Xantaria wrote: »
    Alcast wrote: »
    Xantaria wrote: »
    If no shrine is glowing free them. Then I usually get a glowing one. The 20m Wrecking blow is that the mob followed you all the time. On client side it looked like he was further away from you than he actually was. The pulls were completely normal ... you didn't even get teleported back, don't see the issue there. The knock back knocking you into the pillar ... well yeah, this is a general problem. Knockbacks of this kind can knock you into environment. The archers hitting you is because the arrows appear before the mobs are even spawned. The portals are basically shooting you and not the mob. It's weird.

    You do realize I had CC Immunity while pulled? But mobs do not seem to give a f.
    Nifty2g wrote: »
    Probably the best thread, should include the strangler pull where you get teleported all over the place because getting pulled through block is meant to be intended for who knows what reason, well
    Mursa wrote: »
    Hello everyone,

    With the Strangler Pull, internally we had many of the same complaints about the Pull feeling cheap, so we tried allowing you to stop it by blocking or using player abilities like Immovable. However, over time in our internal playtests and watching streams of Maelstrom Arena, the dominant player behavior became to either use an ability to ignore the Stranglers, or just ignore them all together because they took so long to kill.

    We weren’t hitting the desired play experience that we expect from an Arena Trap with the Stranglers. An Arena Trap should challenge you to have more situational awareness; it should make you think about the Arena as something more than just waves of monsters.

    So, with that in mind we went back to making the Pull completely unavoidable. However, we also greatly reduced the Stranglers health on both Normal and Veteran Mode. Now, when you are Pulled by a Strangler, you can turn around and quickly kill it. Or if you pay attention to the edges of the playable space, you can easily kill Stranglers before they even get a Pull off. This change makes the arena much easier than it was before – regardless of your build, everyone can now deal with the Stranglers if you choose to focus on them.


    Ye the Pull and port back stuff is not in here, this is just from 1 run. I mean 80% of my deaths are due to bugs/broken mechanics...its just stupid. Yet 1000000 threads about bugs and not in one of those thread zos says "we are aware of the issue and working on a fix" just radio silencium

    It's intentional you cannot be immune to those pulls. They said so multiple times ...

    Give this to my DK chains please!
    Because I can!
  • Katinas
    Katinas
    ✭✭✭✭
    Alcast wrote: »
    SqsQ5Rw.png?1
    "No Hints Available" Even the hint-o-matic is speechless. :#
  • Alcast
    Alcast
    Class Representative
    Katinas wrote: »
    Alcast wrote: »
    SqsQ5Rw.png?1
    "No Hints Available" Even the hint-o-matic is speechless. :#

    haha xD
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  • Alcast
    Alcast
    Class Representative
    And again a bug infested arena run over

    Death 1: Strangler pull out of range = RIP
    Death 2: Strangler pull + 2 mobs range LA me = RIP
    Death 3: All mobs spawned at once = RIP
    Death 4: NPC puts blue Bubble up too late = RIP
    Death 5: NPC puts blue Bubble up too late = RIP
    Death 6: NPC puts blue Bubble up too late = RIP
    Death 7: NPC puts blue Bubble up too late = RIP (Yes it happened FOUR *** TIMES)

    It is just sad that a 1h run turns into a 1h25min run because of broken game mechanics and bugs..
    How am I supposed to do a nodeath or speed run with all those bugs.. @ZOS_GinaBruno any fixes soon?
    Edited by Alcast on November 13, 2015 5:48PM
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  • Egonieser
    Egonieser
    ✭✭✭✭✭
    I must say, even though i did vMSA, i am not tempted to do it again. I got my achievements, got a few v16 magicka light gear with divines, and if i ever need to finish it, i don't mind farming the nonvet version, as difference between v15 and 16 is negligible. Definitely not worth the headache of farming vMSA repeatedly.

    I liked it for the challenge, but as a one time thing, i am not a PvE orientated player and even though it was fun the first time, it will probably be my last. It takes too long, it only works well with certain builds and it's generally a hassle. I know it's aimed at the hardcore part of the PvE playerbase, but we all know that part is tiny compared to the entire playerbase.

    Problem with it is: Nonvet is far too easy at any level, veteran is way too difficult and there is nothing in between, it's like the two opposite extremes. They should have made a 3rd difficulty like the standard anywhere else - easy, medium, hard, with hard being what it is now and easy aswell, but medium should be slightly more challenging than easy - just by increasing mob HP, as for drops, make it drop blue (with slight chance of purple) v16, but no master weapons. That should only be obtained in Hard mode.

    I like the concept, but as mentioned above - it needs adjusting and tweaking and bugfixing to be fun. This way everyone is happy. All 3 parts of the playerbase - the newcomers, the average joe and the elite players. Otherwise, for the average joe the veteran mode is way out of his reach, but nonvet is so ridiculously easy it doesn't contain any form of challenge or fun factor, it's just a mobgrind as anywhere else in a solo PvE zone. (Even less as the trash mobs have less HP than regular trash mobs in the open world)

    Just my 2 euro cents.
    Edited by Egonieser on November 13, 2015 9:26PM
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  • TotterTates
    TotterTates
    ✭✭✭✭
    Alcast wrote: »
    Katinas wrote: »
    Alcast wrote: »
    SqsQ5Rw.png?1
    "No Hints Available" Even the hint-o-matic is speechless. :#

    haha xD

    That's my screenshot ;)

    I cut out my chat box due to the string of profanities that followed that death.
    Edited by TotterTates on November 13, 2015 10:01PM
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • Alcast
    Alcast
    Class Representative
    Alcast wrote: »
    Katinas wrote: »
    Alcast wrote: »
    SqsQ5Rw.png?1
    "No Hints Available" Even the hint-o-matic is speechless. :#

    haha xD

    That's my screenshot ;)

    I cut out my chat box due to the string of profanities that followed that death.

    Oh that was you haha xD. Ye you sent it on reddit :P
    https://alcasthq.com - Alcasthq.com Builds & Guides
    https://eso-hub.com - ESO-Hub.com Sets, Skills, Guides & News
    https://dwemerautomaton.com - Discord, Telegram & Twitch Command Bot



  • Stikato
    Stikato
    ✭✭✭✭✭
    I was actually going to attempt this again tonight. Got stuck on stage 7 last weekend and took a break.

    Now I remember why I still haven't gone back. thanks for saving me the frustration =)
    Mordimus - Stam Sorc
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