Preliminary disclaimer; I have in the past in fact managed to pug this, with people who had literally never been to the dungeon before. However over the last 3 days I've spent probably about 19 hours total trying to pug vBRF and have managed it once, 1 time.
There were 4 reasons that this dungeon has been proving to me to be a complete Pug-Breaker:
- Absolutely no one knew the mechanics. From CP 84 to CP 884, every single person from GF lacked knowledge.
- The mechanics are extremely unforgiving, especially on the healer and tank. On the harder bosses if the healer or tank make even a single mistake its a wipe. Personally at this point I know the mechanics extremely well and thats not a problem form e but PUGs do not have the patience for 4 hours of wipes, which btw is how long I spent continuously in one of those dungeon runs in the last 3 days. Mostly what the DPS have to do is break 10k dps and avoid standing in Red, but even so I had to pick people up a good dozen times per fight, because all the Red is instant death.
- Leavers, this applies both to uninterested players without patience, and to earnest and patient players. To start with every single time I got a group for vBRF if I was not healing the healer would leave either as soon as they saw what dungeon it was, or before the 1st boss. The vast majority of players were not patient enough to make it even past the 2nd boss, in fact only once when I was not healing did I manage to get past the 2nd boss.
Occasionally I would find a person similarly patient as myself, as long as I had one person who would stick around through the wipes we would cycle through other players constantly joining and leaving until we got a successful group. However, people have real life concerns, most of the people I met did not set aside more than 40 minutes for the random dungeon the queued for, so even when I got decent and patient players, they eventually had to leave. To even make it -to- the 4th boss I usually had to cycle through many different patient individuals; one would stick with me long enough to find a second, who would stick around long enough to find a 3rd, etc. I did have one person stick with me for a whole three hours, late enough that they joked that they might get fired from work. Mostly though, a dungeon which has been sped-run in 20 minutes by better groups, ended up taking probably on average 90 minutes without even succeeding. I managed to make it to the final boss only 3 times, in 19 hours.
- Gear. At first I tried tanking this dungeon, this was actually one of my more successful runs, I found patient players very fast, but unfortunately I dont think the healer was very good. I managed to make it to boss 6 almost entirely on self-healing, in fact I actually was doing a good amount of emergency healing on the group as well. The DPS I had with me were pulling a good 40k each, I was very lucky in that, but I was absolutely unable to rely on my healer enough for the 6th fight, which is the hardest fight for the tank IMO. Firstly the whole dungeon requires MASSIVELY more block than any other vet dungeon I've seen besides Falkreath, even regular adds on half the bosses will 1-shot the tank if he's not blocking. The 4th boss and 6th boss I felt were especially punishing on the tank's resources, the only way I can see that I could have ensured the success of the group by myself would have been to have had a full perma-block build, which is damned useless on every other dungeon. In the end I decided to try mostly to heal vBRF, and every single tank that I had some amount of success with had to stop at least once and slot more CPs into block cost reduction. The expectations on not only the gear of the tank, but the specific build, are way out of line for this dungeon compared to other Vets.
After that I tried tanking a few more times, and actually managed to get to the 2nd boss without a healer more than once, but none of the healers I found were geared or prepared to heal though the kind of damage that dungeon puts out. Since I got the impression that healing has the most carry potential for that dungeon, and after a good 16 hours healing this dungeon I maintain that impression, I decided to switch to healing.
I specifically geared to deal with pug madness before attempting this on my healer, full Kagrenac's Templar to save the group from wipes when someone made a mistake, and Hist Sap in case I made a mistake, with the 6th boss's stuns specifically in mind. TBH the Hist Sap didnt turn out to be all that useful, fairly soon I wasnt making many mistakes, and any I was making weren't avoidable with that set. Even so, since the mechanics of the 4th and 6th boss literally 1-shot the tank if they run out of resources, no amount of gear on my healer was able to ensure my success. No I did not use SPC or any of that jazz, the problem was certainly not the 2% extra clear speed that set might provide the group, the problem was people falling over in Red every 15 seconds.
Between those 4 issues that vBRF has, I managed to waste more than a full wake cycles across 3 days with only 1 successful completion. I feel like this dungeon as is belongs in guild-only territory like vet trials, its completely out of line with other vet dungeons. IMO though, rather than nerf vBRF, why doesnt Zenimax create a 3rd tier for dungeon content for more serious players. Most of the non-DLC dungeons can be soloed by certain serious players even on vet, so they all need a tier 3. Whereas imo vBRF already is that tier 3, with a giant empty chasm between it and tier 1(normal).
I dont honestly know if anything productive can come of me communicating my experience here, but if it can I would like it to, so if anyone else has any input on the massive difficulty gap between vBRF and other dungeons hopefully they can contribute.
Edited by Urza1234 on November 7, 2017 10:23AM