So I read the patch notes for the upcoming horns of the reach DLC, and while I have no opinion on most of it...this is concerning. ZoS is nerfing vWGT(again), vICP(again), vCoS, AND vRoM. Why? What did we do for you to make some of the ONLY fun and challenging 4-man content in the game easier? Don't we have enough faceroll easy dungeons? I barely even play non-DLC dungeons anymore because they are so pathetically easy...PLEASE don't do the same thing to the DLC dungeons. Yes, the inhibitor and xal-nur are hard fights...but they should be, this is your elite dungeon content, you have normal mode to faceroll, leave our vet dungeons alone! Xal-Nur doesnt need a nerf to his charge...or his roar. It goes like this as a tank...
1. Xal Nur fears you.....you break free
2. Xal Nur charges....you block and interrupt his charge by standing blocking in his AoE
3. Re-taunt Xal Nur to re-apply his aggro on you
I do this routinely on a tank with just 20k stam with NO BLOCK COST REDUCTION aside from some CP in shadow ward. My armor isnt sturdy....I dont use cost reduction glyphs...I do all that with 20k stam in between casting rapids to run 1st leg of spice. WHY ARE YOU REDUCING HIS CHARGES AND HIS BREAKING OF TAUNT? If a tank cant handle all that, thats a learn to play issue.
The same applies to the nerfs to vICP and vWGT. These are elite dungeons...please leave them alone. Already they can be done by any halfway competent group.We want HARDER 4-man content, not easier, this is NOT the way to make people feel they are getting stronger, all it does is take away the challenge for people like me, who enjoy pugging these dungeons...the last thing I want is another Elden Hollow I...I never run that place, pledge or not.