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

All vet dungeons buffed?

  • Vangy
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    I love the new changes. Now I dont need to fall asleep on keyboard while doing vet content lol. Did selene, ICP and FG yesterday. I can say I loved the new vet hard mode fight for Selene. Adds spawning, that evil one shot maul attack, her annoying grab-pull thingy. Loved it. Actually had to watch my stam management instead of face-roll 50kDPS burn in 20secs fight that most vet content used to be.
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Nidro
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    People were always whining for too easy content and too boring dungeons..
    Now they got changed in a really awesome way and people moaning again.

    Wtf are you doing?

    Nobody wants to fall asleep while playing a dungeon - even happened to me 2 or 3 times already - honestly LOL
    Its more intense fights now. SO why are you all whining?!?!?!

    BE happy about what they change, and that they CHANGE things.

    I hate when good games become bad cause its getting more and more casual.

    Veteran dungeons should NOT BE for everyone..
    If people want to have success in there you cant just summon your 2 pets and think it will work LOL

    Or just weave light attacks as dd and think it will work.

    Why cant people just LEARN HOW TO PLAY a game ?!?

    If they dont want to get better themselves they should just do quests or do normal dungeons and dont go in Veteran ones.
    Fishing is also an option for those btw.


    Yours Sincerely,

    Nidro~~


    - Champion Rank 1080 -

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  • Lord_Eomer
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    Some people were crying on PTS about vet dungeons are very easy..buff them .

    This is not mistake..
    Edited by Lord_Eomer on October 7, 2016 7:19AM
  • Doctordarkspawn
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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.

    Many have begged for something that will ruin the game for the majority. They can go suck a fat one. This will only serve to drive people who have been playing at the higher difficulty tier away, it will only serve to *** people off, and they have allready said, that the mass health increase may not even have been intended.

    I personally know a trial runner or two, and their response to the resistance buff alone, was "...Greeeeat. Bosses will be more difficult! Yay! Trash will take longer to grind down. -Why-!?" It isn't even a hit with a audience this change would likely be made for.

    So show me the people who begged for these changes, show me the people who begged that basic trash mobs should take this long to kill. And I'll show you endgame trial and dungeon runners who dont particularly care for it.

    Quit QQing for difficulty. Go back to darksouls. You are the angry hardcore player this discussion does not need.
    Edited by Doctordarkspawn on October 7, 2016 7:49AM
  • Doctordarkspawn
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    Some people were crying on PTS about vet dungeons are very easy..buff them .

    This is not mistake..

    No, it's just a mistake to lisen to these people who will never be satisfied unless their fun comes at the expense of others.

    Or, which is more likely, their arguing for something ZOS never intended in the first place.
    Edited by Doctordarkspawn on October 7, 2016 7:45AM
  • Xsorus
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    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.
  • redspecter23
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    I ran vet BC2 tonight and the changes just feel like extra added time for boss fights. There wasn't much more extra damage being thrown around but the health increases had me falling asleep waiting for the end. The last fight in particular just felt like a chore instead of a fun experience. The threat level wasn't really increased, just the duration due to massive hp inflation. I'll adapt if I have to but slowing down the pacing for boss fights just isn't the right solution in my opinion. I had a decent group and it felt slow. I can only imagine how pug groups will feel.
  • Vangy
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    Xsorus wrote: »
    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.

    That boss is so bugged. He appears far away but he is actually right next to you. Happens on his spin2win attack and the heavy attack that comes right after the add-bash phase. If u are a tank, block it. Your resists and hp should easily keep u alive. If u are a DD and tank lost aggro and u get the add-bash-phase, dodge roll just as he is about to swing. Both should keep u alive. *BEWARE* dont be fooled by how far away he "appears" to be. This boss is bugged right up the wazoo. Multiple times I learnt the hard way that this dude has some lag-tele-glitch that always makes him appear far away but he is right next to me in actuality lol.
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Vangy
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    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.
    Edited by Vangy on October 7, 2016 8:44AM
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Doctordarkspawn
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    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.
    Edited by Doctordarkspawn on October 7, 2016 9:45AM
  • Troneon
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    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.

    Keep minor and major defile on them all the time? That is 50+% less healing for boss? @Drummerx04

    Use ele drain / crusher enchantments and other items / skills to lower resistances? Even more damage....

    Should half your fight time on boss's like that?

    Edited by Troneon on October 7, 2016 9:53AM
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  • Vangy
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    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.
    Edited by Vangy on October 7, 2016 9:53AM
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Lord_Eomer
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    Vangy 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 they start hitting harder, it would be damn more difficult..

    Group will wipe easily rather than staying longer and winning..
    Edited by Lord_Eomer on October 7, 2016 9:59AM
  • Vangy
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    Vangy 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)
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • AtmaDarkwolf
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    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'
    Edited by AtmaDarkwolf on October 7, 2016 10:05AM
  • Lord_Eomer
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    Vangy wrote: »
    Vangy 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)

    What is the problem with new dungeons Muzatun or SOH?

    Boss really hits harder and mob also do good damage. I saw 531 groups failing 70% on these dungeons.

    Why do we need other dungeons like them? Wr need think about PUGS..
  • schroed360
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    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

    There s à fight with four werewolf ...also in blessed crucible i my memory is correct.
  • Doctordarkspawn
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    Vangy 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.

    I saw what they were pulling, I know how long it took. Trust me, they were doing 30 K each, and we spent a long, long time in that dungeon.

    The resistance buff might have actually become glitched, with this information preasent.
  • Khaos_Bane
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    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.
    Edited by Khaos_Bane on October 7, 2016 10:30AM
  • schroed360
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    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'

    No my dps has not change for sure. I just think that you are under that impression because
    as fight take longer you now have à more acurate display of your sustain dps opposed to the warhorn/ ulti stacking dps and boss dead at the end...
  • Asardes
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    Did both VCoS and VICP since the patch for Urgarlag's pledge. Saw no difference in the former, bosses didn't seem to have more health, what was one shot before is ones hot now too, and of course the end boss was as badass as ever. However in the latter we did notice that the 4 bosses before the Warden were pretty hard to kill, even if the DPS was very high and we didn't miss any totems - they certainly buffed those, I reckon at least 30% more health. In Wayrest Sewers II though, it was more or less the same as before, still very easy, with the exception of Garon ghost who can't be burned fast enough that it skips the tendril attack - that one needs to be taken into account from now on even for high DPS groups.

    The old dungeons who got a veteran mode are slightly more challenging, mostly because the end boss does more damage with it's special attacks. Selene's ghost bear attack is indeed one shot and can't be blocked, but the cast is long enough so it can be easily avoided - easiest for tank or whoever is facing her is just roll forward to her rear where's completely safe. The sides are less clear since there's no red cone on the ground, and got killed once at about 45 deg from center axis thinking it was safe. The Dreugh King in Fungal now has 2 consecutive AoEs and they are actually one shot if not blocking. The Lamia Queen in Arx Corinium has more health and her attack was pretty strong even before so we took no chances.

    I'm waiting to see what they did with the other dungeons, but I'm not expecting much of a change. Even if they buffed them slightly it's not something spectacular. No new mechanics were added, but the fact that both boss health and damage were increased means that they can't be simply ignored as before. Overall a positive change. I hope they buffed City of Ash II at to the level it was pre-DB, because that one was nerfed into the ground, actually spoiling all the fun and Skoria almost dies on the 1st platform.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • greylox
    greylox
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    Some of it seems arbitrary, direfrost last boss was so boring, not hard, just took forever to kill. I started rolling a doob with one hand to pass the time. Selene's was a lot better (fun wise). In my opinion the ones that didn't have a vet version before but do now are harder than the vet versions of the normal modes. For instance the two I mentioned above on vet were a lot harder than fungal grotto 1 on vet.
    PC EU

    House of the Black Lotus
    *{Smokes-in-the-Shade }* (Mag pet Sorc Argonian, prolific thief, willing participant of the dark arts, gardener of exotic...herbs)
    {Lugdum The Mechanist} (Hybrid Orc Templar, collector of ancient Ayleid smoking pipes)
    {Rantoul} (Dark Elf Magknight, likes an ale between boss fights, has been known to offer daedric princes out in a fist fight)
    {Red, The Wanderer} (Bosmer stam sorc and hunter extraordinaire)
    {Shoots-For-Stars} (Argonian Mag pet Sorc Ice mage Healer)
    *{Jinny the spark }* (Sassy Imperial Stamplar)
    {Crezzi the Drifter} (Magblade khajiit burglar, available for questionable operations)
    {Grif the Despised} (StamKnight Tank Nord, Eastmarch Master Drinker and spinner of tall yarns)
    {Geraldine Stone-Heart} (High Elf MagSorc Ice Tank, Mystic, practitioner of the ancient arts)
    *{Anawinn}* (Stam pet Ward Redguard, Mother to a bear and an unruly Hunger,Librarian, field medic and natures fist)

    {*}Mains
    { CP 900+ }

    Caretaker of Battle Island (Grand Topal), the holiday destination for the discerning warrior
    Residing in Stay-Moist Mansion-Shadowfen - The Smoking Den (as of 6th feb 2017)

  • GreasyDave
    GreasyDave
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    Selene's with half a group from group finder and my mate tanking, the last BOss took ages. TBH, it took us a while to work out the best strategy - who should focus on the adds, who should focus on the Boss. None of us had actually done Selene on Vet before. Plus we started with hard mode (Which we dropped after the second wipe). Once we'd worked out how exactly the BOss and her adds were working and how to focus our damage it was "easier" - meaning it took three attempts - tank or healer succumbing to accidental bear damage in the 2 fails.

    The reason why it was harder than my usual vet experience (though we hadn't done Selene before) I think was because everything had more health. The adds took longer to kill and therefore Selene took longer to kill - which meant that there was more time for one of us to not pay attention and get caught out by the bear.

    It was bloody hard work tbh. But I did actually enjoy it.....at the end.
  • Doctordarkspawn
    Doctordarkspawn
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    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.

    The DPS could not deal with the adds with the resistances and health they were given. That's just blatent scaling *** with the mechanics.
    Edited by Doctordarkspawn on October 7, 2016 11:09AM
  • Khaos_Bane
    Khaos_Bane
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    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.
  • Asardes
    Asardes
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    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.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Khaos_Bane
    Khaos_Bane
    ✭✭✭✭✭
    Asardes wrote: »
    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.

    Agreed, the change in difficulty is good. However, the developers seem to be developing more complex one shot mechanics that can wipe the group in an instant. Those kind of unforgiving mechanics, or too many of them are not welcome to me. Especially when you have long fights and everyone has to be perfect over a long duration of time. That simply leads to aggravation and frustration IMO.

  • Doctordarkspawn
    Doctordarkspawn
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    Khaos_Bane 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.

    Yep. I'ma stop doing pledges until this is fixed. The rewards are not worth this, geting chokethorn/Skoria/whatever in a decent trait isn't worth this hell.
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    Asardes wrote: »
    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.

    This is the main reason I have had any problems in the new vets. Old mechanics people never saw or ignored, are now killing them. Once everyone was on the same page again things went smoothly.
  • Doctordarkspawn
    Doctordarkspawn
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    ✭✭✭✭✭
    Asardes wrote: »
    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.

    I'm fine with a slight increase in damage and health so we cant ignore mechanics. I'm not fine with a fight that lasts 10 years for no reason. I think the scaling needs tweaked a tad.
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