I need some clarification on this DLC. I do understand that Shadows of the Hist is mainly a Dungeon DLC, so basically it's the MMO equivalent of a Map Pack. But does the DLC add JUST the two Dungeons? Are the Dungeons located inside a new zone that also has PvE content in them to explore, or are the Dungeons placed within the base game zones?
If the latter is correct then I guess I won't be getting this one. From what I've been hearing these Dungeons are far more demanding than what we already have, and I am in no way a player that easily accomplishes Veteran Dungeons. In truth, My Guildmates did a Normal Undaunted Pledge scaled to Lvl 45 and I thought that was enjoyable. So if this new DLC is JUST the Dungeons then I'll remain on the bench.
Doctordarkspawn wrote: »These dungeons are designed for the 1% hardcore crowd and are designed against pugs. You will hate this DLC. Do not buy. Trust me. Not until it's nerfed if ever.
Doctordarkspawn wrote: »These dungeons are designed for the 1% hardcore crowd and are designed against pugs. You will hate this DLC. Do not buy. Trust me. Not until it's nerfed if ever.
Nice overreaction. I am not from the "hardcore crowd", I haven't set foot in vet trials for instance, done only handful of normal ones. Yet I have managed to complete both dungeons. First it was with my guild members, then mixed with pugs.
I love the new dungeons. I like the design and mechanics. I like the fact, that you can't simply roflstomp through them with our overpowered 500+ CP characters, like in the rest of the dungeons. They force you to pay attention to what is happening around you, to not stand in red and expect to get healed through, to not block or dodge and expect to survive.
It's true though that it's not pug friendly. However, it's not because it can't be done, it just requires a lot of team effort and people need to be willing to learn the mechanics ... which means it can't be done fast. Talking about first timers here, not the people who know the dungeon already. PUG with an experienced players is certainly possible and can be done as fast as any other vet dungeon.
If they nerf the difficulty, it will be very disappointing. I will admit that the difficulty between normal mode and veteran mode is huge ... kinda like comparing kindergarten and university. Seen a lot of overly confident people get their ego sliced down to microscopic proportions, when they destroyed normal mode and expected the same in veteran mode.
For me, this was a great buy. The dungeons ate not really hard, in fact they are quite easy, but the mechanics are really interesting. They are like the tricky problems that leave you puzzled and witless at first, but once you get it, you start wondering why you even considered them hard in the first place.
It is 100% PUGable. As along you have good DPS (both single target and multi target), it is quite easy. The tank and healer does not need to be that great (we had a 55 cp tank and a 270 cp NB healer for the pledge). Mobility and burst is king here due to the abundance of one shot mechanics. Blocking is not so useful here as the bosses can hit really really hard (On my Blazing Shield tank of 60k HP and 47k shields up, I was often reduced to lesser than 10% health by the boss hits and that also while blocking, meaning that bosses were hitting for 100k+ through block and would one shot any other builds). But all of them are either dodge able or interrupt able. On In fact, dodge will be your best friend here for most of the time.
Here, you need the DPS players to be very mobile while maintaining high damage. So personally I found Nightblades (both stamina and magicka) and Sorcerers (both stamina and magicka) to be better than other DPS builds for their high mobility and AoE DPS while maintaining single target DPS. In fact, even for the healer, nightblades and sorcerers would be better suited here. As for the tank, NB Sap tanks work wonders here for their collateral damage and high mobility compared to other tanks. Or Blazing Shield templar tanks are also awesome here thanks to their ability to take tremendous amounts of damage and surviving (my Blazing Shield tank survived almost every so called one-shot, while taking the hit directly, as along I managed to stack Blazing Shield, Bone Shield and Harness Magicka and block.)
Doctordarkspawn wrote: »These dungeons are designed for the 1% hardcore crowd and are designed against pugs. You will hate this DLC. Do not buy. Trust me. Not until it's nerfed if ever.
Nice overreaction. I am not from the "hardcore crowd", I haven't set foot in vet trials for instance, done only handful of normal ones. Yet I have managed to complete both dungeons. First it was with my guild members, then mixed with pugs.
I love the new dungeons. I like the design and mechanics. I like the fact, that you can't simply roflstomp through them with our overpowered 500+ CP characters, like in the rest of the dungeons. They force you to pay attention to what is happening around you, to not stand in red and expect to get healed through, to not block or dodge and expect to survive.
It's true though that it's not pug friendly. However, it's not because it can't be done, it just requires a lot of team effort and people need to be willing to learn the mechanics ... which means it can't be done fast. Talking about first timers here, not the people who know the dungeon already. PUG with an experienced players is certainly possible and can be done as fast as any other vet dungeon.
If they nerf the difficulty, it will be very disappointing. I will admit that the difficulty between normal mode and veteran mode is huge ... kinda like comparing kindergarten and university. Seen a lot of overly confident people get their ego sliced down to microscopic proportions, when they destroyed normal mode and expected the same in veteran mode.
So that backs up what a lot of people have said already: if you regularly do group stuff and vet dungeons, then yeah it's worth it. If you tend to solo stuff and don't do dungeons often, don't bother. Unless I missed something.
Doctordarkspawn wrote: »These dungeons are designed for the 1% hardcore crowd and are designed against pugs. You will hate this DLC. Do not buy. Trust me. Not until it's nerfed if ever.
Nice overreaction. I am not from the "hardcore crowd", I haven't set foot in vet trials for instance, done only handful of normal ones. Yet I have managed to complete both dungeons. First it was with my guild members, then mixed with pugs.
I love the new dungeons. I like the design and mechanics. I like the fact, that you can't simply roflstomp through them with our overpowered 500+ CP characters, like in the rest of the dungeons. They force you to pay attention to what is happening around you, to not stand in red and expect to get healed through, to not block or dodge and expect to survive.
It's true though that it's not pug friendly. However, it's not because it can't be done, it just requires a lot of team effort and people need to be willing to learn the mechanics ... which means it can't be done fast. Talking about first timers here, not the people who know the dungeon already. PUG with an experienced players is certainly possible and can be done as fast as any other vet dungeon.
If they nerf the difficulty, it will be very disappointing. I will admit that the difficulty between normal mode and veteran mode is huge ... kinda like comparing kindergarten and university. Seen a lot of overly confident people get their ego sliced down to microscopic proportions, when they destroyed normal mode and expected the same in veteran mode.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »These dungeons are designed for the 1% hardcore crowd and are designed against pugs. You will hate this DLC. Do not buy. Trust me. Not until it's nerfed if ever.
Nice overreaction. I am not from the "hardcore crowd", I haven't set foot in vet trials for instance, done only handful of normal ones. Yet I have managed to complete both dungeons. First it was with my guild members, then mixed with pugs.
I love the new dungeons. I like the design and mechanics. I like the fact, that you can't simply roflstomp through them with our overpowered 500+ CP characters, like in the rest of the dungeons. They force you to pay attention to what is happening around you, to not stand in red and expect to get healed through, to not block or dodge and expect to survive.
It's true though that it's not pug friendly. However, it's not because it can't be done, it just requires a lot of team effort and people need to be willing to learn the mechanics ... which means it can't be done fast. Talking about first timers here, not the people who know the dungeon already. PUG with an experienced players is certainly possible and can be done as fast as any other vet dungeon.
If they nerf the difficulty, it will be very disappointing. I will admit that the difficulty between normal mode and veteran mode is huge ... kinda like comparing kindergarten and university. Seen a lot of overly confident people get their ego sliced down to microscopic proportions, when they destroyed normal mode and expected the same in veteran mode.
Overreaction? No.
Incredibly simplified version for the OP's personal leisure? Yes.
The design and mechanics are all fine and dandy. I wont argue with you there. I like interesting mechanics, and here they are in spades.
The reason I call it hardcore pandering, is the final boss hard modes, and the ammount of health and resistances even basic mobs have. It was nerfed from the imperial city, it should be nerfed here. These mobs have just as much health as the other dungeon mobs, but have increased resistances. The final boss hard modes are *** in their own right. And the complaint I have is the complaint many others have. They throw too much at you, at once.
It has nothing to do with standing in the bad, though thank you for assuming I have the intelligence of a god damn sewer rat. No, it has everything to do with, the CC adds just spawned, as did the totem, your healer just got statue duty on Mazzatun, and you are now royally screwed, because everything decided to happen at once instead of at a manageable pace.
Honestly Mazzatun is a worse offender than Cradle is, but cradle is still just as, if not worse because of Valindreths floating balloons of '*** your sustain'. And the statue throwing out eyebeams and the extra million health because 'lol it's hardmode guys'
By the way. I have pugged with experienced players. I have puged with -optimized- players. I pugged with a group of max level DPS. Wanna know how many groups completed the optional challenges? None. None managed. That says somethin' bout your design choices.
All and all, advice to the OP remains the same. Wait until it's nerfed. And it will be nerfed. Why? They need this *** to sell, and once the hardcore guys are done with it there's no reason to keep it hard. This is how WGT was done, this is how this will be done. That's just the nature of buisness.
I need some clarification on this DLC. I do understand that Shadows of the Hist is mainly a Dungeon DLC, so basically it's the MMO equivalent of a Map Pack. But does the DLC add JUST the two Dungeons? Are the Dungeons located inside a new zone that also has PvE content in them to explore, or are the Dungeons placed within the base game zones?
If the latter is correct then I guess I won't be getting this one. From what I've been hearing these Dungeons are far more demanding than what we already have, and I am in no way a player that easily accomplishes Veteran Dungeons. In truth, My Guildmates did a Normal Undaunted Pledge scaled to Lvl 45 and I thought that was enjoyable. So if this new DLC is JUST the Dungeons then I'll remain on the bench.
I need some clarification on this DLC. I do understand that Shadows of the Hist is mainly a Dungeon DLC, so basically it's the MMO equivalent of a Map Pack. But does the DLC add JUST the two Dungeons? Are the Dungeons located inside a new zone that also has PvE content in them to explore, or are the Dungeons placed within the base game zones?
If the latter is correct then I guess I won't be getting this one. From what I've been hearing these Dungeons are far more demanding than what we already have, and I am in no way a player that easily accomplishes Veteran Dungeons. In truth, My Guildmates did a Normal Undaunted Pledge scaled to Lvl 45 and I thought that was enjoyable. So if this new DLC is JUST the Dungeons then I'll remain on the bench.