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

Bosses in One Tamriel Dungeons Overbuffed

GazettE
GazettE
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So bosses in all dungeon getting health buff into 2-3 mil health with the last boss HM comes with 5 mil health.

To be honest after doing pledges in this past 2 days, I feel bored as it takes more time to complete the dungeon and basically with all mechanic in each dungeon that we already know, it makes the run worsen. if your intention is to make daily dungeon more challenging, you should introduce new mechanic or add more trash mob or maybe you may buff the boss ability and healthy by slight number/percentage or whatsoever.

I think the health buff for all bosses in both VR and normal dungeon a bit too much and it does not make the run more fun, but instead its time consuming and boring.

Do you guys feels the same too? or do you guys likes the changes?
Edited by GazettE on October 7, 2016 5:13PM
561+ CP

Sorcerers - Stamina - Magicka - Stormproof

Templar - Magicka - Healer

NightBlade - Magicka - DPS
  • Voxicity
    Voxicity
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    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
    Edited by Voxicity on October 7, 2016 4:21PM
  • GazettE
    GazettE
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    KaiVox22 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

    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.
    561+ CP

    Sorcerers - Stamina - Magicka - Stormproof

    Templar - Magicka - Healer

    NightBlade - Magicka - DPS
  • Voxicity
    Voxicity
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    GazettE wrote: »
    KaiVox22 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

    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.

    Yeah I agree with you that it feels a bit tank and spanky :/
  • Izaki
    Izaki
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    KaiVox22 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. :trollface:
    @ Izaki #PCEU
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    #MoreDPSthanYou
    #Stamblade
  • Voxicity
    Voxicity
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    KaiVox22 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. :trollface:

    Of course, it's still possible with an optimal group, just harder to achieve :p
  • GazettE
    GazettE
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    The health buff is too much.
    I'd rather get one key and leave the content as it was before 1T update. If you really want to introduce HARD mode, you should come with something new that makes the fight HARDER. Not just adding more health.
    Edited by GazettE on October 7, 2016 5:27PM
    561+ CP

    Sorcerers - Stamina - Magicka - Stormproof

    Templar - Magicka - Healer

    NightBlade - Magicka - DPS
  • Taonnor
    Taonnor
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    I love the new difficulty. Its perfect now.
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  • magnusthorek
    magnusthorek
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    I don't have a problem with bosses having more HP, the problem is they also hit harder and people keep the old mentality thinking it's easy and PUG healers think they can heal fast or decent enough, tanks think they can tank while dancing and jumping in front of boss and, of course, this causes wipes, and prevent roleplayers like me, to pursue achievements
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  • dpencil
    dpencil
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    I like it. It forces more resource management, more opportunities for player error, and as others mentioned, forces you to do the mechanics.
  • AtmaDarkwolf
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    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.
  • idk
    idk
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    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.
  • GazettE
    GazettE
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    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.

    Like i said they just anyhow increase the bosses health without considering other factor that maybe affected by the changes and call it HARD MODE.

    Currently im sitting at CP 580 and with my stamsorc, i can pull dps about 20-22k single target. But still i find it the health increase for bosses too much.

    I did VCOA pledge earlier today and i managed to kill skoria without wipe with 3 other dudes with CP around 300-400. And another was stamsorc also with CP around 340 or something. We killed skoria just after the 3rd platform was destroyed (we did HM). After i completed it, i was wondering if the dps didnt perform well, theres no chance to complete the HARD Mode unless the group has pro healer who can heal everyone while standing on tiny little rock in the middle of lava.

    So yeah basically it still about dps race, just like before 1T released and the bosses getting buffed. But thats not my point, what i dont like is the duration of the fight. Its really boring not even engaging, we all know the mechanic, we all know must avoid aoe and by increasing the bosses health its just make the fight longer and boring, not even HARD and to me thats ridiculous, especially calling it HARD MODE.
    561+ CP

    Sorcerers - Stamina - Magicka - Stormproof

    Templar - Magicka - Healer

    NightBlade - Magicka - DPS
  • Khenarthi
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    I'll just stop doing the veteran versions altogether, I enjoyed doing pugs once I finally got the hang of things but it's just a chore now. I'll spend my in-game tine having fun instead.
    PC-EU
  • GazettE
    GazettE
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    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.

    Thats it, it was easy enough then they buff it by adding more health. To me, its not even challenging and i see no point on how they buffing the health only without adding new mechanic or something new.
    561+ CP

    Sorcerers - Stamina - Magicka - Stormproof

    Templar - Magicka - Healer

    NightBlade - Magicka - DPS
  • GazettE
    GazettE
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    Lolololololololol i posted this discussion like 3 days after 1T released and this was only the 2nd discussion that talk about dungeon difficulty way overbuffed.
    Now, the forum is flooded with this fishy dungeon difficulty problem.

    Wake up ZOS, read your forums. There is something to settle here @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_TristanK @ZOS_GaryA @ZOS_AlanG @ZOS_RichLambert @Wrobel @ZOS_KaiSchober
    561+ CP

    Sorcerers - Stamina - Magicka - Stormproof

    Templar - Magicka - Healer

    NightBlade - Magicka - DPS
  • Kihamai
    Kihamai
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    I went in Darkshade Caverns I normal to farm for automaton gear by myself... Dealt with the bosses and mobs just fine.
    I then tried Darkshade Caverns II normal for the same reason and couldn't get past the first set of mobs after sneaking past the kwama.
    Something is wrong. It felt like veteran mode before One Tamriel.
    pc na | trash tier
  • Mojmir
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    bottom line: it's not difficult just more time consuming and annoying.
  • ParaNostram
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    Hey I like the difficulty changes. People complained too much about everything being too easy before. Now soloing things is an actual challenge again <3
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • redspecter23
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    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?
  • idk
    idk
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    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
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    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.

    Some fights go by quickly enough, but there seems to be a large disparity. FG1 end boss is under 2 minutes and with a very solid group, probably just over 1 minute. Direfrost Keep, Wayrest Sewers 1 and Blessed Crucible are all significantly longer, approaching 5 minutes in some cases with the same group. I guess my question to ZoS is, how long should the hard mode boss fights be taking and what player skill level are they geared toward? A group doing 60k+ group dps will certainly get them done fast enough, but that's not your average pug. Pug groups might be pulling 20k combined group dps and those 4 minute fights become 12 minute marathons. When you say "pretty fast" you have to consider a number of factors including your experience and play skill relative to other players.
    Edited by redspecter23 on October 11, 2016 7:01PM
  • ZOS_JohanaB
    ZOS_JohanaB
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    This thread has been moved to Dungeons, Trials & Arenas
    Staff Post
  • GazettE
    GazettE
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    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?

    Exactly how i feel when i do dungeons lately. Very sleepy. Its not hard at all, just too long. They can increase the health but not too much like this. Or maybe just increase the health without the resistance.
    561+ CP

    Sorcerers - Stamina - Magicka - Stormproof

    Templar - Magicka - Healer

    NightBlade - Magicka - DPS
  • dagonbeer
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    Boss HP inflation is an issue, but it wouldn't be so bad if there weren't 5 minutes of downtime (read: trash) between each boss. Yeah, I'm going to keep piping in until hopefully someone takes note. Trash mobs are a waste of time. It does not provide any meaningful challenge (you can respawn and gradually wear them down) or enjoyment (aoeaoeaoeaoe) or rewards. I avoid doing coa, icp or any of the newer dungeons because there are so many trash packs, and it's plain time consuming. I challenge ZOS to find a person who enjoys the middle portion of SO.

    @ZOS_Finn @ZOS_RichLambert @ZOS_GinaBruno
  • Ashtaris
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    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.
  • Inklings
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    I'm so excited to do the same content i haven been doing for the last TWO YEARS at much more time consuming rate! /sarcasm
  • Hempyre
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    The buff didn't make the normal mode content any more fun to play, it just pushed this content further out of the hands of new and under geared players.

    Roll this mob buff back by half at least or make the rewards better... Something.

    A ton of extra work plus "one shot" mechanics and the same crap loot traits in what should be an entry level dungeon is just *** stupid.
  • GazettE
    GazettE
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    Ashtaris wrote: »
    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.

    Whats the dps class and race? I did that dung with my redguard stamsorc and i had no problem just took longer than usual. Yeah, that sucking health ability is awful.
    561+ CP

    Sorcerers - Stamina - Magicka - Stormproof

    Templar - Magicka - Healer

    NightBlade - Magicka - DPS
  • Francescolg
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    There has been already very much, "very" hard content in the game: The craglorn "remake" of veteran dungeons and the 4 last DLC-dungeons and vVMA... (there was enough stuff to do for the super-duper-pro-elitist-guys) I do not at all understand why they did this, as the "difficult" content of the game, to keep the pros entertained, was already numerous and took you several hours every day..
    Secondly, ZOS has the "completition numbers": So they had the ability (before OneTamriel) to check the %number of players, who do complete/play hardest mode dungeons. They made a statement in this direction at the beginning of 2016...

    Now, they really ----ed up. This is atrocius! Nobody asked for what they did (except some looner Testserver-guy or some pro-guild). They have the numbers!!! But they checked nothing!! I'd understand what they did, if like 50% of all players were completing veteran content too easily.. But that is not the case!! Not everybody did finish vICP/MOW etc... In my 500ppl trade guild we had like 2-4 guys per day who did vMA and maybe some doing veteran trials. No more - no less!! There was nobody requesting ALL 4-man dungeons in the game to be made that hard, no one!

    Edited by Francescolg on October 13, 2016 2:25AM
  • Kneighbors
    Kneighbors
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    Just wanted to back up the topic starter. I'm playing only random dungeons, I am not part of any kind of friends-team-up-and-grind so each time I meet different people for vet dungeon. The statistics I see is that I pass only one out of 7-8 veteran random dungeons I join. Without maxed out characters dungeon bosses became so much time consuming, you can easily spend over an 30-60 minutes on one boss. Within that time, taking into account there are 5+ bosses for each dungeon usually atleast one of the players gives it up and many times it's just that the team splits up after 1-2 hours of play and leave the idea to pass the dungeon.

    It is very sad to see it coming that way. For those who shout "Get Gut" I can only say "Get Life" :-) If you waste so much time on such a time consuming and low outcome content I feel pretty sad for you and your great skillz.
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