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 |
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 |
Noticed the same thing in vet Wayrest II and vet Arx. Trash mobs taking much longer to kill, actually having to pay attention to boss mechanics because they didn't just die immediately, etc.
Everyone in my group thought it was a good change though. Before this vet Wayrest II was pretty a boring button mashing experience, now I feel like I actually have to pay attention.
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 |
Has anyone tried one of the updated part 2 dungeons on vet mode with a PUG or a group of people new to vet dungeons?
Because the group I did vet Wayrest 2 with last night was an experienced enough group that normally we would have burned through it sleepwalking, and the changes to it were completely fine for us (other than that one unexpected zombie wipe, but something like that can be easily avoided). Welcome, even.
I'm just concerned that the changes will make things significantly more difficult for PUGs and folks who are new to vet dungeons. But I could be worried over nothing, so I'm hoping anyone who has tried them with PUGs or less experienced players can pipe up with some feedback.
Has anyone tried one of the updated part 2 dungeons on vet mode with a PUG or a group of people new to vet dungeons?
Because the group I did vet Wayrest 2 with last night was an experienced enough group that normally we would have burned through it sleepwalking, and the changes to it were completely fine for us (other than that one unexpected zombie wipe, but something like that can be easily avoided). Welcome, even.
I'm just concerned that the changes will make things significantly more difficult for PUGs and folks who are new to vet dungeons. But I could be worried over nothing, so I'm hoping anyone who has tried them with PUGs or less experienced players can pipe up with some feedback.
Has anyone tried one of the updated part 2 dungeons on vet mode with a PUG or a group of people new to vet dungeons?
Because the group I did vet Wayrest 2 with last night was an experienced enough group that normally we would have burned through it sleepwalking, and the changes to it were completely fine for us (other than that one unexpected zombie wipe, but something like that can be easily avoided). Welcome, even.
I'm just concerned that the changes will make things significantly more difficult for PUGs and folks who are new to vet dungeons. But I could be worried over nothing, so I'm hoping anyone who has tried them with PUGs or less experienced players can pipe up with some feedback.
cpuScientist wrote: »One quick thing though. There are no more silver keys. So even the II version that usually was vet, can be done on normal if your group is not yet able to complete the dungeon. You will still get a key. You now just get 2 if you do hardmode vet. That still amounts to 3 keys a day. While before we could ONLY get 1 silver and 1 gold. This is a welcomed change. Has something for everyone. More experienced players get a little bit more fun. More casual players get good rewards for doing the normal dungeon and can progress to the vet version eventually.
Doctordarkspawn wrote: »Has anyone tried one of the updated part 2 dungeons on vet mode with a PUG or a group of people new to vet dungeons?
Because the group I did vet Wayrest 2 with last night was an experienced enough group that normally we would have burned through it sleepwalking, and the changes to it were completely fine for us (other than that one unexpected zombie wipe, but something like that can be easily avoided). Welcome, even.
I'm just concerned that the changes will make things significantly more difficult for PUGs and folks who are new to vet dungeons. But I could be worried over nothing, so I'm hoping anyone who has tried them with PUGs or less experienced players can pipe up with some feedback.Has anyone tried one of the updated part 2 dungeons on vet mode with a PUG or a group of people new to vet dungeons?
Because the group I did vet Wayrest 2 with last night was an experienced enough group that normally we would have burned through it sleepwalking, and the changes to it were completely fine for us (other than that one unexpected zombie wipe, but something like that can be easily avoided). Welcome, even.
I'm just concerned that the changes will make things significantly more difficult for PUGs and folks who are new to vet dungeons. But I could be worried over nothing, so I'm hoping anyone who has tried them with PUGs or less experienced players can pipe up with some feedback.
I've tried them with a few pug groups, and the problem is exactly what you have described.
Most pug groups I found barely got through them, and even experienced players didn't get much better treatment, many geting oneshotted and such.
I expect widespread nerfs and their warrented. Difficulty has been foisted on people who never asked for it with no point that I can see. Trash mobs, geting more heallth for no reason. Bosses doing much more damage for little reason. It's nonsense.
(Edit: Dunno why it doubleposted the quote, cannot be arsed to change it tho.)
Doctordarkspawn wrote: »Basicly the only thing that changed to me was that the bosses do mildly more damage now (Exept for one shot mechanics like Selenes bear rush that now do 40 K) and trash mobs have 400 K health each making them unnecessarily long to kill.
...Nobody likes to spend too much time on trash. We have to spend too much time on trash now.
The boss buff only really serves to basicly eliminate this squish meta that has come about (Try running sub 20 K health NOW!) And make high DPS sacrificing all else mandatory. It only prolonged bossfights. So.
I personally dont care for the change, scaling is only going to do so much, and things like Selene feel unballanced as far as how hard they got. Not to mention that second to last boss on ICP, who now has a grand total of almost 20 million health.
That's just silly.
Oh I agree about that. Between that, splitting out the DLC dungeons to a separate pledge giver, and guaranteeing a helm if you do the vet mode version of a dungeon, those are very welcome changes.cpuScientist wrote: »One quick thing though. There are no more silver keys. So even the II version that usually was vet, can be done on normal if your group is not yet able to complete the dungeon. You will still get a key. You now just get 2 if you do hardmode vet. That still amounts to 3 keys a day. While before we could ONLY get 1 silver and 1 gold. This is a welcomed change.
The part that I've got in bold is where my concern arises. Does this change make the gap between the non-vet dungeons and the vet dungeons (or at least the vet part 2 dungeons) too much? Does it make it too difficult for a more casual/less experienced player to make that transition to doing vet versions?cpuScientist wrote: »Has something for everyone. More experienced players get a little bit more fun. More casual players get good rewards for doing the normal dungeon and can progress to the vet version eventually.
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 |
They also massively increased the HP of bosses in the old vets.
Eg. Bloodspawn went from 1.4m to 4m.
It means that Zos intentionally or unintentionally (stealth) buffed all the old vets. Now im not complaining, VCOA had become a joke.
But does mean that the old vets have become harder and the 'new' vets are a breeze until the last boss (bc ppl like me who started playing around TG were unaware that these bosses even had mechanics )
Well, for the DLC vet dungeons I think it's a terrible idea to buff them. Sure, there's a small percent of the players who can do the vet DLC dungeons in their sleep and who might appreciate some extra difficulty, but for inexperienced players they were already almost impossible, and for most experienced players they were already considered difficult.
For the "base game" vet dungeons (not talking about the new vet versions of the existing non-vet dungeons) the buff is absolutely fine for experienced players, but it contributes to the big difficulty gap between the non-vet dungeons and the vet ones. For newer players or players who are just starting to do dungeons, when you feel comfortable doing the non-vet ones and you decide to switch to the vet versions, it's a huge leap in difficulty rather than a step up.
cpuScientist wrote: »Doctordarkspawn wrote: »Basicly the only thing that changed to me was that the bosses do mildly more damage now (Exept for one shot mechanics like Selenes bear rush that now do 40 K) and trash mobs have 400 K health each making them unnecessarily long to kill.
...Nobody likes to spend too much time on trash. We have to spend too much time on trash now.
The boss buff only really serves to basicly eliminate this squish meta that has come about (Try running sub 20 K health NOW!) And make high DPS sacrificing all else mandatory. It only prolonged bossfights. So.
I personally dont care for the change, scaling is only going to do so much, and things like Selene feel unballanced as far as how hard they got. Not to mention that second to last boss on ICP, who now has a grand total of almost 20 million health.
That's just silly.
Then do the normal it will still grant a key. If it is a hard dungeon and you are on a shaky group. That's fine do it on normal. Nothing is wrong with that...
Also no people will still run those with the least amount of health possible lol.