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https://forums.elderscrollsonline.com/en/discussion/668861

All vet dungeons buffed?

  • s7732425ub17_ESO
    s7732425ub17_ESO
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    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.
  • Contraptions
    Contraptions
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    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.
    Patroller and Editor at UESP
  • Apherius
    Apherius
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    Dungeon are very interesting to do and very funny now ! please zenimax ... don't nerf this again .
  • Doctordarkspawn
    Doctordarkspawn
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    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.

    This, this, and more this.

    I cannot point to a better summerization of my and others problems with the current scaling and system than this.
  • Danksta
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    UrQuan wrote: »
    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.
    BawKinTackWarDs PS4/NA

  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    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.

    Give it a month or 2. Haha.

    Admittedly, I did see the harvester boss stun someone in Wayrest for the first time in 6 months. Almost forgot I had to activate the shrine to set them free. The old normal dungeons have mechanics I had no idea existed.
  • UrQuan
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    Florial wrote: »
    UrQuan wrote: »
    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.
    See that's exactly what I'm afraid of. What I'd really like to see is a relatively smooth difficulty progression as follows:
    1. normal mode part 1 dungeons
    2. normal mode part 2 dungeons
    3. normal mode DLC dungeons
    4. vet mode part 1 dungeons
    5. vet mode part 2 dungeons
    6. vet mode DLC dungeons
    I think that's more or less the order that the difficulty is in right now, but I think there's a big jump between step 4 and step 5. Actually, I shouldn't say that's where the jump is, because I haven't tried a vet mode part 1 dungeon since they were buffed on PTS. So the jump could be between step 3 and step 4, but I suspect not.
    lockator wrote: »
    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
    This is actually a distinct possibility.
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  • UrQuan
    UrQuan
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    Danksta wrote: »
    UrQuan wrote: »
    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.
    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.
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  • IwakuraLain42
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    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)
  • cpuScientist
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    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.
  • cpuScientist
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    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)

    Then you don't deserve the helmet lol. God people sure do love to complain LOL. YOU CANT HANDLE THE VET!!!!!
  • Oreyn_Bearclaw
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    UrQuan 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.

    We did the same dungeon with a pretty experienced group. About halfway through, or Tank asked me why it was taking so long. At first I thought something was broken, but I posted 40k on the second boss and that was when we realized he had a tad more health. haha.

    We also had one random death in trash. Like you, I actually welcomed it. Wayrest was probably the easiest vet dungeon before the patch, and it really wasnt bad at all now. Took probably 20% longer, and I saw a few mechanics I forgot existed.
  • cpuScientist
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    Ohhhh I have the perfect solution. @ZOS_GinaBruno @ZOS_RichLambert put the monster helmets in the normal dungeon but only let it drop training and prosperous. And give them 2 keys for completing normal but again those shoulders can only drop training and prosperous. Then take training and prosperous out of the vet content. BOOM BAM SOLVED YOU MAM!!!!!
  • Drummerx04
    Drummerx04
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    Some of the vet difficulties are really weird. Our group was pretty much flying through vDirefrost until we got to the final boss. I dealt something like 10 million damage to the boss/adds on a boss that had only 5.8 million health over a 9 minute fight. That's how much the boss can heal when draining a teammate and you can do NOTHING about it if your teammate can't break free. It doesn't help that the boss literally seems to ignore taunt.
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  • disintegr8
    disintegr8
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    Most of the time people using group finder are not able to faceroll any vet dungeon without high CP players. I suspect that even keeping the same mechanics and only giving enemies more health will make group finder less appealing than it already is for high level players - even if it is only because a 20-30 minute dungeon run now takes 45-60 minutes.

    I think ZOS really need to break down group finder into dungeon/player difficulty levels instead of either Vet or Normal. Looking at the patch notes for One Tamriel (I am on PS4 so have to wait), it seems they may have split the quest givers dungeons up based on difficulty level, so why can't they do the same with group finder?

    Someone at CP cap surely doesn't want to go into Vet COS hard mode looking for 2 keys with 3 sub CP100 players unless they have nothing else to do for the next few hours. Even if they know the mechanics, the additional time it takes to burn stronger enemies is going to put them off.

    I suppose you could take 4 DK tanks, each with 50k health but doing only 1k damage into a vet dungeon and take 5 hours to complete it without having a death but I would rather stick needles under my finger nails.
    Australian on PS4 NA server.
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  • MakoFore
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    yup trash mobs aren't so trashy any more and take longer to wipe. most bosses have a 1 shot death mechanic now
    kind of humbling when u think uve reached a certain point and then suddenly need help to take down a move of kwarma. but good- i think its a challenge now for everyone
  • Mic1007
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    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.

    There is a difference between making dungeons fun, and making them chores. Right now, they are not fun. I nearly fell asleep doing Vet Selene's Web due to how long it took. BORING!
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  • Dagoth_Rac
    Dagoth_Rac
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    There was no need to make veteran dungeons take longer when there are now 3 pledges per day. And that is all this is - a timesink, not an actual difficulty increase. Dungeons are just gear grinds at this point. People want the gear to aid in true endgame content like Trials and PvP. There was no need to make the gear grind even worse. This is nothing but, "Hey, players, guess what? Now you have to go even longer between RNG rolls! Because we know everyone loves gear grind and RNG and wants to drag that out even more! After trash pulls, extended RNG grinds were your most requested feature!"
  • Spliffo
    Spliffo
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    These changes sound great I'm looking forward to it coming to Xbox. To those complaining I think normal mode is just what you guys are looking for, not all content is for everyone and the difficulty settings are there to cater for different skill lvls
  • SublimeSparo
    SublimeSparo
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    Awesome dungeon trash will now take as long as trial trash. I'm so excited that I just can't hide it. I am about to lose control and I think I like it. What we say "trash mobs in trials with tons of health are boring"
    What ZoS hear "They love trials trash mobs with tons of health lets put them in dungeons too"
    Meanwhile trash mobs be like: And Then ZoS be like "Check out our new shinys and housing-"
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  • disintegr8
    disintegr8
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    @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.
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • Francescolg
    Francescolg
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    For random groups, with one or two or three less-well experienced players, all (veteran) dungeon modes have become a horror, as you never know who will be in your group. Nothing is error-forgiving. So, random groups (as experienced today) will take you a 2 digit number of tryes per (last) boss, while loosing motivation with every round... I hope so many ppl will q...t this game, so that ZOS can wake up and maybe redeploy some people...

    Beside that, there is a very salty taste about the direction, this game is heading too.
    We already had so much "difficult" content and now they had to make the whole game XXL-difficult: A cockaigne for powergamers, difficult content everywhere: Craglorn revamped, the IC dungeons, the summer-patch dungeons, vMA, vDSA, all trials, etc. etc., and now every single veteran dungeon. Now, the level of difficulty is so amazing and everywhere, that a certain part of players will be very pleased. I hope the devs vision for the future of ESO would change to a less WoW-like game!
  • SublimeSparo
    SublimeSparo
    ✭✭✭✭✭
    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.

    Gotta love youtube suggestions. Only planned the first one but the suggestions made me add the others :smiley:
    Lol at the wardens in icp 18.7M health combined, thats the health of a normal trial boss! and they're a miniboss.
    Has anyone looked at any other dungeons where there are multiple bosses at once for absurd numbers? The ones that spring to mind are: vWGT the 3 dk/templar/nb hybrids and the incineration beetles in vet blessed crucible. Cant think of any others off the top of my head
    PS4 EU CP900. PS4 NA CP600,
    vAA HM ☆ vHRC HM ☆ vSO HM ☆ vMOL
    4th Console vMOL clear,
    vMA cleared on all classes stam & magic

    My Tribe
    EU
    High Sparo - Altmer - mSo DD.
    Wood Sparo - Bosmer - sNB DD
    Nord Sparo - Nord -sDK DD/Tank.
    Bubble Girl - Imperial -sTe DD
    Succubus Sue - Breton - mNB Tank.
    Andrana Stormlock - Altmer - mTe Healer/ DD
    Elvali Marvani - Dunmer - mDK DD.
    Venemus Draconem - Redguard - sDK DD
    Jayri Leki - Redguard - sSo DD.
    Miss Jabsalot - Altmer - mTe PvP DD/ Tank
    Mireli Hlaano - Dunmer - mNB DD.
    Ms Shanks - Redguard - sNB DD/ le bank

    NA
    Dilemma Dame - Altmer - mDK DD
    Stamsorc Kitty - Redguard - sSor DD
    Aia Draconis - Imperial - sDK Tank
    Decides-Who-Lives - Argonian - mTe Healer
    You wont stop me - Altmer - mSo DD
    Stab in the dark - Khajiit - sNB DD
    Jabjabjab Beambeambeam - Dunmer - mTe DD
    Spatium Auxiliarus - Imperial - hTe Tank&bank
    Spectre - Altmer - mNB DD
    Can't-Main-Tank -Argonian - sDK offTank
  • e1team
    e1team
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    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.
  • Mic1007
    Mic1007
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    e1team wrote: »
    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.

    They made resistance standard I think; 18k for dungeon bosses.
    @Mic1007
    Champion Rank 900+
    DC/AD/EP
    PC NA

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • Ashtaris
    Ashtaris
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    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.
    Edited by Ashtaris on October 7, 2016 3:50AM
  • SublimeSparo
    SublimeSparo
    ✭✭✭✭✭
    Ashtaris wrote: »
    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.

    Any particular reason you have 37k resistances? The hard cap is 33.5k which gives 50% mitigation anything over that is only useful in pvp
    PS4 EU CP900. PS4 NA CP600,
    vAA HM ☆ vHRC HM ☆ vSO HM ☆ vMOL
    4th Console vMOL clear,
    vMA cleared on all classes stam & magic

    My Tribe
    EU
    High Sparo - Altmer - mSo DD.
    Wood Sparo - Bosmer - sNB DD
    Nord Sparo - Nord -sDK DD/Tank.
    Bubble Girl - Imperial -sTe DD
    Succubus Sue - Breton - mNB Tank.
    Andrana Stormlock - Altmer - mTe Healer/ DD
    Elvali Marvani - Dunmer - mDK DD.
    Venemus Draconem - Redguard - sDK DD
    Jayri Leki - Redguard - sSo DD.
    Miss Jabsalot - Altmer - mTe PvP DD/ Tank
    Mireli Hlaano - Dunmer - mNB DD.
    Ms Shanks - Redguard - sNB DD/ le bank

    NA
    Dilemma Dame - Altmer - mDK DD
    Stamsorc Kitty - Redguard - sSor DD
    Aia Draconis - Imperial - sDK Tank
    Decides-Who-Lives - Argonian - mTe Healer
    You wont stop me - Altmer - mSo DD
    Stab in the dark - Khajiit - sNB DD
    Jabjabjab Beambeambeam - Dunmer - mTe DD
    Spatium Auxiliarus - Imperial - hTe Tank&bank
    Spectre - Altmer - mNB DD
    Can't-Main-Tank -Argonian - sDK offTank
  • SublimeSparo
    SublimeSparo
    ✭✭✭✭✭
    Mic1007 wrote: »
    e1team wrote: »
    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.

    They made resistance standard I think; 18k for dungeon bosses.

    Supposedly they were only changing overland mobs resistances... but I am not surprised if they lied again.
    I'll try to find the thread and edit it in

    Edit: https://forums.elderscrollsonline.com/en-GB/discussion/289430/new-mob-mitigation-values-for-one-tamriel/p1

    @ZOS_Finn states that "dungeon mob mitigation remains unchanged with one tamriel" on the 2nd page

    @e1team Technically you should be doing more damage due to extra cp so either something changed in your build/setup/cp or it's a bug or they lied (maybe thaumaterge broken again)
    Edited by SublimeSparo on October 7, 2016 4:12AM
    PS4 EU CP900. PS4 NA CP600,
    vAA HM ☆ vHRC HM ☆ vSO HM ☆ vMOL
    4th Console vMOL clear,
    vMA cleared on all classes stam & magic

    My Tribe
    EU
    High Sparo - Altmer - mSo DD.
    Wood Sparo - Bosmer - sNB DD
    Nord Sparo - Nord -sDK DD/Tank.
    Bubble Girl - Imperial -sTe DD
    Succubus Sue - Breton - mNB Tank.
    Andrana Stormlock - Altmer - mTe Healer/ DD
    Elvali Marvani - Dunmer - mDK DD.
    Venemus Draconem - Redguard - sDK DD
    Jayri Leki - Redguard - sSo DD.
    Miss Jabsalot - Altmer - mTe PvP DD/ Tank
    Mireli Hlaano - Dunmer - mNB DD.
    Ms Shanks - Redguard - sNB DD/ le bank

    NA
    Dilemma Dame - Altmer - mDK DD
    Stamsorc Kitty - Redguard - sSor DD
    Aia Draconis - Imperial - sDK Tank
    Decides-Who-Lives - Argonian - mTe Healer
    You wont stop me - Altmer - mSo DD
    Stab in the dark - Khajiit - sNB DD
    Jabjabjab Beambeambeam - Dunmer - mTe DD
    Spatium Auxiliarus - Imperial - hTe Tank&bank
    Spectre - Altmer - mNB DD
    Can't-Main-Tank -Argonian - sDK offTank
  • Nidro
    Nidro
    ✭✭✭
    Honestly, i understand most of you people talking about veteran dungeons are too long and too hard now.

    This is really really a very good change they made!

    There are normal dungeons and Veteran dungeons.

    Veteran Dungeons should be for Veteran players.

    If they are NOT ABLE TO DO Veteran dungeons, go to normal :-) its simple as that.
    Now "Veteran Dungeons" are getting a whole new meaning. And i very like it.

    Well im on PS4 EU, and i really hope they release this change to us too ;-)

    There will be finally a challenge again to Play Vet Dungeons!!!

    was so boring the last few months to just walk trough and killing everything in 3 combos while walking to next boss xD
    - Champion Rank 1080 -

    Argonian Warden Tank - Never-Fights-Alone
    Highelf Sorcereress - Magicka DD - Dro m'Athra Destroyer
    Highelf Templar - Magicka DD - Dro m'Athra Destroyer
    Imperial Dragonknight - Tank - Dro m'Athra Destroyer
    Khajiit Nightblade - Stamina DD - Dro m'Athra Destroyer
    Redguard Templar - Stamina DD - Dro m'Athra Destroyer
    Darkelf Nightblade - Magicka DD - Voice of Reason
    Imperial Sorcerer - Stamina DD - The Flawless Conquerer
    Redguard Dragonknight - Stamina DD
    Argonian Templar - Healer - Heals-all-Allies -
  • cpuScientist
    cpuScientist
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    They added health resistance and a little damage. And upper the one shot. We did Valkyn today and you know what not afraid to say this. It was kinda difficult, not as bad as it used to be but we did not have it dead on the second platform. For the first time in forever he moved to the third platform. And the big maw boss before that. Well we nearly still one shotted him. But we ended up just killing adds. It was actually fun. And I currently cannot see myself soloing or 2 Manning it anytime again soon. By the way Valkyn had 5.4 million health. Nothing HUGE! But the vet hard mode of that dungeon will be dear I say near impossible for low experience groups. Whereas the update 11 version was a complete joke, and the saddest dungeon in the game. I remember when Valkyn was the hardest boss in the game lol. The first time I did it back then we were in there for hours until we got it. We had no business being in vet lol.
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