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

All vet dungeons buffed?

  • SublimeSparo
    SublimeSparo
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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.

    Lol they have 18.7 Million between them not 8
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  • Asardes
    Asardes
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    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.

    First, running more than 33K resistance is a waste, since you won't get more than 50% mitigation. Those wasted 4K, coming probably from nirnhoned or reinforced, could have been traded off for more resources from infused or more regeneration from divines + atronach or serpent mundus. I run with 31K resistance and I'm totally safe against most bosses, and the only one that shots me easily actually debuffs any resistance you may have to 0 - Velidreth and her wonderful orbs.

    Second, Selene's warning is quite long, and the bear can even be dodged after it appears, but before actually hitting the ground. The danger cone is quite wide, and the safest is actually dodging forward and behind the boss. I actually ran the dungeon twice yesterday, got shot 1st time, learned to avoid, then got the no death achievement without any problem on 2nd run, also did on vet, for farming the head - got medium impenetrable that time and kept it; first time was prosperous and gave it away.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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    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 |

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  • EvilCroc
    EvilCroc
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    My first dungeon try after patch was vet Fungal 2. I had DD specked magplar with okay dps. I did vet Fungal day before patch and all was great. My dps was enough for killing trash, going in spider portal and freeing teammate from shades on Bandu by myself. But not afler patch. In vet Fungal 2 I feeled lack of my dps, mobs became tougher, and I wasn't able to free teammate from shades on Bandu. Anyway, I've specked my DD back to healer and DPS not my problem anymore :P But boost of vet dungeons is obvious. (Otherwise, normal Selene was sooooo easy yesterday).
    Edited by EvilCroc on October 7, 2016 11:25AM
  • Doctordarkspawn
    Doctordarkspawn
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    Asardes wrote: »
    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.

    First, running more than 33K resistance is a waste, since you won't get more than 50% mitigation. Those wasted 4K, coming probably from nirnhoned or reinforced, could have been traded off for more resources from infused or more regeneration from divines + atronach or serpent mundus. I run with 31K resistance and I'm totally safe against most bosses, and the only one that shots me easily actually debuffs any resistance you may have to 0 - Velidreth and her wonderful orbs.

    Second, Selene's warning is quite long, and the bear can even be dodged after it appears, but before actually hitting the ground. The danger cone is quite wide, and the safest is actually dodging forward and behind the boss. I actually ran the dungeon twice yesterday, got shot 1st time, learned to avoid, then got the no death achievement without any problem on 2nd run, also did on vet, for farming the head - got medium impenetrable that time and kept it; first time was prosperous and gave it away.

    I actually wasn't geting a cone at all yesterday when i ran Selene. Had to play that by ear, that was fun.
  • Mic1007
    Mic1007
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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.

    Both these bosses have easier ways to kill them. For the Fire Maw, just kill the adds. Sounds boring I know, but eventually they'll stop spawning and you will easily finish off the Maw. For, Mezeluth, just coordinate with your group - each player picking 3 o'clock, 6, 9, or 12 - and roll dodge to your assigned area avoiding any red circles.
    Edited by Mic1007 on October 7, 2016 11:29AM
    @Mic1007
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  • Khaos_Bane
    Khaos_Bane
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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.

    In general I agree with you, there needs to be easy content, mid content, and hard content. I need more playtime in each dungeon. Like I said earlier, it's just comes down to how much attn they have given to each boss encounter. Some boss encounters may need to be tuned a bit.
    Edited by Khaos_Bane on October 7, 2016 11:30AM
  • Khaos_Bane
    Khaos_Bane
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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.

    Not sure dungeons should be scaled to take hours to beat, that's a bit over the top IMO.
  • Asardes
    Asardes
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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 needs to be interrupted by bashing him while he prepares to do his "steel tornado" attack. Otherwise is one shot or almost even blocking. Also the adds that chain the tank down must be bashed by the other players to interrupt then, and then the tank must get up and bash the boss to interrupt him. The invulnerability phases and one shot mechanics in the SotH dungeons is what makes them challenging to run, and the tank has to tank, the healer to heal, and everybody to interrupt. The hardest boss to interrupt is not that one, but the 2nd one where you actually need to gap close, bash, sometimes light the brazier, and then interrupt again and roll dodge immediately to avoid damage. Those dungeons are actually fun to run with people who know the mechanics, but not so with people that don't, especially when one does not listen to what I'm telling him. You can't be carried trough those.
    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

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    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 |
  • Eweroun
    Eweroun
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    Ran Selene and Direfrost yesterday with random group. All went fine..

    In Direfrost (second DD was CP 92 , others around 400-500. I'm capped.)
    --> only died once on last boss..
    reason? some did not know the mechanics?

    Whaat.... Mechanics? Huh??
    Well, that's the only difference know.. everything has (a bit) more resistance/health, so mechanics have to be dealed with..
    Once you get the mechanics, it do takes a bit more time, but it isn't getting that much more difficult..

    Back to the old days.. when we did not achieve to get that 25-30K damage...
    I definitly like it! Great job done!

    |Lunar Lattice - Guildmaster / Fullmoon group raidlead|
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  • phaseadept
    phaseadept
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    This doesn't sound fun.

    I play to have fun, I drag myself through work so I can buy Internet to have fun.

    Spending hours in a dungeon when most people at CP cap are struggling sounds like a need to find something actually fun.

    Edit: this is why so many people stopped playing The Division. Bullet sponges with bad rewards RNG (another prosperous mask?) cause people to search for something more rewarding.
    Edited by phaseadept on October 7, 2016 11:42AM
  • Asardes
    Asardes
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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.

    Maw isn't actually a DPS race, unless you want to nuke him. The add spawns are actually linked to the health percentage of the boss. The faster you burn him, the faster the adds spawn. With high DPS groups you could always pick the nuke strategy, especially after the heavy nerf in DB game patch. But as a player who has done this dungeon back in the day, long before that nerf, (first completion at VR4 with blue VR3 gear, and no CP spent and under VR10 team mates), I know that low DPS groups need to take a more careful strategy, that involves burning the adds, then burning the boss a bit, then repeat. Have you ever tried to burn the Overfiend in VICP while ignoring the adds to see what actually happens? Firemaw is exactly the same.
    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 |
  • Doctordarkspawn
    Doctordarkspawn
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    At the end of the day I think it's safe to take a rain check on pledges for the next few days until the next incremental patch, clearly the health and damage resistance scaling needs a bit of a tweak. I dont feel like spending two hours every day doing pledges, if I truely wanted to dedicate my time and effort to something similar I'd just go play trials.
  • Doctordarkspawn
    Doctordarkspawn
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    phaseadept wrote: »
    This doesn't sound fun.

    I play to have fun, I drag myself through work so I can buy Internet to have fun.

    Spending hours in a dungeon when most people at CP cap are struggling sounds like a need to find something actually fun.

    Edit: this is why so many people stopped playing The Division. Bullet sponges with bad rewards RNG (another prosperous mask?) cause people to search for something more rewarding.

    Tell this to the legions of advocates yelling at anyone asking reasonibly why the hell this is happening. They'll just yell at you to do normal and shut up, big boys are talking.
  • phaseadept
    phaseadept
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    phaseadept wrote: »
    This doesn't sound fun.

    I play to have fun, I drag myself through work so I can buy Internet to have fun.

    Spending hours in a dungeon when most people at CP cap are struggling sounds like a need to find something actually fun.

    Edit: this is why so many people stopped playing The Division. Bullet sponges with bad rewards RNG (another prosperous mask?) cause people to search for something more rewarding.

    Tell this to the legions of advocates yelling at anyone asking reasonibly why the hell this is happening. They'll just yell at you to do normal and shut up, big boys are talking.

    Me and the rest of the "not good enough" people have tons of other games to play until our absence forces crown loot boxes to contain BIS gear. . . :wink:
  • Asardes
    Asardes
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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..

    Those groups were not failing because they couldn't pull the damage, but because they did not know and they didn't want to learn the mechanics. They were just too infatuated by the "stack and burn/heal trough it" mentality that has been cultivated in this game for the last 1.5 years. I did them with PuGs over the last couple of months. I nearly pulled my hair out while spamming the group chat with such memorable phrases as: "if you have the red circles at the feet go behind the lightning mage" or "kill the trolls before damaging the boss or you'll not be able to carry the spice" or simply "pick the spice and stop DPS on boss because he is invulnerable" and at the end "nuke the totem and kill on adds" [with the latter chained and taloned together, and close to the totem] - the healer still wastes the nova on the boss before the adds come out or the totem spawn.
    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+
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    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+
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    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Khaos_Bane
    Khaos_Bane
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    Asardes 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.

    Maw isn't actually a DPS race, unless you want to nuke him. The add spawns are actually linked to the health percentage of the boss. The faster you burn him, the faster the adds spawn. With high DPS groups you could always pick the nuke strategy, especially after the heavy nerf in DB game patch. But as a player who has done this dungeon back in the day, long before that nerf, (first completion at VR4 with blue VR3 gear, and no CP spent and under VR10 team mates), I know that low DPS groups need to take a more careful strategy, that involves burning the adds, then burning the boss a bit, then repeat. Have you ever tried to burn the Overfiend in VICP while ignoring the adds to see what actually happens? Firemaw is exactly the same.

    This hasn't been my experience, a high DPS group will be able to take out Maw by stacking and burning or dealing with the adds then focusing on the boss. When I have been in a low DPS group the adds have always overwhelmed the party.
  • zyk
    zyk
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    I dislike the notion that content should be tuned to players who don't take the time to understand the game, PUG or not. Players who learn the mechanics can complete vet content solo or duo in most cases.
    Edited by zyk on October 7, 2016 12:01PM
  • Asardes
    Asardes
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    Khaos_Bane wrote: »
    Asardes 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.

    Maw isn't actually a DPS race, unless you want to nuke him. The add spawns are actually linked to the health percentage of the boss. The faster you burn him, the faster the adds spawn. With high DPS groups you could always pick the nuke strategy, especially after the heavy nerf in DB game patch. But as a player who has done this dungeon back in the day, long before that nerf, (first completion at VR4 with blue VR3 gear, and no CP spent and under VR10 team mates), I know that low DPS groups need to take a more careful strategy, that involves burning the adds, then burning the boss a bit, then repeat. Have you ever tried to burn the Overfiend in VICP while ignoring the adds to see what actually happens? Firemaw is exactly the same.

    This hasn't been my experience, a high DPS group will be able to take out Maw by stacking and burning or dealing with the adds then focusing on the boss. When I have been in a low DPS group the adds have always overwhelmed the party.

    Exactly, because people adopted a high DPS strategy and they weren't up to it. A few weeks ago I had a very unpleasant experience with a group running VICP. First wipe at Overfiend because people ignore the adds. Then wipe after wipe at Ibomez because they didn't want to use the grenades on the mobs, and atronachs spawned like popcorn from that pool. I ended up tanking 6 of them together with the boss before one finally enraged and killed everyone. The scenario was repeated at least 3 times with me repeating in the chat that boss takes no damage, that the atronachs enrage, that they need to use the grenades to reduce their spawn rate. And was full CP group, but probably people who mindlessly grinded instead of using their brain. I haven't personally seen any group that can stack and burn on Ibomez and his atronachs while ignoring the grenades, even with 40K+ DPS and full AoE. I finally called it quits because they were too dumb and I wasted my time with them. Found some random CP300-400 on zone chat in Deshaan and finished the dungeon in ~40 minutes, with few deaths and 0 wipes because everybody followed the damned mechanics.
    Edited by Asardes on October 7, 2016 12:16PM
    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+
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    Member of:
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    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 |
  • UrQuan
    UrQuan
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    Some people were crying on PTS about vet dungeons are very easy..buff them .

    This is not mistake..
    Did you not actually read those PTS threads? People were asking for the new vet versions of the previous non-vet dungeons to be made harder (because they weren't really any harder than the non-vet, they just took more time). Nobody (or virtually nobody) was asking for the existing vet dungeons to be buffed.
    Caius Drusus Imperial DK (DC)
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    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
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    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • Faulgor
    Faulgor
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    I appreciate that the higher boss HP forces us to consider the actual mechanics, but it does next to nothing for trash fights. Also, there are some bosses where the higher HP actual turns the fight into even more of a DPS race, like Valkyn Skoria.

    Personally, I think reducing boss HP by 5% and trash mob HP by 10% would hit a good spot.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • GazettE
    GazettE
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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..... please read this and consider this @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @Wrobel @ZOS_TristanK @ZOS_Finn
    561+ CP

    Sorcerers - Stamina - Magicka - Stormproof

    Templar - Magicka - Healer

    NightBlade - Magicka - DPS
  • clocksstoppe
    clocksstoppe
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    The health buff is very lame, it just makes the fight longer and more annoying, not harder.
  • GazettE
    GazettE
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    Imagine if i have 4 alts that needs to do pledges daily just to lvl up my undaunted skill line for the passive. How long would it takes to complete all 4 alts and how boring would it be? This health buff is too much and nonsense
    561+ CP

    Sorcerers - Stamina - Magicka - Stormproof

    Templar - Magicka - Healer

    NightBlade - Magicka - DPS
  • Asardes
    Asardes
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    ✭✭✭✭
    GazettE wrote: »
    Imagine if i have 4 alts that needs to do pledges daily just to lvl up my undaunted skill line for the passive. How long would it takes to complete all 4 alts and how boring would it be? This health buff is too much and nonsense

    #PrayForFiremawambe
    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 |
  • alpehans
    alpehans
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    More health and resistance is just the easy way to increase the difficulty. It's boring and even done so in a horrible way.
    Having run several dungeons since patch, they all just take longer now. Pugs still fail the harder ones, good groups still clear everything etc ..... It just takes MUCH longer now, and leaves very little room for mistakes.
    Neither fun or challenging ..... bad move ZOS.
  • UrQuan
    UrQuan
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    GazettE wrote: »
    Imagine if i have 4 alts that needs to do pledges daily just to lvl up my undaunted skill line for the passive. How long would it takes to complete all 4 alts and how boring would it be? This health buff is too much and nonsense
    Although at least you do now have an alternative to pledges for leveling your Undaunted...
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    GazettE wrote: »
    Imagine if i have 4 alts that needs to do pledges daily just to lvl up my undaunted skill line for the passive. How long would it takes to complete all 4 alts and how boring would it be? This health buff is too much and nonsense

    Did they buff the health of mobs in normal too? Or does normal not give undaunted xp?
  • Mojmir
    Mojmir
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    we've been doing hardmode dungeons,theyre taking too long. It's like watching a movie you used to love but they added commercials.
  • Doctordarkspawn
    Doctordarkspawn
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    Mojmir wrote: »
    we've been doing hardmode dungeons,theyre taking too long. It's like watching a movie you used to love but they added commercials.

    And yet people lawd this like it's *** art. I dont. Get it.
  • BlackEar
    BlackEar
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    Coa was much fun after the revamp.
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