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.
Lord_Dexter wrote: »Some people were crying on PTS about vet dungeons are very easy..buff them .
This is not mistake..
I tried tanking the newest DLC dungeon yesterday....Cradle of Shadow
It was fine right up until that second to last boss.....And That was pretty much impossible to beat for the group I had...The mob straight up one shot my tank multiple times....What would really annoying is the part where i'd get stuck and have to rely on team mates to bash..They'd usually do it...I'd then run away and multiple times being over 10 meters away from the mob he would still straight up one shot me.
Every other boss before that was manageable though..But straight up one shot mechanics *** me off.
Drummerx04 wrote: »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.
Doctordarkspawn wrote: »I just ran both pledges today which were, before patch, vet City of Ash and vet Banished cells.
Trash mobs took way too long to kill, we almost couldn't complete them both times not because of our heals or our tank (Allthough me, running a templar tank that barely blocks and has the capacity for group healing WAS NEEDED alongside a best in slot healer running spellpowercure) sucked, but because the DPS who were 30 K each could no longer keep up with the health or damage resistances bosses and mobs got in this patch.
This is intollerable. This has sucked the fun out of the dungeons we used to enjoy. 30 K is now adverage, and we must suffer for the privlidged few who do like 50 K DPS. It took a hour and a half, and two seperate teams, to do both pledges, likely that's rounded -down- and it's closer to 2 hours. A raid, should take two hours. These are dungeons. This. Is. Wrong.
This needs fixed as soon as possible. Reduce the health, slightly reduce resistances, greatly reduce resistances for trash. There is no reason for this.
Tbh, id rather they make things hit harder than have more HP. More hp just means things take a little longer to kill which is good in a way because it stops top end groups from just flat out ignoring mechanics. The can achieve the same thing by making stuff hit harder, like if people try to stack and burn make it a one-shot or close to one-shot on ignored mechanics. Cant say I mind the extra Hp tho.
I mean if u want ur 2 gold keys u gotta work for it. Make normals drop a blue cp 160 helm at a slightly lower drop rate. Then everyone has content they can do and enjoy. Story is the same on vet and normal now. U get to choose version 1 or version to of the dungeon and have access to all the same loot, all the story etc etc. No reason for any1 to QQ anymore. No one is missing out anything. You can do version 1 or version 2 in both normal or vet and still not be locked out of any content or gear. Just that vet awards more keys and drops helms more frequently than normal which imo, is justified.
Lord_Dexter wrote: »Tbh, id rather they make things hit harder than have more HP. More hp just means things take a little longer to kill which is good in a way because it stops top end groups from just flat out ignoring mechanics. The can achieve the same thing by making stuff hit harder, like if people try to stack and burn make it a one-shot or close to one-shot on ignored mechanics. Cant say I mind the extra Hp tho.
I mean if u want ur 2 gold keys u gotta work for it. Make normals drop a blue cp 160 helm at a slightly lower drop rate. Then everyone has content they can do and enjoy. Story is the same on vet and normal now. U get to choose version 1 or version to of the dungeon and have access to all the same loot, all the story etc etc. No reason for any1 to QQ anymore. No one is missing out anything. You can do version 1 or version 2 in both normal or vet and still not be locked out of any content or gear. Just that vet awards more keys and drops helms more frequently than normal which imo, is justified.
If thry start hitting harder, it would be damn more difficult..
Lord_Dexter wrote: »Tbh, id rather they make things hit harder than have more HP. More hp just means things take a little longer to kill which is good in a way because it stops top end groups from just flat out ignoring mechanics. The can achieve the same thing by making stuff hit harder, like if people try to stack and burn make it a one-shot or close to one-shot on ignored mechanics. Cant say I mind the extra Hp tho.
I mean if u want ur 2 gold keys u gotta work for it. Make normals drop a blue cp 160 helm at a slightly lower drop rate. Then everyone has content they can do and enjoy. Story is the same on vet and normal now. U get to choose version 1 or version to of the dungeon and have access to all the same loot, all the story etc etc. No reason for any1 to QQ anymore. No one is missing out anything. You can do version 1 or version 2 in both normal or vet and still not be locked out of any content or gear. Just that vet awards more keys and drops helms more frequently than normal which imo, is justified.
If thry start hitting harder, it would be damn more difficult..
Still better than trying to beat down an 8 mil hp boss that does almost no damage lol. (vICP 2nd last boss)
SublimeSparo wrote: »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
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
Doctordarkspawn wrote: »I just ran both pledges today which were, before patch, vet City of Ash and vet Banished cells.
Trash mobs took way too long to kill, we almost couldn't complete them both times not because of our heals or our tank (Allthough me, running a templar tank that barely blocks and has the capacity for group healing WAS NEEDED alongside a best in slot healer running spellpowercure) sucked, but because the DPS who were 30 K each could no longer keep up with the health or damage resistances bosses and mobs got in this patch.
This is intollerable. This has sucked the fun out of the dungeons we used to enjoy. 30 K is now adverage, and we must suffer for the privlidged few who do like 50 K DPS. It took a hour and a half, and two seperate teams, to do both pledges, likely that's rounded -down- and it's closer to 2 hours. A raid, should take two hours. These are dungeons. This. Is. Wrong.
This needs fixed as soon as possible. Reduce the health, slightly reduce resistances, greatly reduce resistances for trash. There is no reason for this.
2 DPS doing 30k Single target DPS is still more than enough to melt things in seconds..... Even if u fought the ICP 2nd last bosses who have a total of 8 million HP among them..... it would take 8 mil / (30k + 30k) = 130 seconds approx assuming ur tank and healer do 0 damage. You def didnt have 2 DPS doing 30k if u felt things were dying too slow. 30k is nowhere near average. 30k is well above the L2P range. Most average DPS pull 20k. Pugs pull like 15k. Top end players pull 35-50k++ depending on what meta build they are running.
That being said tho, 8 mil hp for 2nd last boss of vICP is kinda ridiculous lol. They hve more HP than lord warden himself lolol.
AtmaDarkwolf wrote: »they absolutly changed things, and no wasn't just a blanket healthbuff to everything(although that DID happen)
My dps on my stam was 30-35k with only self buffs before OT, now he does 20k
My dps on my mag was 20-25k, touching 30k if I was buffed well, now I'm lucky to see that number go past 20k
My rotation, skills, cp, etc is pretty much the same(although numbers did go up after i moved some points into piercing)
So people just saying they have more health obviously don't have dps meters to see.
We do less damage, and its NOT just resists(but it also IS resists)
I figure, suspect, that mobs (at least bosses) now have impen(IE: crit resist) because I've noticed my crits which were 9-12k with funnel, are now 4-6k
As I've pointed out before, the only people who 'are ok' with the OT changes are those who already have all the gear from trials they want, or newbies coming in fresh that do not really know about vet runs/endgame gears.
All of the trail gear NEEDED to bypass the hard mode vet inside trials are locked BEHIND said wall. IE: only those who have the gear, or have 11 buddies to pull them though (who have the gear) can get the gear. Those of us who do NOT have purple or gold gear will prob NEVER see them now since they are behind content requiring such gear to get... lol
Don't read this as a nerf everything complaint, see it as more of a 'stop alienating your largest player base'
Khaos_Bane wrote: »I have definitely noticed the change. I was in a very very experienced group in banished cells this morning. We all had 630+ CP with top gear. I took us a long time to go through BC 2 pledge, and I actually had to watch my mana as a healer. Just a lot more room for error now.
I like the difficulty change, but I fear the developers probably didn't pay attention to the details of each boss. For example Maw in vCoA, this was a DPS fight or you were overwhelmed by adds. Did the developers take these DPS fights into consideration or just apply more mitigation and health to every boss across the board. If they didn't pay attention to each boss I can see Maw being nearly impossible to defeat.
Doctordarkspawn wrote: »Khaos_Bane wrote: »I have definitely noticed the change. I was in a very very experienced group in banished cells this morning. We all had 630+ CP with top gear. I took us a long time to go through BC 2 pledge, and I actually had to watch my mana as a healer. Just a lot more room for error now.
I like the difficulty change, but I fear the developers probably didn't pay attention to the details of each boss. For example Maw in vCoA, this was a DPS fight or you were overwhelmed by adds. Did the developers take these DPS fights into consideration or just apply more mitigation and health to every boss across the board. If they didn't pay attention to each boss I can see Maw being nearly impossible to defeat.
We managed to kill maw, barely.
I am a support tank, meaning I have access to group healing as a templar tank, and I was outright needed with a healer running best in slot gear doing his best.
Drummerx04 wrote: »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.
Drummerx04 wrote: »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.
That mechanic was there before too and I saw it quite a lot with low DPS groups. Breaking free is easy, just same button combo as bashing. This was my 4th dungeon right before I hit the vet ranks with my 1st char. I quit the first time because the others were not blocking the beam to break free, and the boss healed back up again to where it was. I was aware of the mechanic because I searched the guide on internet and told them over the chat but as usual, some just ignore that and want to do it "their way" so I just let them. People will just need to (re)learn the dungeons now, and actually play as a group to beat them. That's a good change.
Khaos_Bane wrote: »Doctordarkspawn wrote: »Khaos_Bane wrote: »I have definitely noticed the change. I was in a very very experienced group in banished cells this morning. We all had 630+ CP with top gear. I took us a long time to go through BC 2 pledge, and I actually had to watch my mana as a healer. Just a lot more room for error now.
I like the difficulty change, but I fear the developers probably didn't pay attention to the details of each boss. For example Maw in vCoA, this was a DPS fight or you were overwhelmed by adds. Did the developers take these DPS fights into consideration or just apply more mitigation and health to every boss across the board. If they didn't pay attention to each boss I can see Maw being nearly impossible to defeat.
We managed to kill maw, barely.
I am a support tank, meaning I have access to group healing as a templar tank, and I was outright needed with a healer running best in slot gear doing his best.
Yeah, I figured this may be the case, lack of attention to detail. I like the boost to increase in difficulty like I stated, but paying attention to specific boss encounters should have been taken into account.
I can imagine Mezeluth in Crypt of Hearts is going to be extremely problematic now as well. This was another burn boss before he wipes the group.
Drummerx04 wrote: »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.
That mechanic was there before too and I saw it quite a lot with low DPS groups. Breaking free is easy, just same button combo as bashing. This was my 4th dungeon right before I hit the vet ranks with my 1st char. I quit the first time because the others were not blocking the beam to break free, and the boss healed back up again to where it was. I was aware of the mechanic because I searched the guide on internet and told them over the chat but as usual, some just ignore that and want to do it "their way" so I just let them. People will just need to (re)learn the dungeons now, and actually play as a group to beat them. That's a good change.
Drummerx04 wrote: »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.
That mechanic was there before too and I saw it quite a lot with low DPS groups. Breaking free is easy, just same button combo as bashing. This was my 4th dungeon right before I hit the vet ranks with my 1st char. I quit the first time because the others were not blocking the beam to break free, and the boss healed back up again to where it was. I was aware of the mechanic because I searched the guide on internet and told them over the chat but as usual, some just ignore that and want to do it "their way" so I just let them. People will just need to (re)learn the dungeons now, and actually play as a group to beat them. That's a good change.