New Boss Mechanics

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  • dsalter
    dsalter
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    i want some of the boss fights from wow tbh. in an ESO environment they'd actually be fun, look at the heal fights where healers are the ones who "kill" the boss by healing a target you need to keep alive until it's full hp or the arena type fights that are sort of PvP where the boss consists of a team of 5-6/8-10 that focus on your healers, crowd control etc.

    these fights are memorable.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
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  • Dasovaruilos
    Dasovaruilos
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    The problem is that, as soon as they implement that, people will avoid it like crazy...

    I mean, just look at RoM and CoS. Even WGT and ICP...

    Even high level guildies will avoid them like the plague simply because they are mechanic heavy and take a long time and coordination to be done.

    Personally, I'd take some interesting mechanics over "one-shots for difficulty" anyday, but I believe the majority of players just doesn't like them.

    Also, look at the latest dungeons: WGT and ICP for Imperial City, RoM and CoS for SotH. They are all doing exactly what you want: mechanics heavy, increasingly. I bet the next pair of dungeons will be even harder on that aspect.
    Edited by Dasovaruilos on November 16, 2016 4:05PM
  • Asardes
    Asardes
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    I've tanked VICP without buff food and it's way easier than VRoM or VCoS. I don't think you can design doable 4 man content that's harder than the latter. In VICP and VWGT you can barely feel the difference when HM is activated but VRoM and VCoS are much harder. Only beat them HM once, and three times respectively, always with 1-2 players from the same "crew". Velidreth is insanely hard to tank because of the resistance and healing debuffs, the bombs from the statue and the lounging attack. I have to roll dodge them to be sure I don't die. If you get cornered by 2 green bubbles and can't avoid them your stamina gets reduced to 0 and you die because you can't roll dodge anymore.
    Edited by Asardes on November 16, 2016 4:31PM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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  • Doctordarkspawn
    Doctordarkspawn
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    hugocbp wrote: »
    The problem is that, as soon as they implement that, people will avoid it like crazy...

    I mean, just look at RoM and CoS. Even WGT and ICP...

    Even high level guildies will avoid them like the plague simply because they are mechanic heavy and take a long time and coordination to be done.

    Personally, I'd take some interesting mechanics over "one-shots for difficulty" anyday, but I believe the majority of players just doesn't like them.

    Also, look at the latest dungeons: WGT and ICP for Imperial City, RoM and CoS for SotH. They are all doing exactly what you want: mechanics heavy, increasingly. I bet the next pair of dungeons will be even harder on that aspect.

    If the next pair are harder, expect people to not even run them halfway through release.

    People dont understand that the vast majority hate COS and RoM for exactly what they are, it needs drilled into their heads.
  • Alagras
    Alagras
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    P3ZZL3 wrote: »
    Always the same place, same boss, same mechanic. The Dungeon is instanced, so it's preloaded. It really shouldn't be that hard to have a modlar built dungeon system that loads different states, bosses, mechanics to keep mixing things up?
    Asardes wrote: »
    It should be cool to have a randomly generated dungeon, with various boss mechanics. For example begin with a HM Warrior that calls a Possesed Manticora mid fight, continue with a Skinrai & Vashai type arena, but with 4 quarters instead of 2 halves, an ecounter with 3 Velidreths surrounded by 6 statues and finally a Rakkat with 3 Warden Dusk adds that oneshot players

    This. Some randomization in boss behavior, also for trashmobs packs composition, cause it's boring to find exactly the same mobs at the same place each single time.

    It would add nice replayability for cheap I think. Some life

    Also there could be some ambushes. I mean real ones, not like in Elden Hollow where the NB shadows ambush group at the very same place each time, and everyone runs past. They should be triggered as the group advances, so you don't get killed just because the heal took a biobreak, but force us to keep some group cohesion as we advance.
  • failkiwib16_ESO
    failkiwib16_ESO
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    ....anything that is long, too many mob fights, annoying bosses and 1-shot mechanics.
    I experience lag, I don't always get the luxury of being capeable to take responsibility for my own deaths, and neither can my group do that for me in bossfights with one-shot mechanics.

    I avoid all the dungeons like Dragonstar Arena, Maelstrom Arena, Tempest Island, Selene's Web, Blessed Crucible and Blackheart Haven, Ruins of Mazzatun, Cradle of Shadows and Imperial City Prison.

    I sometimes do Imperial City Prison if I'm with a team that can easily kill everything mob related, or I need to carry a new guildmember through it - otherwise I'm off the list....
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