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https://forums.elderscrollsonline.com/en/discussion/668861

New Content HM too hard?

  • MLGProPlayer
    MLGProPlayer
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    No.
    It's called "hard" mode for a reason...
  • ak_pvp
    ak_pvp
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    Yes.
    They are lazy RNG one shot filled messes. Just look at scale callers poison and spawn of snowmans. With general server lag you have very little time until instarip. Everything else is fine, fire, grip, and the main poison phase, but when its random, oh, your dead because poison is on you, or the snowmen are too far. Its pretty awful.

    Also its another dungeon with a ranged bias. They can stay behind rock much easier than a melee, or hit snowmen from the same place.
    Edited by ak_pvp on February 23, 2018 12:22AM
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Voxicity
    Voxicity
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    No.
    I think the difficulty of Fang Lair HM is spot on. It forces every role to their limit - self sustaining tank, healer who positions themselves effectively, and mobile and survivable dd's. It is also not a DPS race and mechanics can't be ignored. It's perfect.

    Scalecaller I haven't tried that much on HM but it seems like a worse designed fight. Way more RNG nonsense, not really my idea of fun.
  • WuffyCerulei
    WuffyCerulei
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    No.
    It's the right amount of challenging.
    For the love of Kyne, buff sorc. PC NACP 2100+Star-Sïnger - Khajiit Magicka Sorc - EP Grand Overlord - Flawless Conqueror vMA/vBRP/vDSA no death/vHel Ra HM/vAA HM/vSO HM/vMoL HM/vHoF HM/vAS +2/vCR+3/vSS HMs/vKA HMs/vVH/vRG Oax HM/vDSR
  • jssriot
    jssriot
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    NERF EVERYTHING!
    OK, OK, joke vote.

    I have only done Fang Liar and honestly, I thought it could have been better designed. I don't mind hard content that's intended to be hard but something about Fang just feels like sloppy, hastily done game design. I hear Scalecaller isn't much better.
    PC-NA since 2015. Tired and unimpressed.
  • Princess_Ciri
    Princess_Ciri
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    No.
    vSP HM is really bugged, but otherwise the difficulty level is good. It's nice that hard mode is actually a bit challenging and not just stack and burn zzzzzzzzzzzzzz
    GM and raid leader of Hot Girls Play DPS, the cutest guild EU
  • Varcarus
    Varcarus
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    I dont care.
    It depends on many factors:
    - Ping/Lag
    - How well your tank does
    - Healing is adequate
    - RNG(95% that)
    - If you're playing a COOKIE CUTTER StamBlade build(seriously, why is there no class diversity for dmg output?)

    If you ask me, all this artificial difficulty and "elitest" content bores me, it's why I never touch it(even if I cry everynight over the fact I'll never get a skin, helm override or personality).

    Generally though, I don't care.
    Edited by Varcarus on February 23, 2018 12:52AM
    PC-NA:
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  • Iccotak
    Iccotak
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    Not hard enough.
    Is Hard Mode too hard? ...
    254qbs.jpg
    jk, that being said; there are various bugs and issues that ZOS have said they are looking into.

    PS this is where I got that image from
  • xenowarrior92eb17_ESO
    xenowarrior92eb17_ESO
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    We need Hardmode for Hardmodes.
    @Iccotak stop being a facebook nerd and read more than just the title?
  • Iccotak
    Iccotak
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    Not hard enough.
    @xenowarrior92eb17_ESO
    I'm am purely making jest of the Poll option "Not Hard enough"
    But I am pointing out that ZOS is looking into it because I have seen numerous player complaint as well as ZOS talk about it.

    There are numerous bugs and instances where the player just has no chance of survival.

    Example; getting stuck in fire hold and you are stuck in disease cone spray. Dead.
  • MinarasLaure
    MinarasLaure
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    I dont care.
    Don't really care.
    I can get everything I need running normal
  • xenowarrior92eb17_ESO
    xenowarrior92eb17_ESO
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    We need Hardmode for Hardmodes.
    @Iccotak I agree that pretty much happening but since they fixed the synergyes im all good and everything is doable...tbh it feels 2 easy now...far 2 easy also u cant get sprayed to death after flame beam if you stick to ur virtual lanes...so as someone said b4 at least this apply to me its just a LTP issue...I really hope we wont have another "WGT episode" of patches cuz countless complains...stuff needs to be hard if its hardmode...non hm already feels like a joke...hopefully when new motifs will get added the 100% drop chance should be in HM only and not in non hm as I constantly report and complain regarding PC/EU Bloodroot Forge where is 100% motif page drop in non hm... common Zo$ you can do it...and now I can finally have a perspective to wreck a market when it happens since I bet only a handful of people even managed to finish the new HMs.
  • ArchMikem
    ArchMikem
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    I'm just another snowflake.
    It's called "hard" mode for a reason...

    Should be called "RNG Mode".
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Thannazzar
    Thannazzar
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    We need Hardmode for Hardmodes.
    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.
  • Jhalin
    Jhalin
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    No.
    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.

    Nah man, PvE exclusive content is a great thing. They have it for PvP (Emp Regalia, Xyvkin polymorphs), and overland faceroll grinding (quest and level costumes), and now an actual unique reward for some endgame PvE content. A Personality is a nice addition to the reward pool.
    Edited by Jhalin on February 23, 2018 7:15AM
  • MattT1988
    MattT1988
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    These threads always attract the sort of people who big note themselves. How many of them are lying through their teeth I wonder?
    pod88kk wrote: »
    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. :|

    Have your tank run barrier. Helps a lot. Get him to pop it if the healer gets statues.
    Edited by MattT1988 on February 23, 2018 8:28AM
  • Bbsample197
    Bbsample197
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    No.
    if everyone knows the mechanic any dgn is easy as ***!
  • Vaoh
    Vaoh
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    No.
    The DLC is so new it hasn’t even launched on console yet..... no nerfs please. Also it’s called VETERAN HARDMODE.

    VETERAN.

    -> HARD <-

    MODE

    There are still some bugs that needs fixing in these two new dungeons, but besides that the Hard Modes of the two most difficult dungeons in the game should definitely remain very hard to beat.
  • LadyAstrum
    LadyAstrum
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    No.
    I haven't tried it yet, and won't until I'm at least a couple hundred CP's higher, but it's good to have things to strive for/work towards. What's the point busting my rear-cushion for good gear etc if there isn't a reason to do so.
    ~ "You think me brutish? How do you imagine I view you?" - Molag Bal #misunderstood ~
  • Turelus
    Turelus
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    Meld777 wrote: »
    Jeremy wrote: »
    Meld777 wrote: »
    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! B)

    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.
    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.

    Personally if someone finished the new dungeons with only light attacks I would commend them on their patience and investment to do so, not complain the devs made the game too easy.

    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • xeNNNNN
    xeNNNNN
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    No.
    Inhuman003 wrote: »
    It's Buggy like hell

    Sorta agree with this, what makes the content harder than it actually is, is the fact that there are still massively group crippling bugs.
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • SammyFable
    SammyFable
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    We need Hardmode for Hardmodes.
    It HAS to be hard, otherwise the name HARDmode would be nothing but a joke. And we have enough of them already (looking at you vhof).
    Dro m'Athra Destroyer
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  • ayu_fever
    ayu_fever
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    Yes.
    i play each DLC dungeon just once to do the quest and get the skill point.
    DLC dungeons are just too hard, and i avoid them like the plague!!!
    i dont do the daily random dungeons even on normal because i could get a DLC dungeon.

    but honestly, it isnt the dungeons themselves that are “hard,” it is the randoms that you get grouped with that make it harder than they need to be.
    i could make my own group but i just dont have the dedication (or know people who play) for all that and i dont have time for guilds and such. i am just too casual of a player for these social aspects of the game (pvp, vet dungeons, trials, guilds)

    by design the DLC dungeons represent what a higher difficulty should be, kinda as a training ground from the easier dungeons before moving on to trials. they really do depend on teamwork and communication and people playing their roles.
    i am not asking for any nerfs or changes, i get my skill point from slogging through it once on normal mode and then i just avoid the content forever. but for those folks that want the hard content, you certainly have it. i hope the rng is great to you!

    ZOS nails it with DLC dungeons they really do.
    a DLC thats just 2 dungeons that are very challenging will give you your money’s worth because are extremely hard.
    if a dungeon DLC was as difficult as veteran fungal grotto 1 we would all feel ripped off.
    PS4 NA

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    other meta toons-
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    Freyja Straight-Fire, nord warden tank: THE ICEBERG (dungeons, trials)
    Ororo Straight-Fire, dark elf magsorc: THE SHOCKWAVE (dungeons, trials)
    Michonne Straight-Fire, redguard stamDK: THE EVISCERATOR (dungeons, trials)

    just for fun toons-
    Rhea Straight-Fire, wood elf warden stam healer: THE RANGER
    Shiva Straight-Fire, high elf warden ice mage: THE CRYOMANCER
    Morgana Straight-Fire, dark elf necromancer solo play: THE DEATHSINGER
    Lucille Straight-Fire, dark elf nightblade solo play: THE VOIDWALKER
    Diana Straight-Fire, nord templar tank: THE CLERIC
    Falsetto Straight-Fire, orc stamsorc werewolf: THE THUNDERHOWL
  • Asardes
    Asardes
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    No.
    Not hard, but pretty buggy and unreliable, meaning even if you do things right there's a high risk you wipe. Ex. multiple saving effects overlapping in the Zaan fight when the dragon statue is about to sniff, or never spawning at all (it seems to happen with the geyser still), meaning you don't know if you picked the designated one. It should have been polished a bit before release to live. I haven't tried them a lot, and when I did I was pretty close to beating them so I will do it soon anyway so I don't really fret about it. All I need is a bit of rest and unwinding before the next tries.
    Edited by Asardes on February 23, 2018 2:51PM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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  • Sinolai
    Sinolai
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    No.
    The only thing I could complain is Zaan's statues always killing you or your protector if you get "Zaan'd" into wrong place and have the wrong statue doing the breath attack. The game barely lets you move after CC before the breath comes and dodge rolls seem a bit badly scripted in that fight. But I like the challenge it offers. Finally something you cant just run through to farm motifs.
    Edited by Sinolai on February 23, 2018 2:49PM
  • Dracane
    Dracane
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    Fang Lair is a very nice dungeon and the hard mode is okay.
    Scalecaller is a piece of design trash. Lazy one shots mechanics in order to create false difficulty and totally unintuitive mechanics. It must be the worst dungeon made thus far, yet it's a rising trend since years. They release dungeons and they all contain more and more irresistable damage and unfair one shots and it gets worse with each dungeon DLC, CCs that are unblockable, unavoidable and can't even be resisted with CC immunity and you can't break free from them. Lazy, unfair, uncreative and quickly in need to be forgotten. If the poison concocter (or however he is spelled) wouldn't be such a creative bossfight, I would give up on the dungeon team.
    Edited by Dracane on February 23, 2018 3:12PM
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  • Shawn_PT
    Shawn_PT
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    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.
  • Stania
    Stania
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    Shawn_PT wrote: »
    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.
    PC NA server
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  • Melchior
    Melchior
    Soul Shriven
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  • Shawn_PT
    Shawn_PT
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    Stania wrote: »
    Shawn_PT wrote: »
    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.

    Never personally noticed that. I have noticed however that melee DDs do get one shot if they happen to be close to the boss, because the usual thought is 'if the boss is taunted, then the tank only will be hit', and they don't notice it's actually an AoE and not a single target blow.
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