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Buff anchor bosses

fojo82
fojo82
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I'm sure this has been discussed before, but seriously if your not going to make overland content more difficult at least make anchor bosses more of a challenge. I shouldn't be able to solo an anchor. Even geyser bosses are better /stronger than anchor bosses.
  • Nestor
    Nestor
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    Dark Anchors scale to the number of players there. If you solo them, you smaller trash moh waves and the boss phase only has 2 adds not 6.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • zaria
    zaria
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    The geyser bosses is significantly harder at least if you get an named one.
    The anchor bosses is mostly like public dungeon bosses so soloable.

    i once found an anchor after an maintenance who was fully spawned, died very fast and found I had to switch to vet dungeon setup, Boss should at least be much harder with more players.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Nestor
    Nestor
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    zaria wrote: »
    i once found an anchor after an maintenance who was fully spawned, died very fast and found I had to switch to vet dungeon setup, Boss should at least be much harder with more players.

    Was this where there are 12 high health deadra? I have come across this 5 or 6 times in the game, even created a couple of them by accident. Neat trick is to pop the ponions from stealth to kill them all at once. But your right, that array is a tough kill
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Kdka
    Kdka
    Soul Shriven
    I support this idea.
  • JesQu
    JesQu
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    Named bosses should have higher health than the normal ones.
  • Starlock
    Starlock
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    I'm mixed on this.

    I really like what the developers did with the Abyssal Geysers in Summerset. The scaling there works well, and it's still possible to solo them comfortably since the world bosses don't spawn if you are soloing them. Perhaps update the mechanics of the Anchors to work similarly to Abyssal Geysers? Most of the Anchors could spawn as they do now, but whenever one of the named champions pops up, they would be upscaled to world boss status. These named champions would never spawn if you were the only one fighting the Anchor.

    On the other hand, when I'm developing characters, they do sometimes struggle with the anchors. It would be even more of a challenge for new players who aren't familiar with the game and who don't have any CP to back them up.
  • Meesha1170
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    Maybe have a toggleable difficulty setting for overland content. Anchors are the best way to level up skills and collect jewelry pieces for sets and certain mats that prolonging that process or making it more strategic than mindless will put off a lot of people.
  • StormChaser3000
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    Nah, that will be too much pain, especially for low lvl players. Also when I suddenly come across a remote dolmen (some are located on islands and people almost never visit them) I want to be able to finish it quickly by myself instead of asking in chat for help and waiting 5-10 mins till they arrive.
    Group fights at dolmens are already rewarded by more mobs and thus more exp.
  • BretonMage
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    That would make jewellery farming very tedious. I mean more tedious.
  • Everstorm
    Everstorm
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    Nestor wrote: »
    Dark Anchors scale to the number of players there. If you solo them, you smaller trash moh waves and the boss phase only has 2 adds not 6.

    Would be more interesting if multiple bosses would spawn when there are a lot of ppl. Or at least make the spawnpoint less predictable so it doesn't spawn into a multitude of blockades, endless hails, caltrops, etc.
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