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.
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.
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.
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.
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.
cpuScientist wrote: »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.
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.
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.
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.
Doctordarkspawn wrote: »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.
Lord_Dexter wrote: »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)
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..
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.
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.
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.
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.Lord_Dexter wrote: »Some people were crying on PTS about vet dungeons are very easy..buff them .
This is not mistake..
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 |
Contraptions wrote: »All dungeons have been buffed, on vet at least, and I don't like it one bit. The problem I have is that they simply buffed the health and resistance values, while adding a few one shot attacks for hard mode. This to me isn't very fun. Don't get me wrong, I have no problems clearing the dungeon, and I do feel the increases to boss health are somewhat justified since they do force players to engage with the mechanics.It's going to be much harder to straight burn through them anymore, which is a good thing.
However, I do think the current health and damage values are too high. There is a threshold where the boss fight goes from being engaging to boring and tedious, and some of the new bosses are squarely in the tedious zone. If I'm not wrong the boss health values increase as the dungeon progresses, the pattern being 2, 3 and 4 million respectively with hard mode bumping the value up to a whopping 6 million. I think this is excessively high, and no boss should be above 3 million.
Let's compare this to vICP, a dungeon which many people complain about being too long, the final boss Lord Warden only has 3-4 million plus health, even on hard mode. Recently, at the end of COH1 with the Illambris Twins, each enemy had 4 million each for a total of 8 million health to whittle down. I can only imagine how boring hard mode must be when each enemy will now have 6 million for a 12 million total health. Damage sponges aren't fun, there were no significant new mechanics to engage with. The fights simply repeated themselves over and over to no end. I was bored as hell throughout the whole dungeon.
I am reminded of the time ZOS first scaled up the vet dungeons by applying a flat multiplier to all enemies. The result was an absolute clustereff where certain bosses with add-summoning mechanics like Praxin Douare in Spindle 2 and Keeper Imiril in BC2 became absolute monsters, far more difficult than even the final boss was. The amount of people who had to cheese those fights by exploiting terrain was huge. Sure, it could be done legit, but it was far too painful to bother. And when the exploits were fixed, completion rates dropped and soon nerfs were made. The exact same thing is happening here. ZOS, you need to go and tweak the multipliers, because you are currently making every vet dungeon as boring as ICP and ROM. Pug groups are going to have a lot of trouble with these new dungeons, simply because the stats requirements are now too high. I see people asking for 25k minimum dps now for vet pledges. PLEDGES.
@ZOS_Finn Please reconsider your recent changes to the vet dungeons. My suggestions are:
1. Significantly reduce the health, damage and number of all trash mobs in all vet dungeons, especially the DLC ones. ICP and the Hist dungeons need to be nerfed, not buffed. The highlight and challenge of a dungeon should come from the bosses, not the trash.
2. Standardize the health values of all bosses in all dungeons. Keep the increased health for the bosses, but lessen the disparity between first and final bosses. I suggest 2, 2.75, and 3.5 million as good amounts, with 4 million for hard mode.
3. Tie any significant mechanics to the health percentage of the boss, not how much time has passed since then. Give the boss damage reduction during the entirety of the significant mechanic, ensuring that the mechanic cannot be ignored or burned through.
4. Reduce the frequency of one-shot and dps race style mechanics. Gamyne Bandu's chain = fair, since enough warning and time is given. Selene's bear spam = annoying, since frequent and low warning time, no red telegraph given as well.
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...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
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 |
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