MLGProPlayer wrote: »It's called "hard" mode for a reason...
Thannazzar wrote: »Hard mode is fine for challenging content, but cosmetics rewards shouldn't be gated behind it. Reward hard modes with gear for progression not cosmetics.
It's the damn RNG, a group could be more than capable of doing it but say in Mazza if the healer has to destroy the statue the run is ruined. Happened to my group 6 times in a row.
This is good, DPS checks are terrible mechanics. You say there is no challenge but players with lower DPS have to face more of the mechanics, handle their sustains and spend longer getting things done. If those aren't penalties enough for low DPS you want to have a check that stops them even finishing the encounter. Low DPS characters will also never get speed run achievements.The content that comes out nowadays is a joke. None of the vet bosses require even medium dps. If you follow the very simple mechanics, you can light attack your way through everything.
From the HMs I'd expect at least some kind of DPS check. At least medium DPS should be required. But it's not. Both HMs are very doable with low dps, as long as people don't stand in stupid and follow mechanics.
Remember the Imperial City patch? vICP 2nd boss pre-nerfs? That's what you call a real boss!
Remember Doshia?
I would love to see a group light attack their way through a veteran scalecaller peak. I do not for a second believe that is possible.
There is not a single DPS check. First boss, as long as everyone goes into ice as soon as they see a circle under them, they can spend as much time as they want there. Interrupt the middle boss, hide behind ice pillar. Repeat. For all the other bosses, mechanics are %-based. So you can take your time slowly light attacking every single add to death. Just don't stand in stupid. And there isn't much stupid. If you get stoned, another person can free you. You can take all the time you want. Same on last boss. You can beat her with 10k dps. Maybe less. It's no challenge whatsoever. The two ice statues spawn every 20%, not time-based. Zero pressure.
Inhuman003 wrote: »It's Buggy like hell
I like the mechanics on vSP HM. I really do. But there are some things that feel like they could use some adjusting.
The random cone warning is too brief. If I get beamed as the tank, and due to the presence of ice/stone aoes I wasn't standing exactly in the interface area meaning my mates have to stand in the danger zone to shield me, and then poison happens... let's say I lost count of how many times it has wiped the entire group even though everyone dodged right out of it. If we're standing on the red even BEFORE the damage would logically hit, we're dead. How many times have I and others died outside of the cone. Ridiculous. If it is going to demand people have no more than 60 ping to be avoidable, then it certainly is happening too fast.
Overlapping safe zones. If the ice aoe happens to be covering the geyser, one person is going to die. Trying to reach the geyser will get you frozen instead and the other person who tries to use the geyser won't reach it because you're already frozen on top of it. Make these aoes bounce off each other instead of having them overlap and this would no longer be an issue.
Melee builds get the short stick on this fight, and on most of the dungeon tbh. Just having to move towards the ice statues can prove nigh impossible as the snare is very real. Although I can imagine if the group agrees that melee take the closer ones while ranged take the farthest this becomes a non issue.
Reaction time for the beam was absolutely rubbish. I think it has been fixed with this patch though. Beam not showing and the person beamed would be dead by the time it became visible. More of an issue on non HM than HM tbh as group should be stacking anyway, but still.
I like the mechanics on vSP HM. I really do. But there are some things that feel like they could use some adjusting.
The random cone warning is too brief. If I get beamed as the tank, and due to the presence of ice/stone aoes I wasn't standing exactly in the interface area meaning my mates have to stand in the danger zone to shield me, and then poison happens... let's say I lost count of how many times it has wiped the entire group even though everyone dodged right out of it. If we're standing on the red even BEFORE the damage would logically hit, we're dead. How many times have I and others died outside of the cone. Ridiculous. If it is going to demand people have no more than 60 ping to be avoidable, then it certainly is happening too fast.
Overlapping safe zones. If the ice aoe happens to be covering the geyser, one person is going to die. Trying to reach the geyser will get you frozen instead and the other person who tries to use the geyser won't reach it because you're already frozen on top of it. Make these aoes bounce off each other instead of having them overlap and this would no longer be an issue.
Melee builds get the short stick on this fight, and on most of the dungeon tbh. Just having to move towards the ice statues can prove nigh impossible as the snare is very real. Although I can imagine if the group agrees that melee take the closer ones while ranged take the farthest this becomes a non issue.
Reaction time for the beam was absolutely rubbish. I think it has been fixed with this patch though. Beam not showing and the person beamed would be dead by the time it became visible. More of an issue on non HM than HM tbh as group should be stacking anyway, but still.
Also, don't forget that Zaan's shield bash will sometimes ignore blocking, and one-shot even tanks.