lolo_01b16_ESO wrote: »Would be great if having high dps would make the fight faster, but at the same time more difficult.
For many bosses this could easiely be accomplished by tying add spawns and other mechanics to boss hp and not to a timer.
Just imagine:
- if Rakkhat would ignore his timer and instantly jump to the next platform when he took more than 5% damage on a short one or more than 10% on a long one.
- If Valariel would sommon her adds every time she lost 15% or 20% of her hp.
- If the planar inhibitor would spawn one portal for every 3% lost hp.
Additionally you could also add enrage mechanics, that kick in when you kill a boss way to fast:
- burned down Valkyn Skoria for more than 45% on a single platform -> too bad he now destroys all the platforms, good luck surviving the rest of the fight
- burned Nerien'eth to 40% with less than 3 add waves -> prepare for some unlimited ghost spawns, similar to the mannimarco main quest but with ghosts that don't die to a single heavy attack
This would be great for many players: High end players will still have a nice challenge, no matter how much dps they can do, but players with less dps could also deal with those bosses in a slow but steady fight.
Is pretty obvious now that pretty much all content is faster completed with DPS being everything, even to the point of having 4 dps with one self survival skill is enough to burn down 90% of content.
Even to the point where "DPS Triggers" and "Timers" are in almost all new content ZOS puts out. 90% of the problem with LFG tool is CP500+ players being put with CP 100 or below players, which end up with everyone leaving because "lack of DPS", due to how now if you don't have enough DPS within the the "Timer" of the boss it becomes impossible to complete the content....and progress....
Even in PVP its all about dps / proc sets with one or two survival skills...but mainly DPS...or Burst..
Forget healers, forget tanks, for 90% of content just go full dps with one or two survival skills...this is 90% of content and its getting boring. ZOS tried to solve it by nerfing sustain into the ground but that failed miserably and only made content take even longer and worsen the problem that still exists....just to try and make healers / tanks useful again, did not work either...
Either scale up CP 100 and below players to CP 600+ dps or stop putting lower level players with higher level players in groups...thats the short fix...long fix, make healers and tanks viable again and stop making content all about "have X amount of DPS within X amount of time or you all die and can not progress, or you reach a point where boss can never die = same outcome".....
ZOS even tried to solve it by adding loads of cheapy one shot mechanics to most of it's content, again failing miserably...
This is why almost everyone now is doing this to cheese through content.
- Use highest class for DPS
- Use BIS gear and sets or as close to as possible
- Find three other players with same
- Cheese through content
- Never feel the pain of lack of dps again
Mettaricana wrote: »lolo_01b16_ESO wrote: »Would be great if having high dps would make the fight faster, but at the same time more difficult.
For many bosses this could easiely be accomplished by tying add spawns and other mechanics to boss hp and not to a timer.
Just imagine:
- if Rakkhat would ignore his timer and instantly jump to the next platform when he took more than 5% damage on a short one or more than 10% on a long one.
- If Valariel would sommon her adds every time she lost 15% or 20% of her hp.
- If the planar inhibitor would spawn one portal for every 3% lost hp.
Additionally you could also add enrage mechanics, that kick in when you kill a boss way to fast:
- burned down Valkyn Skoria for more than 45% on a single platform -> too bad he now destroys all the platforms, good luck surviving the rest of the fight
- burned Nerien'eth to 40% with less than 3 add waves -> prepare for some unlimited ghost spawns, similar to the mannimarco main quest but with ghosts that don't die to a single heavy attack
This would be great for many players: High end players will still have a nice challenge, no matter how much dps they can do, but players with less dps could also deal with those bosses in a slow but steady fight.
I like this or even better just add your odea and ad random evolving boss AI have bosses do some mechanics at random just summon adds randomly regardless of time and health boss could throw powerful attack several times in a row rather than once every few mins. Make some more bosses hve sustain drain skills like fungal 2. Have reactive skills also like say a magicka based boss when being ganged up on just does a massive f€#% your dps blast and sends all nearby players flying to get the dps burn off its back.
When magsorc can cast a single shield for extreme survival why worry about anything but cranking out dps? Magic shields should be removed.
Also, ZOS does listen. The new trial has almost no DPS checks and so many immunity phases that high DPS is almost rendered moot. Instead, the burden has shifted almost entirely to the tanks. vHoF is by far the most tank-intensive trial and it's the tanks that will make or break the run. (And yes, I have been in vHoF as both tank and as DPS.)
GrumpyDuckling wrote: »ZOS heavily nerfed resources in the Morrowind patch so people would have to "choose" between damage and sustain.
I am of the opinion that the decision was a lazy way to "fix" the problem of players stacking damage as high they could.
lordrichter wrote: »Also, ZOS does listen. The new trial has almost no DPS checks and so many immunity phases that high DPS is almost rendered moot. Instead, the burden has shifted almost entirely to the tanks. vHoF is by far the most tank-intensive trial and it's the tanks that will make or break the run. (And yes, I have been in vHoF as both tank and as DPS.)
Makes me wonder if other content has being revised to match HoF. Nerfed, as people will probably see it.
People wanted it this way. They asked for "fast action combat", and that means neglecting strategic aspects.
We all saw how much people were freaking out because the changes to sustain might require to use a heavy attack or two in their precious rotation. If they were asked to rely even more on tanks and healers they would tear the servers apart.
Is pretty obvious now that pretty much all content is faster completed with DPS being everything, even to the point of having 4 dps with one self survival skill is enough to burn down 90% of content.
Even to the point where "DPS Triggers" and "Timers" are in almost all new content ZOS puts out. 90% of the problem with LFG tool is CP500+ players being put with CP 100 or below players, which end up with everyone leaving because "lack of DPS", due to how now if you don't have enough DPS within the the "Timer" of the boss it becomes impossible to complete the content....and progress....
Even in PVP its all about dps / proc sets with one or two survival skills...but mainly DPS...or Burst..
Forget healers, forget tanks, for 90% of content just go full dps with one or two survival skills...this is 90% of content and its getting boring. ZOS tried to solve it by nerfing sustain into the ground but that failed miserably and only made content take even longer and worsen the problem that still exists....just to try and make healers / tanks useful again, did not work either...
Either scale up CP 100 and below players to CP 600+ dps or stop putting lower level players with higher level players in groups...thats the short fix...long fix, make healers and tanks viable again and stop making content all about "have X amount of DPS within X amount of time or you all die and can not progress, or you reach a point where boss can never die = same outcome".....
ZOS even tried to solve it by adding loads of cheapy one shot mechanics to most of it's content, again failing miserably...
This is why almost everyone now is doing this to cheese through content.
- Use highest class for DPS
- Use BIS gear and sets or as close to as possible
- Find three other players with same
- Cheese through content
- Never feel the pain of lack of dps again
Boss's just need hits which ignore shields and are mitigated by large amounts of physical / spell resist.
Basically "every now and then it will kill anyone in medium / light armour" and this attack needs to be taunt able.
Now tanks are required or the dps will just get destroyed one after the other.
The problem is that too many bosses ignore taunts which made people realise that they don't need tanks, or that tanks are actually a liability. Add to that all the self healing that all the classes have and healers aren't required either. Obviously ZoS have attempted to address this by cutting sustain, in hopes of lowering dps, and by pretty much removing major mending, hoping to shift groups back to the traditional group format, but honestly it hasn't worked.
Health and resist needs to matter more and bosses need to be tauntable for tanks to be important.
Incoming damage needs to be over 7kdps for self healing to no longer cut it.
For added fun I would add certain mechanics which wipe/ignore/extra damage vs shields