Contraptions wrote: »All dungeons have been buffed, on vet at least, and I don't like it one bit. The problem I have is that they simply buffed the health and resistance values, while adding a few one shot attacks for hard mode. This to me isn't very fun. Don't get me wrong, I have no problems clearing the dungeon, and I do feel the increases to boss health are somewhat justified since they do force players to engage with the mechanics.It's going to be much harder to straight burn through them anymore, which is a good thing.
However, I do think the current health and damage values are too high. There is a threshold where the boss fight goes from being engaging to boring and tedious, and some of the new bosses are squarely in the tedious zone. If I'm not wrong the boss health values increase as the dungeon progresses, the pattern being 2, 3 and 4 million respectively with hard mode bumping the value up to a whopping 6 million. I think this is excessively high, and no boss should be above 3 million.
Let's compare this to vICP, a dungeon which many people complain about being too long, the final boss Lord Warden only has 3-4 million plus health, even on hard mode. Recently, at the end of COH1 with the Illambris Twins, each enemy had 4 million each for a total of 8 million health to whittle down. I can only imagine how boring hard mode must be when each enemy will now have 6 million for a 12 million total health. Damage sponges aren't fun, there were no significant new mechanics to engage with. The fights simply repeated themselves over and over to no end. I was bored as hell throughout the whole dungeon.
I am reminded of the time ZOS first scaled up the vet dungeons by applying a flat multiplier to all enemies. The result was an absolute clustereff where certain bosses with add-summoning mechanics like Praxin Douare in Spindle 2 and Keeper Imiril in BC2 became absolute monsters, far more difficult than even the final boss was. The amount of people who had to cheese those fights by exploiting terrain was huge. Sure, it could be done legit, but it was far too painful to bother. And when the exploits were fixed, completion rates dropped and soon nerfs were made. The exact same thing is happening here. ZOS, you need to go and tweak the multipliers, because you are currently making every vet dungeon as boring as ICP and ROM. Pug groups are going to have a lot of trouble with these new dungeons, simply because the stats requirements are now too high. I see people asking for 25k minimum dps now for vet pledges. PLEDGES.
@ZOS_Finn Please reconsider your recent changes to the vet dungeons. My suggestions are:
1. Significantly reduce the health, damage and number of all trash mobs in all vet dungeons, especially the DLC ones. ICP and the Hist dungeons need to be nerfed, not buffed. The highlight and challenge of a dungeon should come from the bosses, not the trash.
2. Standardize the health values of all bosses in all dungeons. Keep the increased health for the bosses, but lessen the disparity between first and final bosses. I suggest 2, 2.75, and 3.5 million as good amounts, with 4 million for hard mode.
3. Tie any significant mechanics to the health percentage of the boss, not how much time has passed since then. Give the boss damage reduction during the entirety of the significant mechanic, ensuring that the mechanic cannot be ignored or burned through.
4. Reduce the frequency of one-shot and dps race style mechanics. Gamyne Bandu's chain = fair, since enough warning and time is given. Selene's bear spam = annoying, since frequent and low warning time, no red telegraph given as well.
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.
s7732425ub17_ESO wrote: »The health of all vet dungeon mobs and bosses was increased by 50%-100% (this is what you felt when the dungeon seemed longer). The damage was slightly buffed, but not by much.
The result is that it simply takes longer to kill things. This means that you will actually have to do some mechanics correctly, and you will not be able to ignore them with high DPS.
See that's exactly what I'm afraid of. What I'd really like to see is a relatively smooth difficulty progression as follows: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.
Agree. I was pulled into Selene's Web as an inexperienced vet group healer and it was a frustrating time for everyone. Left with some bad feelings and we never got it done. Everything up until that last boss was 100% manageable. But even our experienced group members died all the time to that bear so I didn't feel too terrible. It wasn't just my healing. This will be a big hurdle for me at least but I shall keep trying.
This is actually a distinct possibility.Also it occurred to me that on PTS they accidently buffed vMA with HP increases, until someone spotted it and they said it wasnt intended and fixed it.
I'm going to guess the same thing happened with the old vet dungeons but wasnt corrected
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 |
Or have progressive difficulty levels so that there's a wide range of difficulty for the wide range of players, without any massive jumps in difficulty. So when you get comfortable with doing X content you're now ready to try Y content, which will be a challenge but not one that completely curb-stomps you, and then when you're comfortable doing Y content you're now ready to try Z content, etc.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.
This is one of the issues with CP system as it is currently. They raise the cap thus raising the power of capped players while leaving the content the same difficulty. So they're in a catch 22, they either continue to make the game easier for veteran players, make it harder for newer players or stop CP progression.
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 |
cpuScientist wrote: »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.
Doctordarkspawn wrote: »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.
The problem is that the mob health got increased for no reason, and it does not make the dungeon more difficult, it just makes it longer and more tedious.
The problem is that the damage increase in some bosses causes them to be more difficult than DLC bosses. When I cant block an attack and that makes a boss more dangerous than Velindreth, you have done something -wrong-.
And saying 'just do it on normal' does not make those problems go away.
Nobody asked for these changes and all they serve to do is draw the time in these dungeons out, they serve no purpose and defending them by saying 'just do normal' does not adress complaints and only makes you sound like a ticket-tape machine spouting the same pro-difficulty sentiments I've seen before, please refrain from posting the rhetoric again. I agree the new system is better. I disagree with measures that only prolongue the inevitiable for far too long, and just serve to waste my -time-.
A moot point, considering much of it is likely a Scaling issue that will likely be nerfed later, but I tire of people defending anything that makes the game harder. Even the things, that serve no purpose.
TLDR: Buffing the health on bosses, after the resistance buff? Questionable, but fine. Buffing the health on trash? No. Responding to complaints about this with 'do it on normal'? Makes you sound like a automated propaganda machine for pro-difficulty sentiments.
IwakuraLain42 wrote: »cpuScientist wrote: »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.
This is were you are wrong as normal dungeon don't give you a chance to get helmets. With the current setup most people will never get them (and no, The Golden is not a feasible alternative)
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: »Doctordarkspawn wrote: »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.
The problem is that the mob health got increased for no reason, and it does not make the dungeon more difficult, it just makes it longer and more tedious.
The problem is that the damage increase in some bosses causes them to be more difficult than DLC bosses. When I cant block an attack and that makes a boss more dangerous than Velindreth, you have done something -wrong-.
And saying 'just do it on normal' does not make those problems go away.
Nobody asked for these changes and all they serve to do is draw the time in these dungeons out, they serve no purpose and defending them by saying 'just do normal' does not adress complaints and only makes you sound like a ticket-tape machine spouting the same pro-difficulty sentiments I've seen before, please refrain from posting the rhetoric again. I agree the new system is better. I disagree with measures that only prolongue the inevitiable for far too long, and just serve to waste my -time-.
A moot point, considering much of it is likely a Scaling issue that will likely be nerfed later, but I tire of people defending anything that makes the game harder. Even the things, that serve no purpose.
TLDR: Buffing the health on bosses, after the resistance buff? Questionable, but fine. Buffing the health on trash? No. Responding to complaints about this with 'do it on normal'? Makes you sound like a automated propaganda machine for pro-difficulty sentiments.
False many have BEGGED for these changes. This is now the best of both worlds. You can do normal and get a key and have a nice EASY time or you can do vet HM and deal with the difficulty and have a CHALLENGING FUN time. It's up to you either way you get a key.
But many in these forums have been BEGGING BEGGING BEGGING ZOS to make it more challenging.There is a mode for everyone now. So just do it on normal.
disintegr8 wrote: »@SublimeSparo - not a selection of videos I'd expect to see on this forum but I remember when they all came out - even Stayin' Alive (yes I am getting old).... those were the days. Good job.
Yes, simply giving the enemy more health is not making the fight harder, just longer. I think this is just quick coding so the developers can spend most of their energy into things we are expected to pay cold hard cash for - like lucky dip boxes, fancy hair styles, future player housing and DLC's.
I think some bosses got a buff to their resistances. For example before the update my Radiant Oppression ticked for 3k-4k on full health bosses. Now it tick for 1.5k mostly on some of them.
There is a tell that Selene does when she brings out the bear, but you have to be watching carefully to catch it. However, if you miss it just once, it will one-shot you, even for most tanks. My tank runs with 37K physical resistance, 37K spell resist, and 30K health and it was still one shoting me if I missed the tell.
Another problem with doing it in Vet mode is that it's a DPS race. If you don't have enough DPS then eventually you just get overwhelmed with the ads. I'm not ready to call for a nerf yet, but it will be something to watch.