I finally had the time to finish the HotR HM achievements yesterday evening. While Falkreath took a few attempts and we definitely worked for the HM clear, everyone in the group agreed that the Bloodroot Forge HM seemed totally off. We just walked in there, killed everything without breaking any sweat altogether. The 3 Amalgams were just standing still more or less, and the lava pools moved extremely slow. Is this difficulty intended? I can't imagine it is, and therefore it must be bugged. Thoughts?
P.S. This is not about bragging. I'm genuinely asking if the HM is bugged. It felt easier than any of the old vet HM dungeons.
Finished vBF HM yesterday, I've done quite a few tries with different groups. What you say... I'm not sure if it would define the dungeon. For me, and the experience I've had, it really depends on the tank. Usually when the small one spawned it all was full of lava, but you've to move right. The Amalgams will indeed stand still if the tank also does.
Although in one of our groups, our tank noticed that the Amalgams weren't really answering to taunt at some points. Still, what I say about the fight depending on a tank: The Amalgams do a heavy attack that can easily one shoot the DD. Tank has to block those, or if they had low health they'll also get killed. Even in not HM, one of the groups I was in, our tank would still get one shooted if two Amalgams did this heavy attack at the same time or one after the other without time to heal the tank. It also depends on how the tank moves them.
I do not think it is bugged, although I think the fight, when you know how to do it, and you've a good group, is pretty easy. Yesterday we just needed two tries to do it with the group I was in. Honestly I do think it is easier than even veteran Veli without HM, -much- easier.
@ZunaRoath
The speed runs are definitely more challenging than the HM, which says a lot. 20 minutes is a small time window, you practically only have 1 shot at the boss.
FloppyTouch wrote: »<.< speak for yourselves I'm no noob but with a pug group these vet dungeons are not easy. Just came out yesterday but after 6 failed pug groups I called it a day.
Maybe I will feel different this weekend when I'm able to play with guild memebers but right now they don't feel easy at all.
@ZunaRoath
The speed runs are definitely more challenging than the HM, which says a lot. 20 minutes is a small time window, you practically only have 1 shot at the boss.
@ZunaRoath
The speed runs are definitely more challenging than the HM, which says a lot. 20 minutes is a small time window, you practically only have 1 shot at the boss.
You have to skip like all the adds in vBF to get the speedrun achievement (aka only fight the bosses), 20 minutes is ridiculous.
I would imagine, but I suppose with a good group that knows what they're doing it shouldn't be horrible, maybe a few tries, yeah. I heard some people did speedrun using invisible pots to get through normal mobs, tho?
FloppyTouch wrote: »<.< speak for yourselves I'm no noob but with a pug group these vet dungeons are not easy. Just came out yesterday but after 6 failed pug groups I called it a day.
Maybe I will feel different this weekend when I'm able to play with guild memebers but right now they don't feel easy at all.
I finally had the time to finish the HotR HM achievements yesterday evening. While Falkreath took a few attempts and we definitely worked for the HM clear, everyone in the group agreed that the Bloodroot Forge HM seemed totally off. We just walked in there, killed everything without breaking any sweat altogether. The 3 Amalgams were just standing still more or less, and the lava pools moved extremely slow. Is this difficulty intended? I can't imagine it is, and therefore it must be bugged. Thoughts?
P.S. This is not about bragging. I'm genuinely asking if the HM is bugged. It felt easier than any of the old vet HM dungeons.
Finished vBF HM yesterday, I've done quite a few tries with different groups. What you say... I'm not sure if it would define the dungeon. For me, and the experience I've had, it really depends on the tank. Usually when the small one spawned it all was full of lava, but you've to move right. The Amalgams will indeed stand still if the tank also does.
Although in one of our groups, our tank noticed that the Amalgams weren't really answering to taunt at some points. Still, what I say about the fight depending on a tank: The Amalgams do a heavy attack that can easily one shoot the DD. Tank has to block those, or if they had low health they'll also get killed. Even in not HM, one of the groups I was in, our tank would still get one shooted if two Amalgams did this heavy attack at the same time or one after the other without time to heal the tank. It also depends on how the tank moves them.
I do not think it is bugged, although I think the fight, when you know how to do it, and you've a good group, is pretty easy. Yesterday we just needed two tries to do it with the group I was in. Honestly I do think it is easier than even veteran Veli without HM, -much- easier.
Interesting. It was a guild group run, and we were all on TS of course, and our tank is pretty good. Maybe that's why. The fight just felt so easy. There were no mechanics to observe whatsoever. Even the two synergy pools were not active, but maybe that is normal on HM (it makes no sense if it is normal though as you'll automatically get the "Hand Wrought Victory" achievement then). It just felt miles easier than Falkreath HM, and like you say vCoS is much harder even without HM.
That said I love the dungeon aesthetics. The place is well done.
Maybe @ZOS_GinaBruno can shoot this over to the dev team to get some insight.
I agree with you. With my group, I got all achievements in both dungeons within ~3 hours of them coming out, except Shalk Shaker, stepping in lava and the grind ones (1000 zombies, x minotaurs, etc.). The others I got the next day. And we went in with zero knowledge of mechanics, have never seen videos, and have never tried them on PTS.
Getting no deaths in vCoS and vRoM was a nice challenge when they came out. Even just the HMs required lots of practice. But the new dungeons are a joke.
The boss fight mechanics in vFH and vBF are way too slow. There's no challenge whatsoever. You get way too much time to react to things. If ZOS, for example, tripled the Earthgore Amalgam's health and made him split in 5 copies AND made one of them ALWAYS stomp during the fight, maybe it would've been a bit more challenging. Both dungeon lack anti-stack mechanics and combat is slow-pace.
s7732425ub17_ESO wrote: »I agree with you. With my group, I got all achievements in both dungeons within ~3 hours of them coming out, except Shalk Shaker, stepping in lava and the grind ones (1000 zombies, x minotaurs, etc.). The others I got the next day. And we went in with zero knowledge of mechanics, have never seen videos, and have never tried them on PTS.
Getting no deaths in vCoS and vRoM was a nice challenge when they came out. Even just the HMs required lots of practice. But the new dungeons are a joke.
The boss fight mechanics in vFH and vBF are way too slow. There's no challenge whatsoever. You get way too much time to react to things. If ZOS, for example, tripled the Earthgore Amalgam's health and made him split in 5 copies AND made one of them ALWAYS stomp during the fight, maybe it would've been a bit more challenging. Both dungeon lack anti-stack mechanics and combat is slow-pace.
Do you realize your group is in the top .1%? A lot of players at this skill level don't realize this because they never do anything with the general population (pug groups, non-hardcore guilds, etc.). These dungeons are actually great because they aren't stupid like VROM and VCOS in terms of difficulty.
s7732425ub17_ESO wrote: »I agree with you. With my group, I got all achievements in both dungeons within ~3 hours of them coming out, except Shalk Shaker, stepping in lava and the grind ones (1000 zombies, x minotaurs, etc.). The others I got the next day. And we went in with zero knowledge of mechanics, have never seen videos, and have never tried them on PTS.
Getting no deaths in vCoS and vRoM was a nice challenge when they came out. Even just the HMs required lots of practice. But the new dungeons are a joke.
The boss fight mechanics in vFH and vBF are way too slow. There's no challenge whatsoever. You get way too much time to react to things. If ZOS, for example, tripled the Earthgore Amalgam's health and made him split in 5 copies AND made one of them ALWAYS stomp during the fight, maybe it would've been a bit more challenging. Both dungeon lack anti-stack mechanics and combat is slow-pace.
Do you realize your group is in the top .1%? A lot of players at this skill level don't realize this because they never do anything with the general population (pug groups, non-hardcore guilds, etc.). These dungeons are actually great because they aren't stupid like VROM and VCOS in terms of difficulty.
I disagree. I pug a lot with group finder, and I've done both new dungeons on HM with randoms below 300 CP. Were they speedruns + no deaths? No. But you're not supposed to get them with group finder pugs. Heck, if the vet versions were more challenging and it would be too hard for you, you could still run normal. This is what normal is for.
Cage_Lizardman wrote: »
There is little point in making dungeons that only the 0.1% has a chance on. You must be very good if you can do that with 300cp randoms, I've seen many groups all max cp fail.
I've also pugged these dungeons a lot on veteran. I've yet to see a group that could pass the final boss in BF, mostly because the tank can't take it. Falkreath's final boss I've beaten a few times, though always with many wipes even when the rest of the dungeon was fairly smooth. I'll agree that hm makes no difference on him though.
Cage_Lizardman wrote: »
There is little point in making dungeons that only the 0.1% has a chance on. You must be very good if you can do that with 300cp randoms, I've seen many groups all max cp fail.
I've also pugged these dungeons a lot on veteran. I've yet to see a group that could pass the final boss in BF, mostly because the tank can't take it. Falkreath's final boss I've beaten a few times, though always with many wipes even when the rest of the dungeon was fairly smooth. I'll agree that hm makes no difference on him though.
CP doesn't equate player skill. And actually you've touched another design issue with these dungeons - the bosses leading to the end boss pose no threat at all, with the exception of Ghalchubar, where you need good group coordination and observe the mechanics.
Cage_Lizardman wrote: »Well duh, I suppose it's possible that he randomly gets highly skilled 300cp players, and I only get 600cp "skyreach babies"
I agree with you. With my group, I got all achievements in both dungeons within ~3 hours of them coming out, except Shalk Shaker, stepping in lava and the grind ones (1000 zombies, x minotaurs, etc.). The others I got the next day. And we went in with zero knowledge of mechanics, have never seen videos, and have never tried them on PTS.
Getting no deaths in vCoS and vRoM was a nice challenge when they came out. Even just the HMs required lots of practice. But the new dungeons are a joke.
The boss fight mechanics in vFH and vBF are way too slow. There's no challenge whatsoever. You get way too much time to react to things. If ZOS, for example, tripled the Earthgore Amalgam's health and made him split in 5 copies AND made one of them ALWAYS stomp during the fight, maybe it would've been a bit more challenging. Both dungeon lack anti-stack mechanics and combat is slow-pace.