I really think that the dungeon names should be changed. Instead of "Wayrest Sewers 1 and 2" can we have "Deception in the Dark (Wayrest Sewers) and "No Second Chances (Wayrest Sewers)"? Name them based on the quests that accompany the quests. Wayrest Sewers 2 just feels so... bland.
I really think that the dungeon names should be changed. Instead of "Wayrest Sewers 1 and 2" can we have "Deception in the Dark (Wayrest Sewers) and "No Second Chances (Wayrest Sewers)"? Name them based on the quests that accompany the quests. Wayrest Sewers 2 just feels so... bland.
I really think that the dungeon names should be changed. Instead of "Wayrest Sewers 1 and 2" can we have "Deception in the Dark (Wayrest Sewers) and "No Second Chances (Wayrest Sewers)"? Name them based on the quests that accompany the quests. Wayrest Sewers 2 just feels so... bland.
I really think that the dungeon names should be changed. Instead of "Wayrest Sewers 1 and 2" can we have "Deception in the Dark (Wayrest Sewers) and "No Second Chances (Wayrest Sewers)"? Name them based on the quests that accompany the quests. Wayrest Sewers 2 just feels so... bland.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
benjamindjb wrote: »I'm in the middle of running a bunch of updated dungeons, and I have to say I'm enjoying the refreshing increase of difficulty to all of the dungeons' veteran modes. So far the group I have been running with (3 guildies and alternating with various pugs for a 4th member) has completed the veteran hardmode versions of Direfrost Keep, Elden Hollow II, and Volenfell.
Composition:
Dragonknight tank, templar healer, sorcerer DD, various class 4th member DD using template characters. Other than templates the group is all either at or near CP cap.
Direfrost Keep:
The bosses all had an increase in difficulty without making them too difficult. Mechanics that are intended to instantly kill, or nearly kill, actually do require players to pay attention and not get destroyed. The hardmode version felt like it was too long of a fight since the boss heals for hundreds of thousands of hp per second while locking a player in place. Our group took over 16 minutes to kill the boss, whittling away at her health in between healing phases and resurrecting people that were caught in the frosty explosion around her. Instead of being 'hard' mode it felt more like it was being forcibly dragged out by mechanics. We felt like we were missing some key mechanic to prevent the boss from healing so much at a time but were unable to find anything having that effect.
This 50-minute dungeon completion had numerous deaths to the area of effect abilities around Drodda and her apprentice, but otherwise had very few deaths.
Elden Hollow II:
This dungeon felt very much like its current state on the live server. Enemies have more health and deal more damage, but with an experienced group there was very little challenge to this dungeon. We completed this dungeon in around 30 minutes with few deaths. It was a little bit disappointing that we were still able to ignore the nova tendrils and focus all dps on the boss, but the increased health of the boss made the fight take significantly longer than the current live version nonetheless.
Volenfell:
Other than increased health and damage of all mobs in the dungeon, it didn't feel like there were many differences between the veteran version and the current live version. However, Quintus never picked up his flame staff and switched from melee to range and simply summoned the gargoyle when his health dropped near execute range. Our group activated hardmode for the pledge by reading the Scroll of Glorious Battle but did not receive the hardmode completion achievement, even though we did receive two keys when turning in the pledge quest. Overall this dungeon took around 30 minutes to complete with only one death.
DocFrost72 wrote: »benjamindjb wrote: »I'm in the middle of running a bunch of updated dungeons, and I have to say I'm enjoying the refreshing increase of difficulty to all of the dungeons' veteran modes. So far the group I have been running with (3 guildies and alternating with various pugs for a 4th member) has completed the veteran hardmode versions of Direfrost Keep, Elden Hollow II, and Volenfell.
Composition:
Dragonknight tank, templar healer, sorcerer DD, various class 4th member DD using template characters. Other than templates the group is all either at or near CP cap.
Direfrost Keep:
The bosses all had an increase in difficulty without making them too difficult. Mechanics that are intended to instantly kill, or nearly kill, actually do require players to pay attention and not get destroyed. The hardmode version felt like it was too long of a fight since the boss heals for hundreds of thousands of hp per second while locking a player in place. Our group took over 16 minutes to kill the boss, whittling away at her health in between healing phases and resurrecting people that were caught in the frosty explosion around her. Instead of being 'hard' mode it felt more like it was being forcibly dragged out by mechanics. We felt like we were missing some key mechanic to prevent the boss from healing so much at a time but were unable to find anything having that effect.
This 50-minute dungeon completion had numerous deaths to the area of effect abilities around Drodda and her apprentice, but otherwise had very few deaths.
Elden Hollow II:
This dungeon felt very much like its current state on the live server. Enemies have more health and deal more damage, but with an experienced group there was very little challenge to this dungeon. We completed this dungeon in around 30 minutes with few deaths. It was a little bit disappointing that we were still able to ignore the nova tendrils and focus all dps on the boss, but the increased health of the boss made the fight take significantly longer than the current live version nonetheless.
Volenfell:
Other than increased health and damage of all mobs in the dungeon, it didn't feel like there were many differences between the veteran version and the current live version. However, Quintus never picked up his flame staff and switched from melee to range and simply summoned the gargoyle when his health dropped near execute range. Our group activated hardmode for the pledge by reading the Scroll of Glorious Battle but did not receive the hardmode completion achievement, even though we did receive two keys when turning in the pledge quest. Overall this dungeon took around 30 minutes to complete with only one death.
CC break the channel, assuming you mean drodda (sp) the last boss of direfrost? If you CC break (basically bash) when she grabs you it stops her channel, and her heal.
We went in to Vet VoM (I'd be curious how many people are hitting this one :P) and Vet CoH 2, out of curiosity mostly. 3x CP531 (or whatever the new cap is now), Magblade, Magsorc and Magplar (in heavy with a taunt and puncturing sweeps).ZOS_GinaBruno wrote: »
- Did you complete any dungeons in either Normal or Veteran mode?
- If so, how many times did you die?
- What level were you, and how many Champion Points did you have?
- How long did it take you?
- What was your overall group makeup?
Is that the DLC questgiver? In which case, can they re-buff WGT and ICP to pre-DB levels?Doctordarkspawn wrote: »At the end of the day I dont see any problem with the veteran dungeon difficulty on the PTS currently. The people who want the really hard stuff now have their own questgiver, and the people who pug this day after day like me are fine with how it is.
That's my favorite of the normal dungeons, so it's almost definitely going to be the first of the new "vet" ones that I do on Live...We went in to Vet VoM (I'd be curious how many people are hitting this one :P)
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Doctordarkspawn wrote: »Group: Me, (Templar tank) And three DPS (Two DK"s and a magicka sorc. Stamina DK's.) All at cap, or near it.
Dungeon: Direfrost Keep Vet. Was not pledge.
Deaths: One or two. We ran this without a healer and when the DPS got overzealous they got put down, hard, in seconds.
Length: Took us a good half hour, 20 minutes.
So we couldn't do these blindfolded, one of our DPS actually died after geting overeager to engage without me there. Keep in mind, we ran this without a healer. That said, there were deaths, and we didn't burn through these things in the blink of an eye. We actually had to pay attention to mechanics (Primitive as they were, but hey ***) and the group we formed was a pug. So.
All and all, I'm happy with the dungeon difficulty I experienced. I'm not a hardcore player, and for the guy like me who likes to pug these day after day, I could see myself queueing for these. They dont break the difficulty bank, and they didn't need to to keep us on our toes. It was refreshing and I think it hits that sweet spot between the difficulties of the DLC, and the base game back when it was new.
This is a visual representation of how I think the difficulty curve should look: