ZOS_GinaBruno wrote: »This is the official feedback thread for group bosses in One Tamriel. Specific feedback that the team is looking for includes the following:
- If you’re playing with a copied Live character with the achievement associated with the group boss, did you still have it upon login?
- How many times did you die during an encounter?
- How many players were needed to defeat the boss?
- Were there any particular boss mechanics that you enjoyed?
- Did you fight any Generals at a Dark Anchor?
- If so, how many did you encounter?
- Did you get the achievement associated with the General?
- Do you have any other general feedback?
I soloed one group boss (the deshaan zombie) on my healer and duoed another one with a friend (SOuth-eastern stonefalls). I'm at 555 cp, he's in his 400s, both on our normal characters.
The soloing took a while and as I said it was a healer. So I think group bosses are good now. They are actually challenging to me again without being unbeatable. And I am sure newer players or players with less self heals will not solo them.
Since I don't know where to put this: I also soloed deshaans public dungeon and I was a bit disappointed. It's not nearly as challenging as the overland stuff. Is this intended? I think it could use a good boost.
I soloed one group boss (the deshaan zombie) on my healer and duoed another one with a friend (SOuth-eastern stonefalls). I'm at 555 cp, he's in his 400s, both on our normal characters.
The soloing took a while and as I said it was a healer. So I think group bosses are good now. They are actually challenging to me again without being unbeatable. And I am sure newer players or players with less self heals will not solo them.
Since I don't know where to put this: I also soloed deshaans public dungeon and I was a bit disappointed. It's not nearly as challenging as the overland stuff. Is this intended? I think it could use a good boost.
Public Dungeons have always been soloable if you're skilled enough to do it... this should NOT change. They will still be tough for lower level players, but soloable for those with high CP and better skills. After all, this is a PUBLIC dungeon, not a 'group' dungeon.
Contraptions wrote: »P.S When are the delves in the tier 2 and 3 zones going to be expanded? It's been over a year.
We tried Mother sands (lost caravan) group boss in Alik'r. On PTS the boss has 1,7 million health now, could not kill him solo first, with 2 300 template DD's it was no real problem though. Imo the health increase as compared to live Cadwell Gold is way too high (like 15x live).
other than that boss dropped green battle axe of necromancer in powered trait, so much for more intelligent drops (necromancer is a magica set...)
ZOS_GinaBruno wrote: »This is the official feedback thread for group bosses in One Tamriel. Specific feedback that the team is looking for includes the following:
- If you’re playing with a copied Live character with the achievement associated with the group boss, did you still have it upon login?
All achievements are intact.- How many times did you die during an encounter?
0-5 times depending on the encounter- How many players were needed to defeat the boss?
Just my max CP Stamplar.- Were there any particular boss mechanics that you enjoyed?
Bittergreen's Spriggan empower mechanic was fun. I really had to keep the pressure on to avoid getting 1-shot. Nindaeril & Bavura were a decent test of stamina management and attention, as they both CC and power attack pretty often. Ghoragham's possession mechanic was really cool.- Did you fight any Generals at a Dark Anchor?
I couldn't be bothered with the rng tbh. It was nice to see the giant flesh attro model from ICP as a generic boss though.
- If so, how many did you encounter?
0- Did you get the achievement associated with the General?
- Do you have any other general feedback?
- lots below
Auridon:Grahtwood:
- Snapjaw the clannfear now hungers for the flesh of the living. No longer alone, his hideous call summons packmates from the depths of Coldharbour.
Deaths: 0
Exploding clanfears were um.. interesting? I didn't actually expect clanfears to explode but very easy to avoid once you know about it. Not a lot of mechanics here and boss didn't hit very hard. Pretty easy fight- Quenyas the Necromancer has picked up a few new tricks, calling an undead horde to her evil bidding.
Deaths: 0
Snares. Just endless, endless snares. The lich crystals snare, the boss's rune snares, boss's light attack snares, the skeleton's light attack snares, the miniskeletons snare, the zombies leave the most annoying snare aoe in the game... I spent 80% of the fight running in a circle purging snares. Fights with multiple stacking snare mechanics are not fun or interesting, it's a problem with this game IMO and this fight just highlights that. I was dreading getting killed, knowing I'd have to repeat this fight. Very unfun, my least favorite encounterGreenshade:
- Nindaeril and her life-mate Bavura now work together to tear apart their foes.
Deaths: 0
One of my favorites. Having to deal with two enemies with multiple CC and power attacks keeps the fight engaging and tests my stamina management. A realistic yet challenging number of things to focus on.Malabal Tor:
- Thodundor’s strength has greatly increased, rippling shockwaves through the ground with elements bound to his will.
Deaths: 1
The telegraph for his ground punch is wrong. It hits slightly behind him and much further in front of
him than the telegraph implies. I vaguely recall this being a thing since the beginning, the important difference now is it hits for 21k through heavy armor, major ward, and major protection. A lot of heavy hitting things to dodge here while managing stamina, overall a fun encounter despite the 1-shot mechanic with a bugged telegraph.- Gathongor’s Mire is now home to an Argonian behemoth.
Deaths: 0
Basically an easier version of VMA stage 7 boss. I don't like how random his stomp is, but it doesn't hit very hard anyway. Adds die easily, ground pound mechanic is easily avoidable. Pretty easy fight.Reapers March:
- Skullbreaker’s carnage has attracted a harem of harpies to the banks of the Strid.
Deaths: 5
This guy is an order of magnitude harder than any of the other encounters other than Menhir. The health recovery is real, the harpies are tanky and hit really hard, and he literally spam summons them when he gets under 60% health. I had to be able to damage the harpies and the boss at all times, or he would recover heath fast enough to undo all the damage I did in the previous rotation, meaning I couldn't really kite as they needed to stay clumped. My strategy was to empowering sweep the harpies and boss, then hopefully jab them down while sitting in my rune before the sweep buff ran out. It took 15 minutes to kill the boss when I finally got him, fail the harpies once and it's over. I can see a group of 4 newer players having problems with this, the demand on the tank's stamina would be very high with the endless harpies, the fight would be very very long with low dps, DPS would be getting 2-shot if tank ran out of Stam.Stonefalls:
- Big Ozur hurls bolts of earth and flame, his newfound power attracting goblins to his tribe.
Deaths: 0
This guy was one of my old test dummies, RIP. WTB player housing.. Anyway, it seems to be an easier version of the Mad Ogre boss from Wrothgar. Nothing hits too hard, adds are squishy, pretty easy fightDeshaan:
- Aurig Mireh’s invasion has been bolstered by an army of daedra that answer to her beck and call.
Deaths: 3
It took me a little too long to learn that I needed to block her whip 1-shot combo and not try to dodge out of the way. :P Decent fight overall, a little on the easy side, I did have to pay close attention to avoid her 1-shot.Shadowfen:
- Bittergreen the Wild runs rampant upon the highways of Deshaan, empowered by the grove that drove her mad.
Deaths: 3
Probably my favorite fight mechanic. It felt very intense trying to keep the adds down, knowing that if I let them get out of hand the boss would 1-shot me. Not terribly hard but fun to try and keep the pressure on as fast and efficiently as I could.Eastmarch:
- Urrai’s wrath opens portals to the Deadlands, filling the depths with fire and stone.
Deaths: 0
I can't see what the hell I'm doing! There's moss in my face or bad camera angles 99% of the time. Please make this cave bigger, especially if there are going to be portals everywhere and adds that shoot fire AOEs. This would be really fun if it weren't for that. You have to balance pressure on the boss and pressure on the portals, all the while avoiding the scamps aoes and rolling out of the boss's power attack. Would be a fun challenging fight if it weren't for the Camera.The Rift:
- Rageclaw’s curse has spread.
Deaths: 0
So many light attacks. The boss just endless light attacks you, it looks pretty funny. Probably the easiest encounter, light attacks, adds, and a power attack.Glenumbra:
- Ghoragham’s unrest has disturbed his barrow, raising corpses of the long dead to his haunt.
Deaths: 0
This one was really cool. I liked the "possession" mechanic and how the adds spawn and could recursively summon more adds, so you have to take the possessed add down to low health then kill them all at the same time. One of my favorites.Stormhaven:
- Trapjaw the Crocodile’s strange brood has finally hatched.
Deaths: 0
Trapjaw appears to be a Wamasu, not a crocodile :P Also I didn't encounter any brood, if there were supposed to be adds here they're bugged. There is a pile of eggs in the center of the area, but nothing happens, and I didn't DPS her down very fast. Other than that it seems to be an easier version of the Wamasu from VMA stage 7. Easy for me as I'm used to the mechanics.Rivenspire:
- Titanclaw’s clutch roils beneath the sand, preying on any who stray too near.
Deaths:0
The mechanic where it digs up mudcrabs and seagulls proceed to attack them was pretty funny. Very basic fight mechanically, but amusing.- Old Widow Silk has devoured her sisters, adding their venomous girth to her own.
Deaths:0
Very basic fight, kill adds, avoid red, break web CC.Alik’r Desert:
- Magdelena has begun dabbling in necromancy, summoning an army of the dead to her haunt.
Deaths: 0
This fight was extremely annoying due to the snare AOEs that zombies drop in this game. I don't know if these were meant to deter grinding or what, but they're pretty much the least fun thing in this game. They just happen and can't be avoided at melee range. I'm just unavoidably snared 24/7. One of my least favorite encounters.- Menhir Stoneskin now stands vigil over ruins filled with statues crafted by the dead.
Deaths: 5
This might actually be the hardest encounter, if the adds were working properly. The mechanic seems buggy or incomplete. Sometimes the statues spawn in the ground. If you die on an add wave, the adds from that wave will remain, and won't be summoned later in the fight. This was made quite a bit easier when I died of the healer wave, as I could kill them at the beginning of the fight with max resources and my Nova up. The basic attack damage here is also crazy high compared to other encounters. The theme of the other bosses seemed to be high mechanics damage with low base damage, but this is just high damage everywhere. It reminds me of a VMA boss, mechanics are pretty simple, but everything just hits really hard. The bleed damage is none stop, the adds hit 10k wrecking blows, boss has a 6k light attack combo and constantly bleeds you, this is all in heavy with major protection... I don't think I could have done this without being able to purge the bleed. The boss has an untelegraphed knockdown, which I'm not a fan of.Bangkorai:
- Lonely Papa’s rage sends sands crashing through the desert, wreaking destruction upon any who intrude upon his camp.
Deaths: 1
This guy was my test dummy for the longest time, RIP. It took some effort to avoid his hard hitting attacks while dodging the falling rocks, easyish but fun.Coldharbour:
- Dayarrus’ experiments and dark sacrifices have unleashed a new breed of Ogrim upon Tamriel.
Deaths: 0
Well, I didn't anticipate spontaneously combusting Ogrihms at least. I'm not sure Dayarrus though this one through. To avoid them just walk to the other side of the room. This fight would've actually been harder without them, as they continuously feed me stamina through repentance.
- Duriatundur has been corrupted by the bleak landscape of Coldharbour, shattering his will into many.
Deaths: 0
Pretty basic fight, my only complaint here is it's near impossible to see the telegraph for his power attack, the lines blend in with it's translucent appearance, but it doesn't hit very hard so it didn't matter.