Wifeaggro13 wrote: »Bigevilpeter wrote: »They don't just require you to know the tactics, but also require massive dps. As a healer I can't control that very much and usually get people with average dps and no matter how much I can heal, eventually things get messy and we die if we can't kill the boss fast enough.
I'd imagine even if I was a good dps I'd need the other one to be also very good and the healer and tank to do their jobs well.
I did beat all of them on hard mode a couple of times, the problem is actually trying to get the items they drop.
Every 5 teams I get one team that can actually do them and even with that we wipe quite a few times and we all have done them before and know the tactics very well, how can I get Kena helm that way let alone spellpower cure set.
I believe that lowering boss healths while making them invulnerable to do a tactic every now and then will fix the dps race this game has become, but its true these dungeon need a slight nerf so that people without the crazy high dps can actually play them or at least do their dailies!!
All the group content was designed around DPS with no thought to CC or Tanking mechanics.
failkiwib16_ESO wrote: »>.<
Honestly if ZOS gives us a new dungeon, I think people will be fine with getting these dungeons nerfed.
failkiwib16_ESO wrote: »>.<
Honestly if ZOS gives us a new dungeon, I think people will be fine with getting these dungeons nerfed.
This....nerf them into the ground, make them as easy as the starter-zones, i don't mind. but give us one or two dungeons with endgame-difficulty
failkiwib16_ESO wrote: »failkiwib16_ESO wrote: »>.<
Honestly if ZOS gives us a new dungeon, I think people will be fine with getting these dungeons nerfed.
This....nerf them into the ground, make them as easy as the starter-zones, i don't mind. but give us one or two dungeons with endgame-difficulty
It's kinda sad to think about, because I don't really get exitement anymore even from ICP, WGT and COA.
COA is a complete joke, if didn't join groups as a healer but as a DD, I could carry most groups through. Last time I spent 3+ hours in there though, as a healer in warlock + seducer spamming BoL nonstop and we never finished the endboss ...so I also understand why people want it nerfed.
ps in the TG build doing 18dps is the standard. On the high end people are breaking 40k dps. So please take that into consideration. We are given ways to do that high dps and youre asking to make the content easier.. do you want them to just mail you the loot too?
I liked that FFXIV had normal, hard, and extreme modes. Adding another, higher level of difficulty whetted the appetites of many of the higher-end players and provided another stepping stone for folks looking to achieve. Perhaps something like this could be implemented?
failkiwib16_ESO wrote: »failkiwib16_ESO wrote: »>.<
Honestly if ZOS gives us a new dungeon, I think people will be fine with getting these dungeons nerfed.
This....nerf them into the ground, make them as easy as the starter-zones, i don't mind. but give us one or two dungeons with endgame-difficulty
It's kinda sad to think about, because I don't really get exitement anymore even from ICP, WGT and COA.
COA is a complete joke, if didn't join groups as a healer but as a DD, I could carry most groups through. Last time I spent 3+ hours in there though, as a healer in warlock + seducer spamming BoL nonstop and we never finished the endboss ...so I also understand why people want it nerfed.
I don't understand why people must ask for nerfs rather than help/advice
Bigevilpeter wrote: »Oh come on guys 12k??? I been in parties way more than that and since the bosses didnt get burned fast enough things got really out of hand.
Don't know where you got the 12k number, but i'm sure its a lot more than that, if i spam my shards I can do 14k.
Yeah i have a PvE guild but they are not always available and so I need to search in general.
I'm in PC EU btw
Tonnopesceb16_ESO wrote: »Tonnopesceb16_ESO wrote: »Tonnopesceb16_ESO wrote: »I found the mechanics in wgt really fun to do but sometimes the randomness of this game is crazy, yesterday we spent 30 minutes on the atronach boss due to the portals... damn portals.
On 6 try 4 of them where really nasty, the tank get 8-10 portals at once and while if it appens to me i can easy one shot them as a dd ( even when i tank i switch to full dd for this boss) our tank required 2 attacks to close them and it was to slow, finally in one round i got the portals two times and the heal got the third time and we done it.
The other big issue is Molag kena , ok you start with her and a random atronach pops at the beginning while she ' s doing the windscreen wiper all in the first 30 seconds... come on.
Other rounds is fine but then out of no where she kills tree people at once tank included...
too random imho, the mechanics are not predictable and the " easy mode" is too easy compared to the hard mode.
Is hard ok but is even punishing, a little too much for a 4 man group dungeon, while in the VMSA i'm the only one there, and if i screw up something is my fault, in this dungeons you cannot carry on bad players.
In conclusion i'm ok with the nerf but if you nerf it remove the double undaunted reward.
The Inhibitor spawns more portals the more time goes by, the number isn't random. Portals also have what, like 4k health I think? Typically a tank uses some dps gear there(as you don't really need a tank) or something in order to be able to kill them faster. Alternatively, now that they removed the pinion DoT you could just have the tank hold Inhibitor full time(with someone taking her off him for the blue phase, then tank grabbing it again) pretty much - the person having agro there never gets portals. Also when she falls low on health she starts spawning crazy numbers of portals but you also get 2 people able to close them, not just one so that helps.
Kena mechanics are a little weird right now. I'm not sure if the stage overlap you get very frequently now is intended. Wall of lightning+atro? Had that happen maaaany times, it does hurt. I kind of like the challenge sometimes but I'm not even sure it's intended, there have never been any mentions of it in the patch notes or anything. This used to never happen before TG, she'd always finish one mechanic before starting another.
I don't think she's capable of killing "3 people at once" though, my guess is you got killed by DoT(or perhaps sweeped back to into the fire? There is that wonderful bug where you get knocked back by her frontal cone aoe even if you block). It really does hurt but you can avoid it or shield it off if you're magicka build(I'm not sure if it can be purified, too?)
EDIT: Imo the only fight that could really use less RNG is Warden. That one can be extremely painful even with a good team if RNG gods decide to hate you that day. Most other fights' mechanics are 100% predictable/counterable.
It was not our guild top team doing it i was with my stamplar with 16k of health the tank was our pure melee dude the other dd have some problems with the portals, the heal was really good, but even when we go with the top team where i usually tank we have some issues with the atronach portals and with the kena randomness.
Is not an easy mode dungeon and is fine like this but some rebalance will allow everyone in my guild to do it and is fine i believe .
I personally find icp more easy that wgt. Except for two bosses (the big fat flash atronac and the stop people with the poo) the rest is really easy.
There is nothing random in the kena fight...maybe the attronachs spawn. But hey, shouldn't be that big of a deal.
So you are telling me that when she spawns the lightning and tree atronach in a row, or when you can take her to 80% without no mechanics or when the atronach spawn right in the head of the target is not ruled by RNG gods?
attronach spawn is random. And she chooses to either spawn the lanes or those little lightnings all over the floor. But she has a some seconds long animation to spawn them. Btw. if the attronach did spawn on top of his target you just didn't understand the mechanic and did something wrong.
Tonnopesceb16_ESO wrote: »What exactly ? Except killing the boss, avoid the lightning, don't get close to the border ecc.
Is fun since you are only telling me that i'm wrong nothing else, now i can do the VWGT without much of an issue but only when the whole team is at my level and it happens maybe 20% of the times, we are discussing the nerf because a lot of people cannot get even close to the final boss, and IMHO a good way to solve this can be Cap the number of portals spawn, reduce the dot damage for the atronach boss , and remove the mechanic randomness for Molag kena without destroying the entire dungeon, if the fights get predictable even if hard can be completed.
Or give a gold key even for the normal fight with Kena and move on.
Tonnopesceb16_ESO wrote: »IMHO a good way to solve this can be Cap the number of portals spawn, reduce the dot damage for the atronach boss , and remove the mechanic randomness for Molag kena without destroying the entire dungeon, if the fights get predictable even if hard can be completed.
If what you mean by Kena randomness is the stage overlap(like when you can get atro-stunned into wall of lightning long before execute phase even, or you can get shielding ads-stunned while it's still up as well), I agree it should be removed. It doesn't even look like it was ever intended to me(it also wasn't there before TG), that's just too much randomness. Wall of lightning has to finish before she does her other mechanics, even if it's just 0.5 second before imo. Well unless execute stage, she's always been able to spawn atros during that final wall of lightning. That aside, the only real randomness is who the atro targets I guess, and there is a kind of dps check far as how fast you can kill it, however he won't try to 1shot you until he's caught up with you, so you can dodge him for quite a while(or if you're a sorc, streak also works wonders). It's just important that everyone pays attention - the person targeted has to try to get away from the atro, the dps have to notice him and burn him down, not just get tunnel vision on Kena.
Did you read my post at all? I was asking for an alternative gold key when vWGT and vICP are the pledges.So, because you can't be bothered to learn to deal with the last stage of Kena, it should be nerfed for everyone?
Hint: don't bother with these dungeons and you won't get frustratedHint: harness magicka absorbs most damage from the double rotating lightning, as do other shields; stamina builds can roll dodge these AoE with 0 damage but need to manage their stamina and positioning so they don't need to dodge again immediately. If you have the discipline you can have the group stack within a small area and have the healer spam healing springs and breath of life, while the team tried to move out of the AoE as fast as possible to mitigate the damage. In my experience the people who die the most here are DDs who only want to nuke the boss and completely ignore everything else.
Did you read my post at all? I was asking for an alternative gold key when vWGT and vICP are the pledges.So, because you can't be bothered to learn to deal with the last stage of Kena, it should be nerfed for everyone?
Frankly, I don't care what ZOS does to those dungeons.Hint: don't bother with these dungeons and you won't get frustratedHint: harness magicka absorbs most damage from the double rotating lightning, as do other shields; stamina builds can roll dodge these AoE with 0 damage but need to manage their stamina and positioning so they don't need to dodge again immediately. If you have the discipline you can have the group stack within a small area and have the healer spam healing springs and breath of life, while the team tried to move out of the AoE as fast as possible to mitigate the damage. In my experience the people who die the most here are DDs who only want to nuke the boss and completely ignore everything else.
I mean, in the end the goal is to have fun and these dungeons, they are not fun for me. That's just how it is.
There already is an alternative. It's called nWGT and nICP. Faceroll through those for a silver key. Not 2 gold keys, but then again, beggars can't be choosers.
Beggars? Please keep this thread civilized. I'm merely providing suggestions here. You can disagree with others but you must respect them.There already is an alternative. It's called nWGT and nICP. Faceroll through those for a silver key. Not 2 gold keys, but then again, beggars can't be choosers.
Beggars? Please keep this thread civilized. I'm merely providing suggestions here. You can disagree with others but you must respect them.There already is an alternative. It's called nWGT and nICP. Faceroll through those for a silver key. Not 2 gold keys, but then again, beggars can't be choosers.
I don't get why some people wouldn't agree with an alternative vet dungeon when vWGT and vICP are the gold pledges.
You would still get 2 gold keys from completing vWGT and vICP, but only one gold key from the alternative dungeon. It seems fair.
If it's not, then I guess nerfing vWGT or vICP could also work. But oh wait, some people don't want that either. According to these people, these dungeons are perfectly balanced because 0.1% of the player base can complete them.
Silver keys give nothing of interest.Beggars? Please keep this thread civilized. I'm merely providing suggestions here. You can disagree with others but you must respect them.There already is an alternative. It's called nWGT and nICP. Faceroll through those for a silver key. Not 2 gold keys, but then again, beggars can't be choosers.
I don't get why some people wouldn't agree with an alternative vet dungeon when vWGT and vICP are the gold pledges.
You would still get 2 gold keys from completing vWGT and vICP, but only one gold key from the alternative dungeon. It seems fair.
If it's not, then I guess nerfing vWGT or vICP could also work. But oh wait, some people don't want that either. According to these people, these dungeons are perfectly balanced because 0.1% of the player base can complete them.
You get the same from the silver key as you get from the goldkey...so what's the problem with it?
If what you mean by Kena randomness is the stage overlap(like when you can get atro-stunned into wall of lightning long before execute phase even, or you can get shielding ads-stunned while it's still up as well), I agree it should be removed. It doesn't even look like it was ever intended to me(it also wasn't there before TG), that's just too much randomness. Wall of lightning has to finish before she does her other mechanics, even if it's just 0.5 second before imo. Well unless execute stage, she's always been able to spawn atros during that final wall of lightning. That aside, the only real randomness is who the atro targets I guess, and there is a kind of dps check far as how fast you can kill it, however he won't try to 1shot you until he's caught up with you, so you can dodge him for quite a while(or if you're a sorc, streak also works wonders). It's just important that everyone pays attention - the person targeted has to try to get away from the atro, the dps have to notice him and burn him down, not just get tunnel vision on Kena.
afaik the attro targets the player with the biggest distance to his spawn location.
Silver keys give nothing of interest.Beggars? Please keep this thread civilized. I'm merely providing suggestions here. You can disagree with others but you must respect them.There already is an alternative. It's called nWGT and nICP. Faceroll through those for a silver key. Not 2 gold keys, but then again, beggars can't be choosers.
I don't get why some people wouldn't agree with an alternative vet dungeon when vWGT and vICP are the gold pledges.
You would still get 2 gold keys from completing vWGT and vICP, but only one gold key from the alternative dungeon. It seems fair.
If it's not, then I guess nerfing vWGT or vICP could also work. But oh wait, some people don't want that either. According to these people, these dungeons are perfectly balanced because 0.1% of the player base can complete them.
You get the same from the silver key as you get from the goldkey...so what's the problem with it?
The only good reason to do silver pledges is to level your undaunted skill line.
Them not being fun for you doesn't make them ultimately unfun
I mean, in the end the goal is to have fun and these dungeons, they are not fun. That's just how it is.
Beggars? Please keep this thread civilized. I'm merely providing suggestions here. You can disagree with others but you must respect them.
I don't get why some people wouldn't agree with an alternative vet dungeon when vWGT and vICP are the gold pledges.
You would still get 2 gold keys from completing vWGT and vICP, but only one gold key from the alternative dungeon. It seems fair.
If it's not, then I guess nerfing vWGT or vICP could also work. But oh wait, some people don't want that either. According to these people, these dungeons are perfectly balanced because 0.1% of the player base can complete them.