If they're not doable by decently geared/decently skilled cr 160 players they're setting up a lot of players for a bad time. [/b]-
Peekachu99 wrote: »Oh and the Spindle boss spit attack is dodgeable, you just have to actually WATCH the boss for her tell. Like any random target spell, she will TURN to the player before she does it. Pretty easy to see who/ where it's gonna go. Roll and youre fine.
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 |
@Paulington I don't understand. You're saying that the problem is skill? Not that the mechanics are designed to only be survived with a specific build and/or the handicap of CP?This is true. I could have stacked my healing ward and magicka harness. But I was at the point where I jumped into a fight without them, and it would take a group wipe to be able to reset my skills. The group didn't wipe. They were all near cap. They just completed the fight without me. That's why I was embarrassed.timidobserver wrote: »Worst case scenario equip harness Magicka.
Paulington wrote: »@Paulington I don't understand. You're saying that the problem is skill? Not that the mechanics are designed to only be survived with a specific build and/or the handicap of CP?This is true. I could have stacked my healing ward and magicka harness. But I was at the point where I jumped into a fight without them, and it would take a group wipe to be able to reset my skills. The group didn't wipe. They were all near cap. They just completed the fight without me. That's why I was embarrassed.timidobserver wrote: »Worst case scenario equip harness Magicka.
Did you mean to tag me here? A little confused. .
Sallington wrote: »Paulington wrote: »@Paulington I don't understand. You're saying that the problem is skill? Not that the mechanics are designed to only be survived with a specific build and/or the handicap of CP?This is true. I could have stacked my healing ward and magicka harness. But I was at the point where I jumped into a fight without them, and it would take a group wipe to be able to reset my skills. The group didn't wipe. They were all near cap. They just completed the fight without me. That's why I was embarrassed.timidobserver wrote: »Worst case scenario equip harness Magicka.
Did you mean to tag me here? A little confused. .
I think he meant to tag me, lol
Spindle last boss doesn't have any undodgable oneshots. His poison spit and his unbreakable stun both can be dodged. It might be hard to see if you do it with mutiple melee dps, but if you are really struggeling you could just kill the boss with destro staff light attacks from range.vyndral13preub18_ESO wrote: »I disagree. You said vet mode with scroll correct? So you had trouble on some of the games hardest 4 man content on a lower cp character? I sort of think you should. I dont know for sure, but it also sounds like you still got through it?
How did the rest of the dungeon go? I am assuming ok since you didnt mention it. So you had no problem with the vet dungeon. More so the Hard Mode you selected by reading the scroll.
Yup. And I've completed many of the other vet dungeons with scrolls before. It was just this one specific un-dodgeable mechanic that I had trouble with. Right after, we completed vet City of Ash (scroll) with no problem.
I don't mind the one-shot dodgeable mechanics. I'm familiar enough with dodge-rolling out of danger (even as magicka type with limited stam). But the one in Spindleclutch 1 ripped right through my armor and shield.
I am aware of the damage creep in this game every time they increase the CR cap and introduce overperforming sets. Ohh trust me, I'm aware. They should sacrifice the experience of the newer players just to ensure the maxed out players are being challenged. There should be another way to rectify that difference.
KingYogi415 wrote: »Vet dungeons could be 1-manned by elite players. Check youtube. Tanks and healers were becoming obsolete. 4 stormproof stambuilds running VO makes any but the newest dlc dungeons a joke.
I find it hard to believe a long time player does not understand power creep. Thing are balanced around AvA and 561's
Not new players or 1v1 duels.
KingYogi415 wrote: »No I don't agree some one not even half of cap should able to do all the hardest content in the game.
I remember doing vet dungeons at 80cp around a year ago. There were only 2 dungeon that low cp people even had a chance in. Spindle and sewers. It sucked and so did getting 1-2cp for 20+ hours of play.
When they fixed the leveling system I still waited till I had 400cp to even step foot in vWGT.
My point is I remember the struggle. But the game is so easy to progress now.
Asking for all end game content to be doable to a newcomer would kill the game. but I still get 100cp people begging to come in vet trials, and refuse to understand it's just not possible.
AhPook_Is_Here wrote: »I finished it on pledge day with 2 dps that were both below 100cp and a healer that wasn't really a healer also below 100cp. Trash clear was a bit slow. Boss fights were all fine except for the last boss. We killed it after about 20 minutes of combat, most of the time the whole group was dead besides me, mainly because of the "one-shot" mechanics. I would res the dead when I had magma shell up and they'd last about 1 min or so before dying again, mostly due to the incompetent healer. The DPS players were actually decent players for being so new, and never lost spirit. I had a very similar experience in banished cells a few days before. Some things to note in this, all of the players besides the tank were below 20k health. None of the players used block or roll dodge to avoid damage, even though the timing of the off taunt attacks operate like clockwork on all these bosses, happening immediately after another ability is used that heralds it.
I later did tempest island as a DPS with another DPS in the 300 cp range, I am at the cap myself. We wiped a few times, mostly because of the wind mechanic buffeting players back into the last bosse's aoe, but also due to the one shot charge mechanic that block didn't seem to mitigate. Block mitigation should be effective for these mechanics. We all slotted absorb magic and used it after her AOE to augment our low DPS hp pools putting ourselves above 30k after the aoe for 6 seconds. This overcame the charge problem. We used immovability pots to avoid the wind or dodge rolled to avoid the AOE if the wind was on our vector out of the aoe.
I think the mechanics are fine as is, and the problem is that players aren't using creative solutions to overcome these problems. There are lots of tools in everyone's chest to get around problems and in order for players to become better players they need to learn to think beyond their meta build they got from tamriel forge and realize there is more to their character than one is on their bar after following the build guide. I get that a lot of people like to give up if things aren't super easy, but since the training ground of hard gold and silver areas are gone for over 2 years and vet dungeons of the past failed to challenge players to improve, this kind of difficulty is necessary if zos is ever going to be able to make challenging trials and expect to have a player base trained to deal with those challenges.
I am aware of the damage creep in this game every time they increase the CR cap and introduce overperforming sets. Ohh trust me, I'm aware. They should sacrifice the experience of the newer players just to ensure the maxed out players are being challenged. There should be another way to rectify that difference.
@KingYogi415
What I experienced today was a huge dose of 'putting myself in someone else's shoes'. I've looked at the game from an end-gamer perspective until I re-lived being a CR 160 players. It's genuinely impossible to imagine without actually being there yourself. But let's just say for the sake of argument... try to imagine when you were CR 160. The dungeons may need to be more difficult for end-gamers to be entertained. I know that side of the story well. But I also think that they need to be doable for somebody new to CR 160.
Either that, or the message the dungeons communicate needs to change so that the line between what is for CR 160 players and what is for end-gamers (this can be max CP people or non-max CP people who like a challenge). Spindleclutch made me realize that I don't know where that line is anymore with 1T.
I am aware of the damage creep in this game every time they increase the CR cap and introduce overperforming sets. Ohh trust me, I'm aware. They should sacrifice the experience of the newer players just to ensure the maxed out players are being challenged. There should be another way to rectify that difference.
@KingYogi415
What I experienced today was a huge dose of 'putting myself in someone else's shoes'. I've looked at the game from an end-gamer perspective until I re-lived being a CR 160 players. It's genuinely impossible to imagine without actually being there yourself. But let's just say for the sake of argument... try to imagine when you were CR 160. The dungeons may need to be more difficult for end-gamers to be entertained. I know that side of the story well. But I also think that they need to be doable for somebody new to CR 160.
Either that, or the message the dungeons communicate needs to change so that the line between what is for CR 160 players and what is for end-gamers (this can be max CP people or non-max CP people who like a challenge). Spindleclutch made me realize that I don't know where that line is anymore with 1T.
And they are doable. Numbers aren't the problem, there's enough dps and survivability if players are competent. Come on, people were completing all vet dungeons PRE-nerf at 160CP, then vicp and vwgt at around 200cp(when they were released).
Doctordarkspawn wrote: »Doable for you, not for most of the playerbase it seems.
And at this point I dont really care what the problem is, people needing to git gud, or the game design needing fixed. Today, I met a group of two magicka sorcs, one 561 the other in the high end of the 400 range, who couldn't complete the first boss of COA in a reasonable ammount of time.
Something has gotta give. Either you need to lower the bar across the board and limit the difficulty to a new difficulty mode or we need to take a serious look at -giving- the players the tools to build their characters correctly, because as it is this game dosent give you *** to go on.
Surely you can agree, that a sample build and gear for players and detailing how to get it, would go a long way toward weeding out some of these crap DPS?
Doctordarkspawn wrote: »Doable for you, not for most of the playerbase it seems.
And at this point I dont really care what the problem is, people needing to git gud, or the game design needing fixed. Today, I met a group of two magicka sorcs, one 561 the other in the high end of the 400 range, who couldn't complete the first boss of COA in a reasonable ammount of time.
Something has gotta give. Either you need to lower the bar across the board and limit the difficulty to a new difficulty mode or we need to take a serious look at -giving- the players the tools to build their characters correctly, because as it is this game dosent give you *** to go on.
Surely you can agree, that a sample build and gear for players and detailing how to get it, would go a long way toward weeding out some of these crap DPS?
I have dreamed of a game where to unlock advanced dungeons (e.g. Veteran mode) you have to do a one time quest to prove you're capable of the role(s) you want to queue for. If Veteran dungeons are balanced around X DPS output from DPS characters, Y minimum HP on tanks, etc., there should be in-game tests for that. If you've got friends that want to carry you, you can still manually enter the dungeon, but a test/requirement to randomly queue would at least force players to adjust if they aren't up to snuff.
This is even easy to pass off in the lore, since we have the Undaunted. They're not going to let you tackle the hard stuff if they think you're not up to it.
Now-days it's hard to find group for v dungeons, not to mention a good quality group!
Before patch I could easily find pugs group in less then 10 min, which in most cases (70%) was enjoyable game-play. But now, lfg it takes 30min if not an hour, to find any kind of group where only 30% is enjoyable game time for me. That includes all 5 guilds and friend list( most are offline or not interested).
There should be somehow implemented in-game tutorials, builds, rotations, resource and buff support...
Now-days it's hard to find group for v dungeons, not to mention a good quality group!
Before patch I could easily find pugs group in less then 10 min, which in most cases (70%) was enjoyable game-play. But now, lfg it takes 30min if not an hour, to find any kind of group where only 30% is enjoyable game time for me. That includes all 5 guilds and friend list( most are offline or not interested).
There should be somehow implemented in-game tutorials, builds, rotations, resource and buff support...
My guess is that players are opting out of doing dungeons once they max out their undaunted, given that they take longer and result in more wipes now.