The only thing I think they should look at after the fixes they rolled out today is the telegraph red for the cone from the statue.
Which isn't a hard mode thing, but part of either version.
As it is, it's not a "get out of red" warning, but a "you are dead if you were standing here" indicator. You cannot dodge roll out of the red, you cannot run out of it (I was three steps away from it before it killed me twice last night). You have to watch the statue and know it's coming to move before the red is there.
End of world? no, but dumb, yes.
What makes it dumb - ZoS's repeated use of one shot mechanics.
If you are going to just insta-kill people, it should give you clear indication.
If you aren't just going to hit people without warning, then the penalty shouldn't be insta-death - it could just do 90% of your health and put a healing debuff on you like the cone attack the mini boss in AS does. That way you have a chance to recover, but it will be very hard.
Let's move away from the RNG aspects of deaths that you've started to rely more and more on and actually allow us to learn and master a fight. Most of the time when people master something, it's just about mit and burn and not the mechanics. Instead of learning to create better mechanics, you just rely on those mechanics being RNG based and one shotting anyone that fails the RNG check.
The only thing I think they should look at after the fixes they rolled out today is the telegraph red for the cone from the statue.
Which isn't a hard mode thing, but part of either version.
As it is, it's not a "get out of red" warning, but a "you are dead if you were standing here" indicator. You cannot dodge roll out of the red, you cannot run out of it (I was three steps away from it before it killed me twice last night). You have to watch the statue and know it's coming to move before the red is there.
End of world? no, but dumb, yes.
What makes it dumb - ZoS's repeated use of one shot mechanics.
If you are going to just insta-kill people, it should give you clear indication.
If you aren't just going to hit people without warning, then the penalty shouldn't be insta-death - it could just do 90% of your health and put a healing debuff on you like the cone attack the mini boss in AS does. That way you have a chance to recover, but it will be very hard.
Let's move away from the RNG aspects of deaths that you've started to rely more and more on and actually allow us to learn and master a fight. Most of the time when people master something, it's just about mit and burn and not the mechanics. Instead of learning to create better mechanics, you just rely on those mechanics being RNG based and one shotting anyone that fails the RNG check.
I dislike one-shot mechanics in General, it seem they thing that makes it hard. But it doesn't it makes them annoying and not very fun. It's more fun to figure out how to do a fight while you are fighting, not get murder and then go "Oh I think I know how it works" @ZOS_Finn
Twenty0zTsunami wrote: »The only thing I think they should look at after the fixes they rolled out today is the telegraph red for the cone from the statue.
Which isn't a hard mode thing, but part of either version.
As it is, it's not a "get out of red" warning, but a "you are dead if you were standing here" indicator. You cannot dodge roll out of the red, you cannot run out of it (I was three steps away from it before it killed me twice last night). You have to watch the statue and know it's coming to move before the red is there.
End of world? no, but dumb, yes.
What makes it dumb - ZoS's repeated use of one shot mechanics.
If you are going to just insta-kill people, it should give you clear indication.
If you aren't just going to hit people without warning, then the penalty shouldn't be insta-death - it could just do 90% of your health and put a healing debuff on you like the cone attack the mini boss in AS does. That way you have a chance to recover, but it will be very hard.
Let's move away from the RNG aspects of deaths that you've started to rely more and more on and actually allow us to learn and master a fight. Most of the time when people master something, it's just about mit and burn and not the mechanics. Instead of learning to create better mechanics, you just rely on those mechanics being RNG based and one shotting anyone that fails the RNG check.
I dislike one-shot mechanics in General, it seem they thing that makes it hard. But it doesn't it makes them annoying and not very fun. It's more fun to figure out how to do a fight while you are fighting, not get murder and then go "Oh I think I know how it works" @ZOS_Finn
so you want to be able ot stand in special attacks from boss?
Where then does the challenge come in?
Honestly I hate the way people are clamoring for the dumbing down of the game.
One shot mechanics are the reason I avoid most dlc dungeons entirely. I spent 3 hours last night in vet icp with my healer, went through two tanks and four dps, and still couldn't get lord warden killed.
I hate that zos thinks adding rng to boss mechanics and one shot mechanics everywhere is in any way "fun" it even challenging. Its not challenging if its luck based.
Taleof2Cities wrote: »Players asked for hard modes to be “harder”.
There are already published guides from players who have cleared Scalecaller ... so it’s being done with the current mechanics.
If you want easier hard modes run the non-DLC dungeons.
I personally like that vet was made easier and hard mode made harder. Skins aren’t handed out like candy that way.
Taleof2Cities wrote: »Players asked for hard modes to be “harder”.
There are already published guides from players who have cleared Scalecaller ... so it’s being done with the current mechanics.
If you want easier hard modes run the non-DLC dungeons.
I personally like that vet was made easier and hard mode made harder. Skins aren’t handed out like candy that way.
One shot mechanics are the reason I avoid most dlc dungeons entirely. I spent 3 hours last night in vet icp with my healer, went through two tanks and four dps, and still couldn't get lord warden killed.
I hate that zos thinks adding rng to boss mechanics and one shot mechanics everywhere is in any way "fun" it even challenging. Its not challenging if its luck based.
lol,but that is the easiest DLC, his one-shot mechanic is simply avoided, and even if it kills, its so easy to rez in that fight its laughable.
One shot mechanics are the reason I avoid most dlc dungeons entirely. I spent 3 hours last night in vet icp with my healer, went through two tanks and four dps, and still couldn't get lord warden killed.
I hate that zos thinks adding rng to boss mechanics and one shot mechanics everywhere is in any way "fun" it even challenging. Its not challenging if its luck based.
lol,but that is the easiest DLC, his one-shot mechanic is simply avoided, and even if it kills, its so easy to rez in that fight its laughable.
One shot mechanics are the reason I avoid most dlc dungeons entirely. I spent 3 hours last night in vet icp with my healer, went through two tanks and four dps, and still couldn't get lord warden killed.
I hate that zos thinks adding rng to boss mechanics and one shot mechanics everywhere is in any way "fun" it even challenging. Its not challenging if its luck based.
lol,but that is the easiest DLC, his one-shot mechanic is simply avoided, and even if it kills, its so easy to rez in that fight its laughable.
It's easy for you probably. But I have seen A LOT of people dying from that shooting balls, even more people dying from the boss "pew pew pew" attack, and people dying because of white circles being spawned too far so they have no chance to jump in it before they get instakilled by AoE.
As a PUG player, I admit that this boss is definitely one of the most difficult bosses in the game.
I wanted a dungeon, not a progression trial. 'Fix' Scalecaller's Hard Mode. Doing vet is fine. But I highly suggest making the spawn locations of mechanics for the Hard Mode version consistent instead of RNGed
SGT_Wolfe101st wrote: »My guild mates and I were just talking about how the new DLC dungeons are mini trials. I am all for difficulty and if it is hard mode I expect things to be taken up a notch but there is a large segment of the ESO population that will never complete this new content on HM. Now, with other dungeons we have seen their difficulty neutered over time but I watched the Dev team fail to accomplish HM and they designed the content or at least have an inside track that we will never have. Kudos to any team that gets HM and even more to a no death run. I know currently I do not have a group or guild that will pull this off, at least not in the near future. I guess having something to work for is cool.
One shot mechanics are the reason I avoid most dlc dungeons entirely.
One shot mechanics are the reason I avoid most dlc dungeons entirely. I spent 3 hours last night in vet icp with my healer, went through two tanks and four dps, and still couldn't get lord warden killed.
I hate that zos thinks adding rng to boss mechanics and one shot mechanics everywhere is in any way "fun" it even challenging. Its not challenging if its luck based.
lol,but that is the easiest DLC, his one-shot mechanic is simply avoided, and even if it kills, its so easy to rez in that fight its laughable.