Balance: a condition in which different elements are equal or in the correct proportions.
Since I am not a fan of just saying "GG ZOS JUST BALANCE" and literally offer 0 balance solutions, here is my trials balance wish list for each of the existing trials on live. These are intended to go hand-in-hand with the current nerfs on PTS.
Overall goal: reduce dramatically all DPS requirements for all trials and all "GGWP" mechanics. Increase difficulty of wave pulls dramatically. increase individual player responsibility. Increase individual non-boss mob impact on group. Increase invidual player impact on non-boss mob.
Global Balance Changes - Changes designed to affect the entire game.
Reduce mob HP by ~12%. The sustain nerfs would make dealing with some time based mechanics near impossible. This is designed to assauge that issue
Reduce mob damage by ~20%. We aren't doing anything but reducing the ridiculous burst 1 shots, we will be compensating the damage elsewhere to promote player situational awareness.
Reduce mob max mitigation by 40% (mob max mit 30%). I'm sick of sharpened & penetration everything with no exception. Also, you raise the floor with zero affect on the ceiling.
Reduce mob CC immunity to 5 seconds. Chains should not provide CC immunity (nor should they ministun NPCs). Also, remove CC immunity from a lot of the mobs.
Rework mob threat tables to something like the following - Taunt = infinite threat generation. S&B's S&B passive increase threat generation by 300%. Melee physical damage 150%. Stam should undeniably have an easier job to retain threat (without taunts) on ancillary targets outside of a tank's reach or capabilities. MAKE BERSERKERS GREAT AGAIN...or exist.
Rework NPC major defile to a 50% healing debuff, 75% shield suppression and 100% health recovery debuff.
Veteran Aetherian Archive -
Overcharger
- Reduce overcharge thingy damage by an additional 5%. This is potent and has the potential to kill a player outright on live in a matter of seconds before they can react.
- Reduce call lightning damage by an additional 10%. Double the amount of call lightning's hitting the ground. This + the lightning should be the big kill mechanic on, ahem, wave pulls. The amount of overcharges hitting the ground will disuade players from AFK DPSing as well as spreading out and requiring additional healing capabilities from the team.
Chainspinner
- The AOE should be around the chain spinner, not the ground. Have it snare for 2 seconds and then immobilize after that time, like the one from Dota 2 Crystal Maiden aghs ult, I mean Warden Sleet Storm.
Nullifiers
- Should negate. This + chain spinner immobilize + overcharger AOE should amount to a significant amount of GET REKT for players who have no experience in keeping themselves alive, as well as punishing people in a zergball formation. So now mobs have synergy with eachother.
Valariel
- Increase time during adds phase by 10-15 seconds. Reducing the "GGWP" mechanic allowing lesser effective groups to not get GGWP'd. A full up team with moderate DPS should only fail this mechanic because teamates are dead.
- Make Frost Breath a significantly larger cone, increase attack windup time by 1/2 a second and slightly decrease frequency. Make attack random direction. This + Rain of Wisps should be the kill mechanic for Valariel, putting stress on DPS to mitigate through it & Rain of Wisps. Groups should fail specifically because of inability to rez or mitigate Frost breath AOE appropriately.
The Mage
- Have axes spawn at specific HP marks. 90-70-50-40-30. This is to ensure that tanks build up to their maximum tanking capabilities on known timers to ensure a slow team that is doing everything correctly with the exception of 70K AOE SCAMP AND DESTRO ULTI MEGAPOWER DPS requirements. Fight increases in difficulty as the HP bar decreases, not because lol time. Also helps alleviate issues with struggling tanks, wherein the group can request a DPS or healer taunt a numerically ordered axe at a specific time. WE @ ZOS PROMOTE PLANNING.
- Conjured Image should link at random one individual player, siphoning 10% of their health and doing that damage to the group, increasing in intervals of 5% every 2 seconds. Snare the player but offer the linked player immunity to mines & black holes while linked. The linked player should get a massive DPS buff the encourage less AFK DPS and more situational awareness and tactical employment. Tank/Healer getting linked obviously encourages a groupwide burn on the Conjured Image.
- Slightly increase the frequency of the Single Target fist punch attack of the storm atro. Decrease the animation time. A loose atro on an unexpecting target should be "HELLO GARBAGE TANK TAUNT PLS" level of panic.
Veteran Hel Ra Citadel -
Destroyer
- Reduce wrecking blow animation by like half. Also, I personally would like it to spam wrecking blow if the first one is not mitgated. Infact remove all abilities this mob does except wrecking blow. And then add leap for 17k+ for old time's sake and rename it 1.7 stam DK. But we'll settle for the initial request.
- Decrease it's channel time by a second.
War Priest
- Increase potency of the AOE heal circle by 100%. I feel this mob serves no real purpose in the trial outside of extending the fight by a few seconds. Make us players deal with it specifically.
- Make the reverb instant, inflicting major defile. Big ass debuff that requires purging. Increase frequency by 50%.
Gargoyles
- Decrease scaling of gargoyle Ground Quake by 15%.
RaKotwotututoautaughoudasf 1st Boss VHRC
- Decrease maximum amount of windclouds by 2. Make windclouds tether to players ALA rakkhat tether bubbles.
- Make spin2win phase reflect projectiles like Nyzchaleftorright, the Orsinium WB.
The Warrior
- Decouple the Thousand Cuts audio queue from the actual animation. The Thousand Cuts attack should occur AFTER the completion of the audio cue.
- Adds no longer timed. 80-60-40. The 40% zerg is the "soft burn" - their overall reduced damage from the global dmg reduction should help alleviate the incoming damage and allow for a proper boss burn to 35% with a mild group. Allow players in mild groups to build up resources and ult to deal with add phases.
- Reduce damage of Starfall by 50%. Double frequency. Add one more full cleave/thousand cuts rotation between starfalls to align with potion cooldown. This is a direct buff to argonian.
Veteran Sanctum Ophidia -
Overcharger
- Same as AA.
War Priest
- Same as VHRC.
Rockheaver Trolls
- Allow Break Free from boulder toss PLEAAAAASE. Getting chain smacked by these things into a war priest reverb and SUPRISE YOU HAVE OVERCHARGE is probably 5-6 seconds of not being able to do anything in combat other than absorb the healer's resources. Unfortuantely that won't work anymore as healers tend to stare at walls mashing BOL so now you'll just die since you're not in BOL cone.
- Increase poison infection delay by .5 seconds.
- Initial spreading poison infection now inflicts major defile (purgable).
Posessed Mantikora
- Reduce ground popcorn count by 1. Decrease last blast radius.
- Increase spear snare to 80%. Snare immunity now works vs. spears. Now does major defile whilst you are inside the spear circle. Roll or get rekt. 2H with forward momentum is now BIS.
- Mantikora bleed ignores shields.
Stonebreaker
- Remove the initial adds. Overchargers now spawn 80-50-30 in pairs. I actually think it works like this but I'm not entirely sure because bridge cheese is the only method anyone ever uses. Players can now tactfully remove poison and debuffs prior to an overcharge phase, as well as build ult reliably.
- Make the overchargers spawn in the proximity of Stonebreaker. I can hear the tears already.
- Remove soft enrage mechanic entirely.
Ozara
- I'm going to say this fight is the worst designed fight in all of ESO right now. There is literally no way a GOOD group can deal with poison, overcharge, arrow spray and everything Ozara does. Killing them doesn't work because they simply respawn. The tank victory lap method is dumb beyond any reasonable measure and this fight needs some serious tuning.
- The only thing that comes to mind is to have these guys spawn in 1 minute intervals. Ideally it would look something like Ozara pins -> add spawns few seconds later -> players zerg rush add -> back to Ozara - rinse repeat.
The Serpent
- Reduce totem HP to a flat 1 mil HP. Players should be encouraged to wreck the totems, not AFK DPS through them. Having a team of 3-4 players running around zerging down totems, Lamia's and the Mantikora adds is how I would personally envision it.
- Have Lamia scream disorient nearby targets. No more afk offtank.
- Have Mantikora roar before stomp. It is strongly implied that the Manti is intended to be killed (which is fine), but given that the Serpent has siginigicant capabilities to gib players, there needs to be alotted time for players to process incoming lethal damage from an add.
- Increase magicka det timer by 3 seconds. Also, give it a significantly more pronounced effect on the entire screen. Us coloblind players typically don't know what's happening visually until it's too late.
- You will never get pull totems to work. It didn't work in VMA so I'm not entirely sure why you guys are sticking to your guns here. Teleporting tanks that cause Serpent to turn around and one shot entire team are not enjoyable features. Have them snare instead with a PRONOUNCED VISUAL EFFECT.
- Manti/Lamias no longer despawn on pink bubbles, nor do they respect a spawn check with themselves.
Veteran Maw or Lorkhaj -
Mobs in general
- The mobs are actually really strong in VMOL and I think they are all great. I have no adjustment to the wave mobs.
Zhaj'Hassa the Forgotten
- Curse now silences the player.
- Curse now has a 1 second delayed "spread" explosion. Allow for cursed players to REACT to getting cursed intead of demanding perfect positioning.
- Ensure there is a curse grace period 5% before every shield phase. There is a no death achievement associated with this trial so there shouldn't be a case of stacked mechanics that will inevitably result in the death of a player. Further cursing should cease during the grace period. This does not extend to voice chat communications
- Reduce initial shield burst damage by 10% (in addition to the global reduction). Shield dark burst damage should then increase by 2%-3%ish to allow for players who just cleansed to not immediately get blown up but to also dissuade team taking it's sweet time in bringing down the shield.
- Shields should be crittable.
- Increase pillar summoning time by 20%. This is a flat increase of the hard enrage timer by 20%.
- DO NOT ALLOW CATS TO BREAK FREE OUT OF HARD CC'S PLEASE.
Skinrai And Vashai the Twins
- Dark adds Dark Torrent range needs to be reduced by like 50%. The idea that these guys can spawn and instantly nuke the other side of the room is not balanced.
- Light adds no longer beam, they now eclipse following new ecplise rules but old eclipse ability reflection. I.E., I'm a mag sorc and I just one shot myself with an empowered frag. I'm a stam DPS and I just rended myself which also procced axe bleed i am now ded on my screen.
- Summon a powerful neutral add for every two players killed by infernal fusion. This is our relative adjustment to difficulty to discourage sloppy gameplay. The add should have the name of the player on the wrong side to ensure proper naming & shaming.
- Prayer is no longer time based, rather HP based - the same exact change as Ibomez in VICP. I suggest 75% (1 add phase) - 50% (2 add phase) - 25% (3 add phase) - 10% (4 add phase). This is a decrease in overall difficulty but it does punish relentless AFK DPS, demands careful application of DPS as well as allows players who observe mechanics to complete the boss without the unnecessarily high DPS requirements.
- Add spawns are now randomized throughout the room.
- Reduce negate radius by 2M. The negate should be centered on the boss. 3 negates = entire side Vietnam carpet negated and someone running through a negate that didn't materialize on their screen because particle count potato PC, like mine.
Rakkhat
- Increase back room time by ~10 seconds. Sometimes players get ZOS'd backroom - there should be time alotted for a recovery. Video evidence of why this is required.
https://www.youtube.com/watch?v=WsNHTUXsbYc
- Completely remove the archer spawn after lunar phase, or any other spawn afterwards. It serves no purpose other than to unnecessarily punish players who are being DPS checked yet again as if the trial didn't have enough already.
- Allow for 2 more full beam jesus beam cycles during Lunar Phase.
- Breath of Lorkaj now does major defile.
That's it.