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My trials wishlist for balance

usmcjdking
usmcjdking
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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.
Edited by usmcjdking on May 5, 2017 6:58PM
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  • usmcjdking
    usmcjdking
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    Basically I want to spam 360aoenoscopemlg dizzy swing in trials if that hasn't been made clear.
    Edited by usmcjdking on May 5, 2017 2:57AM
    0331
    0602
  • theamazingx
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    So I'm gonna guess this is a joke based on the followup post but i have to be sure since my video is being used to endorse it.
    Edited by theamazingx on May 5, 2017 10:24AM
  • Qbiken
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    I would guess that these Changes are made with Morrowind patch notes in mind??
  • Br1ckst0n
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    usmcjdking wrote: »
    GET REKT for players who have no experience in keeping themselves alive

    Why do you want damage nerfs across the board then???

    Edit: You call players garbage for failing at certain mechanics but at the same time you want content to get nerfed because you are "garbage" at it.
    Edited by Br1ckst0n on May 5, 2017 11:09AM
    Offtank of the year 2016
  • theamazingx
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    Sooo you want to punish "afk dps", but eliminate a bunch of mechanics that already do it quite well? You realize that tunnel vision boss parsers aren't actually clearing content even on Live, right?

    You can't just eliminate every single mild dps curve. The whole purpose is to force dps to multitask, to do some damage while staying aware of their surroundings. Your proposals actually benefit the afk potato dps thy die all the time. Oh, I died? Well everyone stop dps and rez me, no consequence, all good, not like anything is gonna happen. Oh, were we just blindly parsing Zhaj and pushed him into threshhold for his meteor phase before we were ready? That's okay, there's a curse grace period, and we can crit his shields now! Just keep going! Oh, did all the dps wipe to prayer phase? That's okay! Just let the tanks build up a shell... okay rezzing... okay shell 2.... okay rezzing...

    Oh, did 3 afk dps die right before lunar? No problem! We have plenty of time now! Did 5 afk dps just die to shield throw? No worries, just take your time and rez them, we've got about an hour before the tanks taunts push him to the next add phase. Oh I'm sorry were you putting ground dots on the boss when the light add with full reflect spawned onto them? WELL *** YOU, LIGHT ATTACKS ONLY GGWP
    Edited by theamazingx on May 5, 2017 12:55PM
  • theamazingx
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    Oh, and my video that you included demonstrates a bug to be fixed, not a difficult mechanic to be nerfed.
  • rustic_potato
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    Tldr. I suck at running trials. Make it easy and braindead.
    I play how I want to.


  • GeneralPardon
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    Good joke OP! I really hope there will be punishing (one shot) mechanics in future trials for teams that don't work together effectively
    CP10+
    nMA nDSA nSO nAA nHRC nMoL nHoF nAS
  • Sinolai
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    I wouldn't support most of these nerfs, but some sound fair and intersting addition to the game. Eg. the delay time in curse spreading in MoL. Currently the first boss is a hard limit on how many stamina characters you can take to that trial. I also like the idea of summoning of special add with your name on it when you bumb into other player :D It doesn't have to be even dangerous, just something redicculous to say "you blew it".
  • NightbladeMechanics
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    I don't understand the negative responses to this thread. At all.
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  • FlyLionel
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    I don't understand the negative responses to this thread. At all.

    I second this. ^

    Well written, unfortunately I'm sure Zos wants to keep the content the same going into the Morrowind patch(maybe a few tweaks)..If they did do hard mode vet trials themselves and came to the conclusion that it was all good; fine.
    The Flyers
  • usmcjdking
    usmcjdking
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    Br1ckst0n wrote: »
    usmcjdking wrote: »
    GET REKT for players who have no experience in keeping themselves alive

    Why do you want damage nerfs across the board then???

    Edit: You call players garbage for failing at certain mechanics but at the same time you want content to get nerfed because you are "garbage" at it.

    Negative, ghostrider. We don't want to prevent player recovery - we want to increase the need to for the player to recover from combat mechanics. Between the flat reduction in healing, sustain reduction for healing and the new healing debuffs I've suggested, recovering from mechanics will not be quite as easy as "sit in healing springs, continue rotation". We heavily nerfed outgoing damage because ZOS has heavily nerfed incoming healing. This is called balance.
    Sooo you want to punish "afk dps", but eliminate a bunch of mechanics that already do it quite well? You realize that tunnel vision boss parsers aren't actually clearing content even on Live, right?

    You can't just eliminate every single mild dps curve. The whole purpose is to force dps to multitask, to do some damage while staying aware of their surroundings. Your proposals actually benefit the afk potato dps thy die all the time. Oh, I died? Well everyone stop dps and rez me, no consequence, all good, not like anything is gonna happen. Oh, were we just blindly parsing Zhaj and pushed him into threshhold for his meteor phase before we were ready? That's okay, there's a curse grace period, and we can crit his shields now! Just keep going! Oh, did all the dps wipe to prayer phase? That's okay! Just let the tanks build up a shell... okay rezzing... okay shell 2.... okay rezzing...

    Oh, did 3 afk dps die right before lunar? No problem! We have plenty of time now! Did 5 afk dps just die to shield throw? No worries, just take your time and rez them, we've got about an hour before the tanks taunts push him to the next add phase. Oh I'm sorry were you putting ground dots on the boss when the light add with full reflect spawned onto them? WELL *** YOU, LIGHT ATTACKS ONLY GGWP

    Hi.

    I did eliminate a vast majority of the DPS checks in favor of just forcing the mechanics on the players instead. I also sought to make adds in general significantly more dangerous. There is no way you will avoid warrior zerg rush, there is no way you will avoid 5 axes, there is no way you will avoid 4 add spawn on Twins, people might actually do lunar phase during Rakkhat. The current modus operandi for completing these trials with the best score possible with the least pain associated is to skip these mechanics entirely. I honestly do not know how anyone in their right mind can convince themselves this is healthy gameplay. In addition to that removing time based wipe mechanics raises the floor considerably by dramatically lowering the DPS requirement which is a concern for a vast majority of players providing feedback on trials on PTS. This does not absolve players of actually dealing with those mechanics.

    Does this make the trial easier to complete - yes it does. It lowers the barrier for entry, providing the developers with more intelligible data for further balance and content creation across a larger spectrum of player performance as well as opens a whole helluva lot of build diversity.

    How do you balance content that less than 1% of the playerbase can complete? My crystal ball tells me you can't.
    Edited by usmcjdking on May 5, 2017 5:24PM
    0331
    0602
  • theamazingx
    theamazingx
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    usmcjdking wrote: »
    Br1ckst0n wrote: »
    usmcjdking wrote: »
    GET REKT for players who have no experience in keeping themselves alive

    Why do you want damage nerfs across the board then???

    Edit: You call players garbage for failing at certain mechanics but at the same time you want content to get nerfed because you are "garbage" at it.

    Negative, ghostrider. We don't want to prevent player recovery - we want to increase the need to for the player to recover from combat mechanics. Between the flat reduction in healing, sustain reduction for healing and the new healing debuffs I've suggested, recovering from mechanics will not be quite as easy as "sit in healing springs, continue rotation". We heavily nerfed outgoing damage because ZOS has heavily nerfed incoming healing. This is called balance.

    If you insist on removing every semblance of a dps curve, it would be even more. "Sit in healing springs and continue rotation" doesn't become more complex by tossing in a couple purges and removing any responsibility from dps to do damage while they survive.

    And reducing incoming damage at the same time as reducing incoming healing doesn't do anything but increase players' effective health pool. That's not balance, it's a convoluted way to make things easier. A bunch of people seem to have this idea that every nerf impacting them was an unintended side effect of something else, to be "balanced" out with some other change, but no: healing reduction is intentional, dps reduction is intentional, tank sustain reduction is intentional. This is their way of combatting power creep that's been escalating for ages.
  • Xrucible
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    Great ideas to make end game raiding braindead. Current style of gameplay rewards good teams with incentives to get better to skip certain mechanics. Lunar, 3-4 adds phase, Warrior enrage, 4-5th axe and Serpent pink bubble are all skippable if you have a good team

    Forcing the mechanics on to players goes against the core of "play how you want" philosophy of ZOS.


    On a long break from ESO.
  • usmcjdking
    usmcjdking
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    Xrucible wrote: »
    Current style of gameplay rewards good teams with incentives to get better to skip certain mechanics.

    lol

    cheesers gonna cling to cheesing
    0331
    0602
  • theamazingx
    theamazingx
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    usmcjdking wrote: »
    Br1ckst0n wrote: »
    usmcjdking wrote: »
    GET REKT for players who have no experience in keeping themselves alive

    Why do you want damage nerfs across the board then???

    Edit: You call players garbage for failing at certain mechanics but at the same time you want content to get nerfed because you are "garbage" at it.

    Negative, ghostrider. We don't want to prevent player recovery - we want to increase the need to for the player to recover from combat mechanics. Between the flat reduction in healing, sustain reduction for healing and the new healing debuffs I've suggested, recovering from mechanics will not be quite as easy as "sit in healing springs, continue rotation". We heavily nerfed outgoing damage because ZOS has heavily nerfed incoming healing. This is called balance.
    Sooo you want to punish "afk dps", but eliminate a bunch of mechanics that already do it quite well? You realize that tunnel vision boss parsers aren't actually clearing content even on Live, right?

    You can't just eliminate every single mild dps curve. The whole purpose is to force dps to multitask, to do some damage while staying aware of their surroundings. Your proposals actually benefit the afk potato dps thy die all the time. Oh, I died? Well everyone stop dps and rez me, no consequence, all good, not like anything is gonna happen. Oh, were we just blindly parsing Zhaj and pushed him into threshhold for his meteor phase before we were ready? That's okay, there's a curse grace period, and we can crit his shields now! Just keep going! Oh, did all the dps wipe to prayer phase? That's okay! Just let the tanks build up a shell... okay rezzing... okay shell 2.... okay rezzing...

    Oh, did 3 afk dps die right before lunar? No problem! We have plenty of time now! Did 5 afk dps just die to shield throw? No worries, just take your time and rez them, we've got about an hour before the tanks taunts push him to the next add phase. Oh I'm sorry were you putting ground dots on the boss when the light add with full reflect spawned onto them? WELL *** YOU, LIGHT ATTACKS ONLY GGWP

    Hi.

    I did eliminate a vast majority of the DPS checks in favor of just forcing the mechanics on the players instead. I also sought to make adds in general significantly more dangerous. There is no way you will avoid warrior zerg rush, there is no way you will avoid 5 axes, there is no way you will avoid 4 add spawn on Twins, people might actually do lunar phase during Rakkhat. The current modus operandi for completing these trials with the best score possible with the least pain associated is to skip these mechanics entirely. I honestly do not know how anyone in their right mind can convince themselves this is healthy gameplay. In addition to that removing time based wipe mechanics raises the floor considerably by dramatically lowering the DPS requirement which is a concern for a vast majority of players providing feedback on trials on PTS. This does not absolve players of actually dealing with those mechanics.

    Does this make the trial easier to complete - yes it does. It lowers the barrier for entry, providing the developers with more intelligible data for further balance and content creation across a larger spectrum of player performance as well as opens a whole helluva lot of build diversity.

    How do you balance content that less than 1% of the playerbase can complete? My crystal ball tells me you can't.

    The changes coming with Morrowind already accomplish that by lowering the ceiling. It's already a thing. Even good groups will be doing mechanics again. Hell, I got my vmol hm clear last week and we did lunar, and we're already looking at new aahm strats and cleaner hrchm strats. Great. The question is what you're trying to balance with. The vethm content is DESIGNED to be completed by less than 1% of the playerbase, so that's how it's balanced. It isn't intended for any group with half-decent support and sleepy lightattack dps with a stack of soulgems each to complete. It can't be tailored for every single point on the road of progression - you either choose to get better and progress to your potential, or accept where you currently are. It's just a game, a huge one, not everyone of every playstyle or dedication level has to be able to complete every bit of content.
    Edited by theamazingx on May 5, 2017 5:43PM
  • theamazingx
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    All your asking for by lowering the "floor" for vet trials is to devalue a checkbox in your virtual achievment journal to the level that you or anyone else won't even care when you get it.
  • Bowser
    Bowser
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    usmcjdking wrote: »
    The current modus operandi for completing these trials with the best score possible with the least pain associated is to skip these mechanics entirely.

    How do you know that?
    @King-Koopa
    World First DK Tank Execute on Rakkhat HM
    Play how you want - no meta allowed!
  • Xrucible
    Xrucible
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    usmcjdking wrote: »
    Xrucible wrote: »
    Current style of gameplay rewards good teams with incentives to get better to skip certain mechanics.

    lol

    cheesers gonna cling to cheesing

    ROFL so having good group DPS as a result of great team synergy and good buff uptimes is cheesing? The troll is strong in this one..

    Your ideas would let light attack spammers clear HM content. Content that is designed for the best players of the game. I can certainly see your side of the story not every group takes half baked raiders into HM content.
    On a long break from ESO.
  • usmcjdking
    usmcjdking
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    Xrucible wrote: »
    usmcjdking wrote: »
    Xrucible wrote: »
    Current style of gameplay rewards good teams with incentives to get better to skip certain mechanics.

    lol

    cheesers gonna cling to cheesing

    ROFL so having good group DPS as a result of great team synergy and good buff uptimes is cheesing? The troll is strong in this one..

    Your ideas would let light attack spammers clear HM content. Content that is designed for the best players of the game. I can certainly see your side of the story not every group takes half baked raiders into HM content.

    Okay.

    I'm going to completely suspend reality and reduce my mental capacity to that of an assortment of garden vegetables so I can believe this to be true for the duration of this post.

    You can now:
    - Light attack spam your way through multiple, stacking lamias and Manti's in VSO HM that don't go away after bubbles.
    - Light attack spam your way through a horde of adds that instantly wrecking blow you while getting ground quaked while also doubling the block cost of Shehai Storm.
    - Light attack spam your way through multiple Hulks and Assassin's stacking on top of eachother.
    - Light attack spam your way through a dot from Conjured Images that becomes exponentianally stronger the longer it remains, whilst there's multiple on you, all while getting fist jacked by Storm Atros who have had their basic attack cast points reduced dramatically.

    Quality post seems legit bro thanks for your sage wisdom in helping me understand all this.
    Edited by usmcjdking on May 5, 2017 7:07PM
    0331
    0602
  • usmcjdking
    usmcjdking
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    ✭✭✭
    Bowser wrote: »
    usmcjdking wrote: »
    The current modus operandi for completing these trials with the best score possible with the least pain associated is to skip these mechanics entirely.

    How do you know that?

    ?
    Xrucible wrote: »
    Current style of gameplay rewards good teams with incentives to get better to skip certain mechanics.

    xcrucible sig
    A Limitless POTATO(GM).

    your sig
    Limitless - PC/NA

    ?????????????????

    ???
    Edited by usmcjdking on May 5, 2017 7:10PM
    0331
    0602
  • Bowser
    Bowser
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    Are you actually participating in this content or are you just reading what some world best super elite twitchtuber says?
    @King-Koopa
    World First DK Tank Execute on Rakkhat HM
    Play how you want - no meta allowed!
  • theamazingx
    theamazingx
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    usmcjdking wrote: »
    Bowser wrote: »
    usmcjdking wrote: »
    The current modus operandi for completing these trials with the best score possible with the least pain associated is to skip these mechanics entirely.

    How do you know that?

    ?
    Xrucible wrote: »
    Current style of gameplay rewards good teams with incentives to get better to skip certain mechanics.

    xcrucible sig
    A Limitless POTATO(GM).

    your sig
    Limitless - PC/NA

    ?????????????????

    ???

    We do try to skip one-shot mechanics, yeah. I guess that's cheesing, idk.
  • Tremors
    Tremors
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    Wow, I mean if you spent less time typing and more time practicing...you get it.
    Passionfruit GM - PC NA
    Godslayer | Dawnbringer
  • sneakymitchell
    sneakymitchell
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    Wish that any DPS build that has good substain and still do damage can be viable. But this game is more like use this and only this. Trails doesn't need a nerf a buff to some sets or even a wrath passive damage increase allowing heavy armor to use crit when being hit. It won't be that op cause heavy armor got nerf by substain when getting hit. Why can't heavy armor be 5k DPS to 7.5k lesser than light or medium armor builds.
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • Bowser
    Bowser
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    usmcjdking wrote: »
    Bowser wrote: »
    usmcjdking wrote: »
    The current modus operandi for completing these trials with the best score possible with the least pain associated is to skip these mechanics entirely.

    How do you know that?

    ?
    Xrucible wrote: »
    Current style of gameplay rewards good teams with incentives to get better to skip certain mechanics.

    xcrucible sig
    A Limitless POTATO(GM).

    your sig
    Limitless - PC/NA

    ?????????????????

    ???

    Why are you confused that a bunch of Limitless members showed up when you reposted one of our videos?
    @King-Koopa
    World First DK Tank Execute on Rakkhat HM
    Play how you want - no meta allowed!
  • usmcjdking
    usmcjdking
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    ✭✭✭
    Bowser wrote: »
    usmcjdking wrote: »
    Bowser wrote: »
    usmcjdking wrote: »
    The current modus operandi for completing these trials with the best score possible with the least pain associated is to skip these mechanics entirely.

    How do you know that?

    ?
    Xrucible wrote: »
    Current style of gameplay rewards good teams with incentives to get better to skip certain mechanics.

    xcrucible sig
    A Limitless POTATO(GM).

    your sig
    Limitless - PC/NA

    ?????????????????

    ???

    Why are you confused that a bunch of Limitless members showed up when you reposted one of our videos?

    When you learn to ask me a big boy question related to the topic I chose to speak about.

    You'll get a big boy answer.
    0331
    0602
  • akl77
    akl77
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    VSO, ozara snake boss is just really bad designed, why the exploits of tank taking adds out of the room, is it really how zos want us to do? ZOS have you actually done this fight?
    Pc na
  • Dantaria
    Dantaria
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    usmcjdking wrote: »
    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.

    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.
    Now this I second hard. In light of Morrowind changes.

    Devs, please. If you lower everyone's DPS, do adjust timers. Or hell. Remove them. vAA has always been great for teaching newbies what vetTrials are. Please, don't take this away, don't make the enter requirements unachivable for <400CP :'(

    But the rest, OP? The rest I honestly find questionable *scratches head*

    Like this, for example:
    usmcjdking wrote: »
    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.
    Eeeeerm... You do realize just how much this will trivialize things, right? EZ mode outright.
    usmcjdking wrote: »
    Zhaj'Hassa the Forgotten
    - 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
    Torn on this, to be honest.

    I do understand where you come from and I respect that. Also, I haven't passed the vMoL yet, we're currently working on Rakkhat, so not sure how much my opinion worth, but...

    Imo, stacking of mechanics is exactly what makes that battle challenging even after you figured all the mechanics out. Remove stacking and this fight is... pretty much trivial, honestly. I mean, ehehe. Just two weaks ago my group spended 4 hours on this f***er, but now? It's relatively easy. One you got it, all that's left is watching for stacking. You got cursed, boss is on 32%, think! Evaluate! Can you afford cleansing? Is there free pads awailable nearby? Will you make it in time? Or is it better to go kamikaze, to go full dmg, all-in, down to 30% and... well, dmg for as long as you can?

    That's... pretty much all the challenge left. Remove it and, imo, it'll become near trivial.


    English isn't my native, apologies for any mistakes.
  • Rinmaethodain
    Rinmaethodain
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    I dont know but i looked at the proposed changes and they look OK, all i see is slight adjustements to compensate for massive nerf fest that Morrowind is and lot of changes that would actually make players play mechanic instead of burning throught everything, giving more space for recoveries. I liked what i read.
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