I personally find it a lot more fun and enjoyable because it's harder to skip mechanics and just burn the boss down before anything actually happens.
Plus the fact you get 2 keys per dungeon means the time taken to get the keys actually works out as less time per key. So I have no problems with it at all
But I do agree that new mechanics would have been better. It seems like they haven't even considered balance for the most part, just increased health, res and damage of all bosses across the board with little or no thought in the specific fights
I personally find it a lot more fun and enjoyable because it's harder to skip mechanics and just burn the boss down before anything actually happens.
Plus the fact you get 2 keys per dungeon means the time taken to get the keys actually works out as less time per key. So I have no problems with it at all
But I do agree that new mechanics would have been better. It seems like they haven't even considered balance for the most part, just increased health, res and damage of all bosses across the board with little or no thought in the specific fights
Its true also, it makes us harder to skip the mechanic but with the fact that we all know already the mechanic, i find it boring. I was expecting that the HM would make the boss even more challenging with new mechanic or ideas or whatsoever but in fact they just adding more health and makes the AOE become 1 hit kill.
Even before the HM was introduced in 1T, im sure all players knows that we have to dodge any AOE or red indicator on the ground. So to me this changes really disappointing and i find it a bit ridiculous. Its just like Tank and Spank and if you feel sleepy and you made a mistake by not roll dodging or blocking, thats it.
It would be different story if the bosses have different phase when they hit certain percentages, for example VCoH. Or introduce a new challenging situation like vCOA, when you activate the HM, there will be only 3 platform for you to survive the fight or whatsoever. If you just adding more health and calling it HM, i dont know what to say already. its ridiculous.
I personally find it a lot more fun and enjoyable because it's harder to skip mechanics and just burn the boss down before anything actually happens.
Plus the fact you get 2 keys per dungeon means the time taken to get the keys actually works out as less time per key. So I have no problems with it at all
But I do agree that new mechanics would have been better. It seems like they haven't even considered balance for the most part, just increased health, res and damage of all bosses across the board with little or no thought in the specific fights
IzakiBrotheSs wrote: »I personally find it a lot more fun and enjoyable because it's harder to skip mechanics and just burn the boss down before anything actually happens.
Plus the fact you get 2 keys per dungeon means the time taken to get the keys actually works out as less time per key. So I have no problems with it at all
But I do agree that new mechanics would have been better. It seems like they haven't even considered balance for the most part, just increased health, res and damage of all bosses across the board with little or no thought in the specific fights
Get 1 Magicka Templar, 1 Stamina DK, 1 Stamina Sorcerer and a tank, and you'll skip all the mechanics.
AtmaDarkwolf wrote: »too many people with cp 560+, maxed out gear, etc, are not even for one second considering that these are CP 160 MOBS.
It should NOT BE an absolute game stopper vs 5 300+Cp dudes in gold armor who know what they are doing(Let alone higher values)
IE: good players who are not 'twitch gods' who can do vMA in their sleep
Vet dungeons(IE the old 'vet' dungeons) are scaled too high, both way more hp than needed, MUCH higher resists, and more incoming damage to players than before. a slight tweak would have been acceptable, even desired, but this is just ridiculous.
Seriously, 5 groups i've been in(All 200+ cp) have gotten stopped cold at maw in vCoA. Simply not enough dps to handle the maw fast enough, not enough healing/survival to handle the mobs.*(and I think now maw's mobs spawn instantly when killed, like 50ish on floor when hes at 20%, and regardless if u kill 20, 20 more come instantly after the first drop)
Really sorry that you people, who have had the time, and ...whatever.. to play 10+ hours a day grinding out all your gear, mastering all your twitch skills, or scripting your bots, to 'fall asleep' during vICP, but I really do think if ZoS chooses to ONLY cater to you when it comes to the game, this game is all but dead.
Giles.floydub17_ESO wrote: »All the dungeons prior to IC were far to easy. Few bosses actually needed a tank.
It's nice they offer some sort of challenge again.
redspecter23 wrote: »I think they should change the name of "hard mode" to "long mode". It's not harder at all. It just takes longer. I was actually falling asleep during the last fight in Direfrost Keep last night. How long do they want end boss fights to take?
Giles.floydub17_ESO wrote: »redspecter23 wrote: »I think they should change the name of "hard mode" to "long mode". It's not harder at all. It just takes longer. I was actually falling asleep during the last fight in Direfrost Keep last night. How long do they want end boss fights to take?
Fights go pretty fast. Don't find myself in the fight long enough as it is.
redspecter23 wrote: »I think they should change the name of "hard mode" to "long mode". It's not harder at all. It just takes longer. I was actually falling asleep during the last fight in Direfrost Keep last night. How long do they want end boss fights to take?
Last night some of the guildies and I tried to do Direfrost Keep I in Vet and the last boss was a freaking nightmare. We had two DPS'ers that could easily pull 20K plus single target DPS and we finally just gave up. For one we were both stam based DPS and as you know in prolonged fights, resource management gets to be a problem. So when she put out the blue beam of health sucking, sometimes we would have issues breaking out of it, even after taking a pot. So she would get back up to 95% health again, suck one of us almost dry to where our health was almost gone and then get hit with one of those ice bolts, dead. After spending 10 minutes or so and not getting her below 90% health, we all decided that was enough.
I think ZOS just took the lazy man's way out for the new Vet versions and buffed everything up by a factor of 4 or more, including health, physical resistance, self healing, etc. And I'm not sure they even went in and tried these dungeons after they did so. Really, I don't mind a challenge, but that last boss in DFK seemed more like a boss grind than anything else.